Proditor's Pad of Pop Culture and V&V. (NEW! Princess M'Krell and Singularity from Golden Heroes!)
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
I updated Moonblade's sheet with some new info. Hit teleport is to throw his sword, his body discorporating as it leaves his hand, and then as the sword arrives at the destination, it generates a new body that snatches the weapon out of the air.
That is so damn cool.
That is so damn cool.
Last edited by proditor on Sun May 16, 2021 7:51 pm, edited 1 time in total.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Jet, Quarrel, & Ninja from Golden Heroes!)
Eh, the GMG's Brute is even more undercost for PL13.
"I'm sorry. I love you. I'm not sorry I love you."
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
DISCORD
Discord - PL 9
Strength 3, Stamina 4, Agility 5, Dexterity 4, Fighting 4, Intellect 6, Awareness 2, Presence 2
Advantages
Benefit, Wealth 3 (millionare), Eidetic Memory, Inventor, Move-by Action, Ranged Attack 2
Skills
Expertise: Criminal 4 (+10), Expertise: Science 6 (+12), Investigation 4 (+10), Perception 4 (+6), Ranged Combat: Sonic Blast: Damage 8 4 (+8), Technology 6 (+12)
Powers
Sonic Blast: Damage 8 (sonic, DC 23; Increased Range: ranged, Penetrating 4)
. . Frequency Jump: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Change Velocity, Extended: 250 miles in 2 move actions; Medium: Sound)
Sonic Shield: Protection 6 (+6 Toughness; Sustained)
Offense
Initiative +5
Grab, +4 (DC Spec 13)
Sonic Blast: Damage 8, +10 (DC 23)
Throw, +6 (DC 18)
Unarmed, +4 (DC 18)
Complications
Identity: Derek Dudley, Brilliant Scientist
Motivation: Greed: Discord could probably do more than rob banks, but he really, really likes money
Motivation: Thrills: Discord also likes the thrills inherent in being a bankrobber.
Languages
English
Defense
Dodge 8, Parry 6, Fortitude 8, Toughness 10, Will 6
Power Points
Abilities 60 + Powers 27 + Advantages 8 + Skills 14 (28 ranks) + Defenses 13 = 122
Derek Dudley is a brilliant scientist (I mean, he has a background called that, so it must be true) who mastered the harmonic frequencies of the human body and then set about creating a personal energy matrix that harnessed those frequencies. Using this invention, he was able to generate sonic blasts, create shields of sound, and even transmute his own body into sound waves to achieve a form of instantaneous teleportation. Unfortunately, he used this marvelous invention for petty means and is a hireling or a bank robber as his fortunes change.
This one is pretty standard IMHO. He's a blaster with most of the standard suite of powers; A blast, a defense, and a movement power. Ya know, that kind of makes Cyclops more unique than I give him credit for usually. Anyway, the build is also pretty standard. No weird curve balls here, he's a slightly undercost PL9 blaster that would make a decent punching bag before getting to the main big bad, exactly as intended.
The only really odd thing about this guy is that his attacks look electrical in the drawing. No big deal, just odd. He's really not all that deep.
Discord - PL 9
Strength 3, Stamina 4, Agility 5, Dexterity 4, Fighting 4, Intellect 6, Awareness 2, Presence 2
Advantages
Benefit, Wealth 3 (millionare), Eidetic Memory, Inventor, Move-by Action, Ranged Attack 2
Skills
Expertise: Criminal 4 (+10), Expertise: Science 6 (+12), Investigation 4 (+10), Perception 4 (+6), Ranged Combat: Sonic Blast: Damage 8 4 (+8), Technology 6 (+12)
Powers
Sonic Blast: Damage 8 (sonic, DC 23; Increased Range: ranged, Penetrating 4)
. . Frequency Jump: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Change Velocity, Extended: 250 miles in 2 move actions; Medium: Sound)
Sonic Shield: Protection 6 (+6 Toughness; Sustained)
Offense
Initiative +5
Grab, +4 (DC Spec 13)
Sonic Blast: Damage 8, +10 (DC 23)
Throw, +6 (DC 18)
Unarmed, +4 (DC 18)
Complications
Identity: Derek Dudley, Brilliant Scientist
Motivation: Greed: Discord could probably do more than rob banks, but he really, really likes money
Motivation: Thrills: Discord also likes the thrills inherent in being a bankrobber.
Languages
English
Defense
Dodge 8, Parry 6, Fortitude 8, Toughness 10, Will 6
Power Points
Abilities 60 + Powers 27 + Advantages 8 + Skills 14 (28 ranks) + Defenses 13 = 122
Derek Dudley is a brilliant scientist (I mean, he has a background called that, so it must be true) who mastered the harmonic frequencies of the human body and then set about creating a personal energy matrix that harnessed those frequencies. Using this invention, he was able to generate sonic blasts, create shields of sound, and even transmute his own body into sound waves to achieve a form of instantaneous teleportation. Unfortunately, he used this marvelous invention for petty means and is a hireling or a bank robber as his fortunes change.
This one is pretty standard IMHO. He's a blaster with most of the standard suite of powers; A blast, a defense, and a movement power. Ya know, that kind of makes Cyclops more unique than I give him credit for usually. Anyway, the build is also pretty standard. No weird curve balls here, he's a slightly undercost PL9 blaster that would make a decent punching bag before getting to the main big bad, exactly as intended.
The only really odd thing about this guy is that his attacks look electrical in the drawing. No big deal, just odd. He's really not all that deep.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
ELDRITCH
Eldritch - PL 9
Strength 6, Stamina 5, Agility 3, Dexterity 2, Fighting 6, Intellect 6, Awareness 3, Presence 3
Advantages
Artificer, Beginner's Luck, Inventor, Ritualist, Second Chance: Failed Will Checks, Skill Mastery: Technology
Skills
Expertise: Magic 6 (+12), Expertise: Science 6 (+12), Intimidation 4 (+8), Investigation 2 (+8), Perception 2 (+5), Ranged Combat: Magic Spells 2 (+4), Technology 6 (+12), Treatment 2 (+8), Vehicles 4 (+6)
Powers
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Magic Shield: Protection 5 (+5 Toughness; Impervious [1 extra rank], Sustained)
Magic Spells
. . Enhancement: Variable 4 (Affects Others)
. . . . . . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . . . . . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Mystic Blast: Damage 10 (DC 25; Accurate 2: +4, Affects Insubstantial 2: full rank, Increased Range: ranged, Variable Descriptor 2: broad group - Magical)
Power Settings
Heightened Strength (Powers: Enhanced Ability: Enhanced Stamina 1, Enhanced Ability: Enhanced Strength 3)
Martial Prowess (Advantages: Accurate Attack, Close Attack 3, Defensive Attack, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown)
Mystic Cloaking (Powers: Invisibility: Concealment 5)
Mystic Flight (Powers: Flight: Flight 5)
Mystic Rebirth (Powers: Regeneration: Regeneration 5)
Superspeed (Powers: Super-speed)
Offense
Initiative +3
Grab, +6 (DC Spec 16)
Mystic Blast: Damage 10, +8 (DC 25)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)
Complications
Motivation: Greed: Eldritch needs money to achieve his goals
Obsession: Everybody wants to rule the world, but Eldritch REALLY wants to rule it.
Prejudice: Eldritch is an 8 foot tall, creepy thin-man alien looking dude.
Languages
English
Defense
Dodge 6, Parry 8, Fortitude 9, Toughness 10, Will 7
Power Points
Abilities 60 + Powers 49 + Advantages 6 + Skills 17 (34 ranks) + Defenses 15 = 147
Eldritch is an exile from a peaceful world of space nomads who was hurled to Earth as the worldship of his race passed through the solar system. He is highly intelligent and wishes to rule the planet through his mix of Science and Sorcery that was perfected by his people the Acanni. He usually relies on agents to fight for him, but if presented with no other option, he will wade in with gusto. His thin appearance belies his stunning physical capabilities.
Holy crap, they threw the guy out the airlock as they ran through our system and we got stuck with him! I mean, I guess it's good they were so peaceful or they might have just killed him as opposed to inflicting him on a technologically inferior race, right? ANYWAY...here's another one of those odd builds where you have a magician who can bench-press a VW Bug. A note on the Enhance spell: He can apply any effect in the list, either on himself of his henchmen, within the 20 point limit. So he could boost his physicals and give himself superspeed, or give himself flight and a henchmen regen, etc. This makes him staggeringly versatile, but also neutralizes his main ranged attack. He's an overcost PL9, but with the Variable, he's probably more effective. Good low level mastermind type villain with a few decent minions.
So it's a weird build, but I think it works. It achieves it's goal of being a weird support leader type who can also hold his own better than you'd think.
Eldritch - PL 9
Strength 6, Stamina 5, Agility 3, Dexterity 2, Fighting 6, Intellect 6, Awareness 3, Presence 3
Advantages
Artificer, Beginner's Luck, Inventor, Ritualist, Second Chance: Failed Will Checks, Skill Mastery: Technology
Skills
Expertise: Magic 6 (+12), Expertise: Science 6 (+12), Intimidation 4 (+8), Investigation 2 (+8), Perception 2 (+5), Ranged Combat: Magic Spells 2 (+4), Technology 6 (+12), Treatment 2 (+8), Vehicles 4 (+6)
Powers
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Magic Shield: Protection 5 (+5 Toughness; Impervious [1 extra rank], Sustained)
Magic Spells
. . Enhancement: Variable 4 (Affects Others)
. . . . . . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . . . . . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Mystic Blast: Damage 10 (DC 25; Accurate 2: +4, Affects Insubstantial 2: full rank, Increased Range: ranged, Variable Descriptor 2: broad group - Magical)
Power Settings
Heightened Strength (Powers: Enhanced Ability: Enhanced Stamina 1, Enhanced Ability: Enhanced Strength 3)
Martial Prowess (Advantages: Accurate Attack, Close Attack 3, Defensive Attack, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown)
Mystic Cloaking (Powers: Invisibility: Concealment 5)
Mystic Flight (Powers: Flight: Flight 5)
Mystic Rebirth (Powers: Regeneration: Regeneration 5)
Superspeed (Powers: Super-speed)
Offense
Initiative +3
Grab, +6 (DC Spec 16)
Mystic Blast: Damage 10, +8 (DC 25)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)
Complications
Motivation: Greed: Eldritch needs money to achieve his goals
Obsession: Everybody wants to rule the world, but Eldritch REALLY wants to rule it.
Prejudice: Eldritch is an 8 foot tall, creepy thin-man alien looking dude.
Languages
English
Defense
Dodge 6, Parry 8, Fortitude 9, Toughness 10, Will 7
Power Points
Abilities 60 + Powers 49 + Advantages 6 + Skills 17 (34 ranks) + Defenses 15 = 147
Eldritch is an exile from a peaceful world of space nomads who was hurled to Earth as the worldship of his race passed through the solar system. He is highly intelligent and wishes to rule the planet through his mix of Science and Sorcery that was perfected by his people the Acanni. He usually relies on agents to fight for him, but if presented with no other option, he will wade in with gusto. His thin appearance belies his stunning physical capabilities.
Holy crap, they threw the guy out the airlock as they ran through our system and we got stuck with him! I mean, I guess it's good they were so peaceful or they might have just killed him as opposed to inflicting him on a technologically inferior race, right? ANYWAY...here's another one of those odd builds where you have a magician who can bench-press a VW Bug. A note on the Enhance spell: He can apply any effect in the list, either on himself of his henchmen, within the 20 point limit. So he could boost his physicals and give himself superspeed, or give himself flight and a henchmen regen, etc. This makes him staggeringly versatile, but also neutralizes his main ranged attack. He's an overcost PL9, but with the Variable, he's probably more effective. Good low level mastermind type villain with a few decent minions.
So it's a weird build, but I think it works. It achieves it's goal of being a weird support leader type who can also hold his own better than you'd think.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
GAUNTLET
Gauntlet - PL 10
Strength 9/5, Stamina 3, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 0, Presence 2
Advantages
All-out Attack, Benefit, Status: Crime Boss, Benefit, Wealth 3 (millionare), Chokehold, Close Attack, Connected, Contacts, Equipment 1, Fighting Style: Krav Maga, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Prone Fighting, Ranged Attack 2, Takedown
Skills
Athletics 4 (+13), Close Combat: Unarmed 2 (+8), Deception 4 (+6), Expertise: Criminal 6 (+8), Expertise: Military 6 (+8), Intimidation 8 (+10), Investigation 4 (+6), Perception 4 (+4), Persuasion 6 (+8), Ranged Combat: Gauntlet Battlesuit 2 (+6), Technology 4 (+6)
Powers
Gauntlet Battlesuit (Removable)
. . Armor: Protection 7 (+7 Toughness; Impervious [1 extra rank])
. . Heat Blast: Damage 12 (DC 27; Increased Range: ranged)
. . . . Focused Heat Blast: Damage 8 (Alternate; DC 23; Increased Range: ranged, Penetrating 8)
. . . . Quick Heat Blast: Damage 8 (Alternate; DC 23; Increased Range: ranged, Multiattack)
. . Life Support: Immunity 10 (Life Support)
. . Right Hand Gauntlet - Enhanced Strength: Enhanced Trait 8 (Traits: Strength +4 (+9); Limited: One Limb)
Equipment
Cell Phone (Smartphone)
Offense
Initiative +4
Focused Heat Blast: Damage 8, +8 (DC 23)
Grab, +7 (DC Spec 19)
Heat Blast: Damage 12, +8 (DC 27)
Quick Heat Blast: Damage 8, +8 (DC 23)
Throw, +6 (DC 24)
Unarmed, +9 (DC 24)
Complications
Identity: James Hayman, former Bodyguard and Mercenary.
Motivation: Greed: James wants more power and more money. Preferably all of it.
Responsibility: James runs a criminal empire
Languages
English
Defense
Dodge 6, Parry 10, Fortitude 8, Toughness 10, Will 7
Power Points
Abilities 52 + Powers 44 + Advantages 19 + Skills 25 (50 ranks) + Defenses 18 = 158
James Hayman was a working class man who went to Uni on a scholarship, but he craved adventure so he bailed on school and joined the Parachute Regiment. This led to a career as a soldier and then Mercenary. He returned to civilian life, but was seduced by the easy money of the criminal world and became a bodyguard and eventual lieutenant to one of Europe's crime bosses. He discovered the plans for the Gauntlet battlesuit and pressured his boss (who apparently may have been powerful but not too bright) to build the suit for him. Now as Gauntlet, he promptly deposed his boss and recreated his criminal cartel as The Net; a loose confederation of criminals and supervillains whose main interaction is to support each other if the shit hits the fan. He is ruthless and brutal, but not mindlessly vicious. To Gauntlet, a beating will suffice unless someone tried killing him first. Then all bets are off.
Gauntlet is interesting and another of the higher end baddies in the book. He's got balanced defenses, an okay close attack, and a strong ranged one that has several "settings". He's got a strong combat background and access to a criminal cartel, so he's not one ot be taken lightly. He came out as a decent PL10 and that feels right based on the book. His only real drawback is that he has a crap Dodge. That's based more on the picture of his bulky suit than anything else, but I'm fine with it.
He also has one of the better pictures in here. He looks legit intimidating. Gauntlet also has one of the more extensive write-ups. In a lot of the early RPGs, if the villain has a background at all, it's a minor miracle. I think Hayman got more space simply because of his cartel, the Net. Still, I already have some ideas about filing the serial numbers off of Marvel's The Raiders and adding them to the Net as Gauntlet's enforcers.
Gauntlet - PL 10
Strength 9/5, Stamina 3, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 0, Presence 2
Advantages
All-out Attack, Benefit, Status: Crime Boss, Benefit, Wealth 3 (millionare), Chokehold, Close Attack, Connected, Contacts, Equipment 1, Fighting Style: Krav Maga, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Prone Fighting, Ranged Attack 2, Takedown
Skills
Athletics 4 (+13), Close Combat: Unarmed 2 (+8), Deception 4 (+6), Expertise: Criminal 6 (+8), Expertise: Military 6 (+8), Intimidation 8 (+10), Investigation 4 (+6), Perception 4 (+4), Persuasion 6 (+8), Ranged Combat: Gauntlet Battlesuit 2 (+6), Technology 4 (+6)
Powers
Gauntlet Battlesuit (Removable)
. . Armor: Protection 7 (+7 Toughness; Impervious [1 extra rank])
. . Heat Blast: Damage 12 (DC 27; Increased Range: ranged)
. . . . Focused Heat Blast: Damage 8 (Alternate; DC 23; Increased Range: ranged, Penetrating 8)
. . . . Quick Heat Blast: Damage 8 (Alternate; DC 23; Increased Range: ranged, Multiattack)
. . Life Support: Immunity 10 (Life Support)
. . Right Hand Gauntlet - Enhanced Strength: Enhanced Trait 8 (Traits: Strength +4 (+9); Limited: One Limb)
Equipment
Cell Phone (Smartphone)
Offense
Initiative +4
Focused Heat Blast: Damage 8, +8 (DC 23)
Grab, +7 (DC Spec 19)
Heat Blast: Damage 12, +8 (DC 27)
Quick Heat Blast: Damage 8, +8 (DC 23)
Throw, +6 (DC 24)
Unarmed, +9 (DC 24)
Complications
Identity: James Hayman, former Bodyguard and Mercenary.
Motivation: Greed: James wants more power and more money. Preferably all of it.
Responsibility: James runs a criminal empire
Languages
English
Defense
Dodge 6, Parry 10, Fortitude 8, Toughness 10, Will 7
Power Points
Abilities 52 + Powers 44 + Advantages 19 + Skills 25 (50 ranks) + Defenses 18 = 158
James Hayman was a working class man who went to Uni on a scholarship, but he craved adventure so he bailed on school and joined the Parachute Regiment. This led to a career as a soldier and then Mercenary. He returned to civilian life, but was seduced by the easy money of the criminal world and became a bodyguard and eventual lieutenant to one of Europe's crime bosses. He discovered the plans for the Gauntlet battlesuit and pressured his boss (who apparently may have been powerful but not too bright) to build the suit for him. Now as Gauntlet, he promptly deposed his boss and recreated his criminal cartel as The Net; a loose confederation of criminals and supervillains whose main interaction is to support each other if the shit hits the fan. He is ruthless and brutal, but not mindlessly vicious. To Gauntlet, a beating will suffice unless someone tried killing him first. Then all bets are off.
Gauntlet is interesting and another of the higher end baddies in the book. He's got balanced defenses, an okay close attack, and a strong ranged one that has several "settings". He's got a strong combat background and access to a criminal cartel, so he's not one ot be taken lightly. He came out as a decent PL10 and that feels right based on the book. His only real drawback is that he has a crap Dodge. That's based more on the picture of his bulky suit than anything else, but I'm fine with it.
He also has one of the better pictures in here. He looks legit intimidating. Gauntlet also has one of the more extensive write-ups. In a lot of the early RPGs, if the villain has a background at all, it's a minor miracle. I think Hayman got more space simply because of his cartel, the Net. Still, I already have some ideas about filing the serial numbers off of Marvel's The Raiders and adding them to the Net as Gauntlet's enforcers.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
MASQUERADE
Masquerade - PL 8
Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 4, Awareness 2, Presence 4
Advantages
All-out Attack, Attractive, Benefit, Wealth 3 (millionare), Chokehold, Connected, Contacts, Daze (Deception), Equipment 6, Fascinate (Persuasion), Fighting Style: Krav Maga, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Languages 3, Power Attack, Quick Draw, Ranged Attack 3, Redirect, Skill Mastery: Deception, Takedown, Well-informed
Skills
Acrobatics 4 (+9), Athletics 5 (+8), Close Combat: Unarmed 3 (+13), Deception 6 (+10), Expertise: Business 6 (+10), Expertise: Criminal 4 (+8), Expertise: Current Events 4 (+8), Expertise: Science 6 (+10), Insight 6 (+8), Investigation 4 (+8), Perception 6 (+8), Persuasion 8 (+12), Ranged Combat: Hold-out Pistol 4 (+9), Sleight of Hand 4 (+9), Stealth 6 (+11), Technology 4 (+8), Vehicles 4 (+9)
Powers
Disguise Kit (Removable)
. . Feature: Feature 1
Equipment
Hold-out Pistol, Undercover Shirt, Weapons and Spy Equipment 20
Offense
Initiative +5
Grab, +10 (DC Spec 13)
Hold-out Pistol, +12 (DC 17)
Throw, +8 (DC 18)
Unarmed, +13 (DC 18)
Complications
Motivation: Power: Sarah wants to take over the underworld.
Secret: Sarah Hathringdon - widow of former government minister
Languages
Chinese (Mandarin), English, French, Russian
Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8
Power Points
Abilities 74 + Powers 1 + Advantages 32 + Skills 42 (84 ranks) + Defenses 15 = 164
Known to the world as the widow of former government minister Nigel Hathrindon, Sarah is actually a super-talented, highly motivated criminal genius. She attained wealth, status, and prestige through marriage, but that was just the beginning. She trained hard and began to lay the groundwork for stage two. Through Blackmail, deception, and cunning, she plans to gather a group of super-powered agents and then turn all of the superheroes against each other. Once she's done that, she intends to sweep in and take over. She is a supreme manipulator, always in the background, letting others take the lumps and the risks while she stays unsuspected.
Now let's posit teaming her up with Gauntlet...yeah, that would be an awesome turn IMHO. Masquerade is a skill monkey who works better in the background, but can still throw hands if needed. She a seriously elite "normal" and will mop the floor with most other normies. But that's not her strength. Her main strengths are her skills, contacts, and her money. If she didn't have to gather a group and could just leap into co-leadership of a group like the Net, she'd be truly scary.
I gave her 20 points of equipment, feel free to give her more. She's rich and has government and criminal contacts. Getting a high powered experimental gun should be relatively easy if she needs it. Same for a car, a hideout, whatever.
Masquerade - PL 8
Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 4, Awareness 2, Presence 4
Advantages
All-out Attack, Attractive, Benefit, Wealth 3 (millionare), Chokehold, Connected, Contacts, Daze (Deception), Equipment 6, Fascinate (Persuasion), Fighting Style: Krav Maga, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Languages 3, Power Attack, Quick Draw, Ranged Attack 3, Redirect, Skill Mastery: Deception, Takedown, Well-informed
Skills
Acrobatics 4 (+9), Athletics 5 (+8), Close Combat: Unarmed 3 (+13), Deception 6 (+10), Expertise: Business 6 (+10), Expertise: Criminal 4 (+8), Expertise: Current Events 4 (+8), Expertise: Science 6 (+10), Insight 6 (+8), Investigation 4 (+8), Perception 6 (+8), Persuasion 8 (+12), Ranged Combat: Hold-out Pistol 4 (+9), Sleight of Hand 4 (+9), Stealth 6 (+11), Technology 4 (+8), Vehicles 4 (+9)
Powers
Disguise Kit (Removable)
. . Feature: Feature 1
Equipment
Hold-out Pistol, Undercover Shirt, Weapons and Spy Equipment 20
Offense
Initiative +5
Grab, +10 (DC Spec 13)
Hold-out Pistol, +12 (DC 17)
Throw, +8 (DC 18)
Unarmed, +13 (DC 18)
Complications
Motivation: Power: Sarah wants to take over the underworld.
Secret: Sarah Hathringdon - widow of former government minister
Languages
Chinese (Mandarin), English, French, Russian
Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8
Power Points
Abilities 74 + Powers 1 + Advantages 32 + Skills 42 (84 ranks) + Defenses 15 = 164
Known to the world as the widow of former government minister Nigel Hathrindon, Sarah is actually a super-talented, highly motivated criminal genius. She attained wealth, status, and prestige through marriage, but that was just the beginning. She trained hard and began to lay the groundwork for stage two. Through Blackmail, deception, and cunning, she plans to gather a group of super-powered agents and then turn all of the superheroes against each other. Once she's done that, she intends to sweep in and take over. She is a supreme manipulator, always in the background, letting others take the lumps and the risks while she stays unsuspected.
Now let's posit teaming her up with Gauntlet...yeah, that would be an awesome turn IMHO. Masquerade is a skill monkey who works better in the background, but can still throw hands if needed. She a seriously elite "normal" and will mop the floor with most other normies. But that's not her strength. Her main strengths are her skills, contacts, and her money. If she didn't have to gather a group and could just leap into co-leadership of a group like the Net, she'd be truly scary.
I gave her 20 points of equipment, feel free to give her more. She's rich and has government and criminal contacts. Getting a high powered experimental gun should be relatively easy if she needs it. Same for a car, a hideout, whatever.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
NIGHTMARE MAN
Nightmare Man - PL 8
Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 4, Awareness 1, Presence 4
Advantages
Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 2, Fearless, Improved Disarm, Improved Trip, Improvised Tools, Jack-of-all-trades, Ranged Attack 4, Sidekick 20, Well-informed
Skills
Acrobatics 6 (+9), Athletics 4 (+7), Close Combat: Whip 2 (+10), Deception 6 (+10), Expertise: Business 6 (+10), Expertise: Criminal 4 (+8), Expertise: Psychiatry 6 (+10), Insight 8 (+9), Intimidation 6 (+10), Investigation 4 (+8), Perception 6 (+7), Persuasion 4 (+8), Sleight of Hand 6 (+9), Stealth 6 (+9), Technology 4 (+8), Vehicles 4 (+7)
Powers
Gadget Array (Removable)
. . Biometric Decoder (Removable)
. . . . Morph: Morph 2 (+20 Deception checks to disguise; Narrow group; Precise; Check Required 5: DC 14 - Technology, Limited: Biometrics)
. . Bugs (Removable)
. . . . Remote Sensing: Remote Sensing 1 (Affects: 2 Types, inc. Visual - visual, auditory, Range: 60 feet; Limited: Transmitter Placement, Medium: Transmitters)
. . Climbing Gear (Removable)
. . . . Feature: Feature 1
. . Disguise Kit (Removable)
. . . . Feature: Feature 1
. . Electronic Lockpick (Removable)
. . . . Feature: Feature 1
. . Restraints (Removable)
. . . . Feature: Feature 1
. . Smoke Bombs (Removable)
. . . . Enhanced Trait: Enhanced Trait 1 (Advantages: Hide in Plain Sight)
. . Tracer Bug (Removable)
. . . . Feature: Feature 1
Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])
Equipment
Undercover Shirt, Whip
Offense
Initiative +3
Grab, +10 (DC Spec 13)
Throw, +7 (DC 18)
Unarmed, +10 (DC 18)
Whip, +12 (DC 18)
Languages
English
Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 7/3, Will 6
Power Points
Abilities 58 + Powers 12 + Advantages 42 + Skills 41 (82 ranks) + Defenses 16 = 169
Blair is a self-made tycoon. He started a munitions firm in the basement of his house and within 5 years he had built it into a major corporation. His health suffered however, and while writhing on the floor during a major heart attack, Terror came to him and began to feed off of his fear. He made a pact with Terror; bring me back to full health, and I'll supply you with a feast of fear from now on. Restored to health, he went about his mission with gusto. His primary targets were those likely to be overlooked; immigrants, mutants, minorities. He'll use his technical abilities to isolate and then terrify his victims. Terror hangs at his shoulder, feasting, and when necessary supplying Blair with magical healing or enhancement.
Wow, what a douchebag. Lot of bigots in this group. The guys who just want money or power seem kind of refreshing. Anyway, back to Nightmare. He's really just a skillmonkey with some gadgets and a really awesome familiar. He's a decent PL8 and kinda reminds me of a Daredevil villain. He's definitely street-level. The bird is a nice touch. I converted him before really researching the Enhancement sub-power of Magic, so I'm replacing it with the one that Eldritch has as it's more accurate to the write-up. Everything is already adjusted, no worries about changing anything.
Dude has a strong look, no lie. Another one that looks like he'd be fun to knock the $%^& out after a long investigation and a probable chase. Points cost...damn skillmonkies are freakin' expensive.
Terror - PL 4
Strength -2, Stamina 0, Agility 3, Dexterity 0, Fighting 3, Intellect 4, Awareness 6, Presence 0
Powers
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)
Total Invisibility: Concealment 10 (All Senses)
Variable: Variable 4 (Limited: Spells only work on Mister Nightmare)
Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
Power Settings
Heightened Strength (Powers: Enhanced Ability: Enhanced Stamina 1, Enhanced Ability: Enhanced Strength 3)
Martial Prowess (Advantages: Accurate Attack, Close Attack 3, Defensive Attack, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown)
Mystic Cloaking (Powers: Invisibility: Concealment 5)
Mystic Flight (Powers: Flight: Flight 5)
Mystic Rebirth (Powers: Regeneration: Regeneration 5)
Superspeed (Powers: Super-speed)
Offense
Initiative +3
Grab, +3 (DC Spec 8)
Throw, +0 (DC 13)
Unarmed, +3 (DC 13)
Languages
Fear
Defense
Dodge 7, Parry 7, Fortitude 0, Toughness 0, Will 6
Power Points
Abilities 32 + Powers 67 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 99
Nightmare Man - PL 8
Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 4, Awareness 1, Presence 4
Advantages
Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 2, Fearless, Improved Disarm, Improved Trip, Improvised Tools, Jack-of-all-trades, Ranged Attack 4, Sidekick 20, Well-informed
Skills
Acrobatics 6 (+9), Athletics 4 (+7), Close Combat: Whip 2 (+10), Deception 6 (+10), Expertise: Business 6 (+10), Expertise: Criminal 4 (+8), Expertise: Psychiatry 6 (+10), Insight 8 (+9), Intimidation 6 (+10), Investigation 4 (+8), Perception 6 (+7), Persuasion 4 (+8), Sleight of Hand 6 (+9), Stealth 6 (+9), Technology 4 (+8), Vehicles 4 (+7)
Powers
Gadget Array (Removable)
. . Biometric Decoder (Removable)
. . . . Morph: Morph 2 (+20 Deception checks to disguise; Narrow group; Precise; Check Required 5: DC 14 - Technology, Limited: Biometrics)
. . Bugs (Removable)
. . . . Remote Sensing: Remote Sensing 1 (Affects: 2 Types, inc. Visual - visual, auditory, Range: 60 feet; Limited: Transmitter Placement, Medium: Transmitters)
. . Climbing Gear (Removable)
. . . . Feature: Feature 1
. . Disguise Kit (Removable)
. . . . Feature: Feature 1
. . Electronic Lockpick (Removable)
. . . . Feature: Feature 1
. . Restraints (Removable)
. . . . Feature: Feature 1
. . Smoke Bombs (Removable)
. . . . Enhanced Trait: Enhanced Trait 1 (Advantages: Hide in Plain Sight)
. . Tracer Bug (Removable)
. . . . Feature: Feature 1
Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])
Equipment
Undercover Shirt, Whip
Offense
Initiative +3
Grab, +10 (DC Spec 13)
Throw, +7 (DC 18)
Unarmed, +10 (DC 18)
Whip, +12 (DC 18)
Languages
English
Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 7/3, Will 6
Power Points
Abilities 58 + Powers 12 + Advantages 42 + Skills 41 (82 ranks) + Defenses 16 = 169
Blair is a self-made tycoon. He started a munitions firm in the basement of his house and within 5 years he had built it into a major corporation. His health suffered however, and while writhing on the floor during a major heart attack, Terror came to him and began to feed off of his fear. He made a pact with Terror; bring me back to full health, and I'll supply you with a feast of fear from now on. Restored to health, he went about his mission with gusto. His primary targets were those likely to be overlooked; immigrants, mutants, minorities. He'll use his technical abilities to isolate and then terrify his victims. Terror hangs at his shoulder, feasting, and when necessary supplying Blair with magical healing or enhancement.
Wow, what a douchebag. Lot of bigots in this group. The guys who just want money or power seem kind of refreshing. Anyway, back to Nightmare. He's really just a skillmonkey with some gadgets and a really awesome familiar. He's a decent PL8 and kinda reminds me of a Daredevil villain. He's definitely street-level. The bird is a nice touch. I converted him before really researching the Enhancement sub-power of Magic, so I'm replacing it with the one that Eldritch has as it's more accurate to the write-up. Everything is already adjusted, no worries about changing anything.
Dude has a strong look, no lie. Another one that looks like he'd be fun to knock the $%^& out after a long investigation and a probable chase. Points cost...damn skillmonkies are freakin' expensive.
Terror - PL 4
Strength -2, Stamina 0, Agility 3, Dexterity 0, Fighting 3, Intellect 4, Awareness 6, Presence 0
Powers
Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)
Total Invisibility: Concealment 10 (All Senses)
Variable: Variable 4 (Limited: Spells only work on Mister Nightmare)
Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
Power Settings
Heightened Strength (Powers: Enhanced Ability: Enhanced Stamina 1, Enhanced Ability: Enhanced Strength 3)
Martial Prowess (Advantages: Accurate Attack, Close Attack 3, Defensive Attack, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown)
Mystic Cloaking (Powers: Invisibility: Concealment 5)
Mystic Flight (Powers: Flight: Flight 5)
Mystic Rebirth (Powers: Regeneration: Regeneration 5)
Superspeed (Powers: Super-speed)
Offense
Initiative +3
Grab, +3 (DC Spec 8)
Throw, +0 (DC 13)
Unarmed, +3 (DC 13)
Languages
Fear
Defense
Dodge 7, Parry 7, Fortitude 0, Toughness 0, Will 6
Power Points
Abilities 32 + Powers 67 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 99
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Beacon, Black Druid & Blacksun from Golden Heroes!)
Okay, I think that's it for today, last of the rogue's gallery tomorrow, then we'll try and tackle the guy's from the included module.
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Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
These dudes are super-interesting in that they're a look into the weird characters that get created in black & white Supers campaigns for older settings. Like you don't have superstar artists nor comic-book-tier writers on-staff, so you kinda just get the things you come up with when you have one guy trying to spam out 20 villain designs at once to fill space in a book.
So all these dudes with potentially unique gimmicks (Space Wizard! Sucky Iron Man Crook!) but they have 1-2 powers each and are just SO limited. And your "Avengers" tier heroes just... aren't quite. I think Champions ended up being most successful because they deliberately ripped off Marvel to an insane degree (which doubles as being helpful to people who were just gonna convert and run a Marvel game ANYWAYS- "Hey, look! This is how you do it!"). This is kinda why M&M's "Freedom City" universe is so good to me- a variety of very good artists actually producing some potential "Hey, people might actually read a comic about this character" types- a few rip-offs and clear homages (Flash, Superman, Batman to Johnny Rocket, Centurion & Raven), but a few things that shake up the gimmicks (Daedalus, Dr. Metropolis), and scads of villains, many taking interesting avenues ("Found Gear" guy, Walking Garbage, etc.) that you can see as real one-off threats in comics.
So all these dudes with potentially unique gimmicks (Space Wizard! Sucky Iron Man Crook!) but they have 1-2 powers each and are just SO limited. And your "Avengers" tier heroes just... aren't quite. I think Champions ended up being most successful because they deliberately ripped off Marvel to an insane degree (which doubles as being helpful to people who were just gonna convert and run a Marvel game ANYWAYS- "Hey, look! This is how you do it!"). This is kinda why M&M's "Freedom City" universe is so good to me- a variety of very good artists actually producing some potential "Hey, people might actually read a comic about this character" types- a few rip-offs and clear homages (Flash, Superman, Batman to Johnny Rocket, Centurion & Raven), but a few things that shake up the gimmicks (Daedalus, Dr. Metropolis), and scads of villains, many taking interesting avenues ("Found Gear" guy, Walking Garbage, etc.) that you can see as real one-off threats in comics.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
OUTCAST
Outcast - PL 10
Strength 7, Stamina 5, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 5, Presence 2
Advantages
All-out Attack, Benefit, Cipher 2, Defensive Attack, Fascinate (Persuasion), Languages 1, Luck, Ranged Attack 2, Ritualist
Skills
Athletics 4 (+11), Close Combat: Unarmed 4 (+8), Deception 4 (+6), Expertise: Magic 6 (+8), Insight 6 (+11), Perception 6 (+11), Persuasion 6 (+8), Ranged Combat: Psi Powers 4 (+7)
Powers
Psi Powers
. . Mind Control: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)
. . Plasma Blast: Damage 11 (DC 26; Increased Range: ranged, Penetrating 6)
. . Telekinesis: Move Object 5 (1600 lbs.; Diminished Range 2)
. . Transmutation: Transform 5 (Affects: Anything, Transforms: 25 lbs., DC 15; Increased Range: ranged; Diminished Range 2)
Telekinetic Shield: Protection 5 (+5 Toughness; Sustained)
Offense
Initiative +3
Grab, +4 (DC Spec 17)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Plasma Blast: Damage 11, +9 (DC 26)
Telekinesis: Move Object 5, +9 (DC 15)
Throw, +5 (DC 22)
Transmutation: Transform 5, +9 (DC Dog 15)
Unarmed, +8 (DC 22)
Complications
Motivation: Acceptance: Fey Twiceborn has been exiled from her home, and doesn't fit in here either.
Obsession: Fey wants revenge against those who cast her out.
Reputation: Outcast is viewed with suspicion by both sides.
Languages
English, Faerie
Defense
Dodge 10, Parry 8, Fortitude 9, Toughness 10, Will 9
Power Points
Abilities 62 + Powers 36 + Advantages 10 + Skills 20 (40 ranks) + Defenses 19 = 147
Named Fey for her strange response to her natural mother, Outcast quickly proved unsuitable for life among the Faeries. She was individualistic and when her community tried to stamp that out, it awakened her psi powers. She tried to sway her elders to her point of view, but they were able to resist and she was kicked out to live in the world of men. Since then, she has been used and misunderstood by both heroes and villains, some unknowingly, but with the result that she is trusted by few. Her overwhelming drive is to get home and punish those who banished her.
Another one of those odd super-strong mentalists, she has a LOT of powers, and seems pretty capable with them. The diminished range is an artifact of the Golden Heroes ranges, which are extremely short ranged. She's decently durable and the combo of mental, physical and blaster powers gives her a lot of versatility.
Yeah, Outcast is weird. She seems to be based off of the idea of the changeling and the hot elf chick lost stranger. She comes in pretty close dead on to a standard PL10 points-wise, but since her portfolio is diverse, it also means she doesn't really excel at anything.
Outcast - PL 10
Strength 7, Stamina 5, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 5, Presence 2
Advantages
All-out Attack, Benefit, Cipher 2, Defensive Attack, Fascinate (Persuasion), Languages 1, Luck, Ranged Attack 2, Ritualist
Skills
Athletics 4 (+11), Close Combat: Unarmed 4 (+8), Deception 4 (+6), Expertise: Magic 6 (+8), Insight 6 (+11), Perception 6 (+11), Persuasion 6 (+8), Ranged Combat: Psi Powers 4 (+7)
Powers
Psi Powers
. . Mind Control: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)
. . Plasma Blast: Damage 11 (DC 26; Increased Range: ranged, Penetrating 6)
. . Telekinesis: Move Object 5 (1600 lbs.; Diminished Range 2)
. . Transmutation: Transform 5 (Affects: Anything, Transforms: 25 lbs., DC 15; Increased Range: ranged; Diminished Range 2)
Telekinetic Shield: Protection 5 (+5 Toughness; Sustained)
Offense
Initiative +3
Grab, +4 (DC Spec 17)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Plasma Blast: Damage 11, +9 (DC 26)
Telekinesis: Move Object 5, +9 (DC 15)
Throw, +5 (DC 22)
Transmutation: Transform 5, +9 (DC Dog 15)
Unarmed, +8 (DC 22)
Complications
Motivation: Acceptance: Fey Twiceborn has been exiled from her home, and doesn't fit in here either.
Obsession: Fey wants revenge against those who cast her out.
Reputation: Outcast is viewed with suspicion by both sides.
Languages
English, Faerie
Defense
Dodge 10, Parry 8, Fortitude 9, Toughness 10, Will 9
Power Points
Abilities 62 + Powers 36 + Advantages 10 + Skills 20 (40 ranks) + Defenses 19 = 147
Named Fey for her strange response to her natural mother, Outcast quickly proved unsuitable for life among the Faeries. She was individualistic and when her community tried to stamp that out, it awakened her psi powers. She tried to sway her elders to her point of view, but they were able to resist and she was kicked out to live in the world of men. Since then, she has been used and misunderstood by both heroes and villains, some unknowingly, but with the result that she is trusted by few. Her overwhelming drive is to get home and punish those who banished her.
Another one of those odd super-strong mentalists, she has a LOT of powers, and seems pretty capable with them. The diminished range is an artifact of the Golden Heroes ranges, which are extremely short ranged. She's decently durable and the combo of mental, physical and blaster powers gives her a lot of versatility.
Yeah, Outcast is weird. She seems to be based off of the idea of the changeling and the hot elf chick lost stranger. She comes in pretty close dead on to a standard PL10 points-wise, but since her portfolio is diverse, it also means she doesn't really excel at anything.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
POWERHOUSE
Powerhouse - PL 10
Strength 7, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 5, Awareness 3, Presence 4
Advantages
Agile Feint, Close Attack, Defensive Roll 2, Diehard, Evasion, Extraordinary Effort, Fast Grab, Great Endurance, Improved Grab, Improved Initiative 2, Improved Smash, Improved Trip, Instant Up, Move-by Action, Power Attack, Ranged Attack 3, Takedown
Skills
Acrobatics 6 (+10), Athletics 6 (+13), Close Combat: Unarmed 4 (+12), Expertise: Medicine 6 (+11), Expertise: Sports 4 (+9), Intimidation 4 (+8), Perception 4 (+7), Ranged Combat: Throw 4 (+8), Technology 2 (+7), Treatment 4 (+9)
Powers
Drug based cocktail of steroids
. . Heightened Strength: Enhanced Strength 4 (+4 STR)
. . Heightened Vigor: Enhanced Stamina 4 (+4 STA, Advantages: Defensive Roll 2, Diehard, Great Endurance)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Super-speed (Advantages: Evasion, Improved Initiative 2)
. . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])
Offense
Initiative +12
Grab, +9 (DC Spec 17)
Throw, +11 (DC 22)
Unarmed, +13 (DC 22)
Complications
Addiction: Powerhouse is addicted to his own cocktail of steroids and drugs that he uses to maintain his powers.
Identity: Eric Townsend - Sports Doctor
Motivation: Greed: Eric wants power and money from his training of minions for other criminal masterminds.
Languages
English
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/8, Will 8
Power Points
Abilities 70 + Powers 31 + Advantages 14 + Skills 22 (44 ranks) + Defenses 15 = 152
Townsend was banned by British sporting bodies for his extensive drug use and training regimen. Using his own pharmacological knowledge to develop new and more effective supplements, he boosted his physique to superhuman levels. He's currently pulling crimes to try and garner attention so that he can sell others on his techniques.
I mean, his outcome is better than Jet's battlesuit. He looks sort of like discount US Agent stat wise. He's a pretty capable PL10 with a lot of combat capability, and a decent set of skills to make him into a Power Broker substitute in a campaign (616 version, not MCU). His only real weakness is lack of a ranged attack, but his throw doesn't suck, so can still potentially cause trouble for flyers and the like.
I actually really like this build. In addition to being pretty capable in a fight, he has a decent background, and enough hooks to make him plausible for longer term stories and not just mook of the week stuff.
Powerhouse - PL 10
Strength 7, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 5, Awareness 3, Presence 4
Advantages
Agile Feint, Close Attack, Defensive Roll 2, Diehard, Evasion, Extraordinary Effort, Fast Grab, Great Endurance, Improved Grab, Improved Initiative 2, Improved Smash, Improved Trip, Instant Up, Move-by Action, Power Attack, Ranged Attack 3, Takedown
Skills
Acrobatics 6 (+10), Athletics 6 (+13), Close Combat: Unarmed 4 (+12), Expertise: Medicine 6 (+11), Expertise: Sports 4 (+9), Intimidation 4 (+8), Perception 4 (+7), Ranged Combat: Throw 4 (+8), Technology 2 (+7), Treatment 4 (+9)
Powers
Drug based cocktail of steroids
. . Heightened Strength: Enhanced Strength 4 (+4 STR)
. . Heightened Vigor: Enhanced Stamina 4 (+4 STA, Advantages: Defensive Roll 2, Diehard, Great Endurance)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Super-speed (Advantages: Evasion, Improved Initiative 2)
. . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Parkour: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Limited: Moving in Urban Environments [4 ranks only])
Offense
Initiative +12
Grab, +9 (DC Spec 17)
Throw, +11 (DC 22)
Unarmed, +13 (DC 22)
Complications
Addiction: Powerhouse is addicted to his own cocktail of steroids and drugs that he uses to maintain his powers.
Identity: Eric Townsend - Sports Doctor
Motivation: Greed: Eric wants power and money from his training of minions for other criminal masterminds.
Languages
English
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/8, Will 8
Power Points
Abilities 70 + Powers 31 + Advantages 14 + Skills 22 (44 ranks) + Defenses 15 = 152
Townsend was banned by British sporting bodies for his extensive drug use and training regimen. Using his own pharmacological knowledge to develop new and more effective supplements, he boosted his physique to superhuman levels. He's currently pulling crimes to try and garner attention so that he can sell others on his techniques.
I mean, his outcome is better than Jet's battlesuit. He looks sort of like discount US Agent stat wise. He's a pretty capable PL10 with a lot of combat capability, and a decent set of skills to make him into a Power Broker substitute in a campaign (616 version, not MCU). His only real weakness is lack of a ranged attack, but his throw doesn't suck, so can still potentially cause trouble for flyers and the like.
I actually really like this build. In addition to being pretty capable in a fight, he has a decent background, and enough hooks to make him plausible for longer term stories and not just mook of the week stuff.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
SKYRIDER
Skyrider - PL 8
Strength 3, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 4
Advantages
Connected, Defensive Roll 2, Equipment 10, Evasion 2, Move-by Action, Ranged Attack 4
Skills
Deception 4 (+8), Expertise: Criminal 4 (+6), Intimidation 2 (+6), Perception 6 (+8), Persuasion 4 (+8), Technology 6 (+8), Vehicles 12 (+14)
Powers
Riding Skill: Enhanced Trait 15 (Traits: Dodge +6 (+12), Parry +4 (+10), Advantages: Defensive Roll 2, Evasion 2, Move-by Action; Limited: Only on Skyrider Jetbike)
Equipment
Skyrider Jetbike
Offense
Initiative +2
Grab, +6 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +6 (DC 18)
Complications
Honor: Dawn Morris won't take a life, and won't tolerate extreme violence. She's switched sides to protect police.
Motivation: Thrills: Dawn is in it mostly for the thrills
Languages
English
Defense
Dodge 12/6, Parry 10/6, Fortitude 5, Toughness 4/2, Will 7
Power Points
Abilities 46 + Powers 8 + Advantages 15 + Skills 19 (38 ranks) + Defenses 12 = 100
Skyrider got her bike from an admirer. And that's her background. Seriously, I wish I were kidding. She won't take a life, and has been known to block allies if they are lethally attacking bystanders or police. She has been doing this a long time, and is known by the authorities as a petty criminal with a tendency to flirt with the opposition.
She has no real powers, just a lot of skill in riding her bike. The bike is okay, but for a vehicle based super, she's not going to be any big shakes.
The design isn't bad, but man does she get the short end of the stick on background and honestly, powers. Since GH is random, that could just be the way the cookie crumbles. Skyrider is interesting, but knock her off the bike and it's all over.
Skyrider Jetbike - PL 8
Strength 4, Defense 4, Toughness 8, Size Medium
Features:
Alarm 2, Autopilot 2 (+8), Communications 1, Computer, Hidden Compartments 2, Navigation System 1, Remote Control
Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Radar: Senses 3 (Accurate: Radio, Radio)
Sonic Stunner (Removable)
. . Stunner: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate 2: +4, Increased Range: ranged)
Offense
Stunner: Affliction 6, +10 (DC Fort 16)
Power Points
Abilities 4 + Powers 26 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 47
Skyrider - PL 8
Strength 3, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 4
Advantages
Connected, Defensive Roll 2, Equipment 10, Evasion 2, Move-by Action, Ranged Attack 4
Skills
Deception 4 (+8), Expertise: Criminal 4 (+6), Intimidation 2 (+6), Perception 6 (+8), Persuasion 4 (+8), Technology 6 (+8), Vehicles 12 (+14)
Powers
Riding Skill: Enhanced Trait 15 (Traits: Dodge +6 (+12), Parry +4 (+10), Advantages: Defensive Roll 2, Evasion 2, Move-by Action; Limited: Only on Skyrider Jetbike)
Equipment
Skyrider Jetbike
Offense
Initiative +2
Grab, +6 (DC Spec 13)
Throw, +6 (DC 18)
Unarmed, +6 (DC 18)
Complications
Honor: Dawn Morris won't take a life, and won't tolerate extreme violence. She's switched sides to protect police.
Motivation: Thrills: Dawn is in it mostly for the thrills
Languages
English
Defense
Dodge 12/6, Parry 10/6, Fortitude 5, Toughness 4/2, Will 7
Power Points
Abilities 46 + Powers 8 + Advantages 15 + Skills 19 (38 ranks) + Defenses 12 = 100
Skyrider got her bike from an admirer. And that's her background. Seriously, I wish I were kidding. She won't take a life, and has been known to block allies if they are lethally attacking bystanders or police. She has been doing this a long time, and is known by the authorities as a petty criminal with a tendency to flirt with the opposition.
She has no real powers, just a lot of skill in riding her bike. The bike is okay, but for a vehicle based super, she's not going to be any big shakes.
The design isn't bad, but man does she get the short end of the stick on background and honestly, powers. Since GH is random, that could just be the way the cookie crumbles. Skyrider is interesting, but knock her off the bike and it's all over.
Skyrider Jetbike - PL 8
Strength 4, Defense 4, Toughness 8, Size Medium
Features:
Alarm 2, Autopilot 2 (+8), Communications 1, Computer, Hidden Compartments 2, Navigation System 1, Remote Control
Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Radar: Senses 3 (Accurate: Radio, Radio)
Sonic Stunner (Removable)
. . Stunner: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate 2: +4, Increased Range: ranged)
Offense
Stunner: Affliction 6, +10 (DC Fort 16)
Power Points
Abilities 4 + Powers 26 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 47
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
STOCKADE
Stockade - PL 8
Strength 5, Stamina 3, Agility 5, Dexterity 5, Fighting 4, Intellect 5, Awareness 1, Presence 0
Advantages
Hide in Plain Sight, Inventor, Skill Mastery: Technology
Skills
Acrobatics 4 (+9), Close Combat: Unarmed 2 (+6), Deception 8 (+8), Expertise: Science 8 (+13), Perception 6 (+7), Ranged Combat: Electro Pistol: Damage 9 2 (+7), Stealth 2 (+7), Technology 8 (+13), Vehicles 2 (+7)
Powers
Electrical Immunity: Immunity 10 (Common Descriptor: Electricity)
Electro Pistol: Damage 9 (Easily Removable, DC 24; Increased Range: ranged)
Invisibility: Concealment 2 (Sense - Sight; Innate; Permanent)
Offense
Initiative +5
Electro Pistol: Damage 9, +7 (DC 24)
Grab, +4 (DC Spec 15)
Throw, +5 (DC 20)
Unarmed, +6 (DC 20)
Complications
Identity: Dr. Darren G Stockade, believed dead in an industrial accident
Motivation: Greed: Stockade needs money to continue his research.
Obsession: Alternatively wants to be able to be visible again, but also wants to expand the range of his invisibility
Languages
English
Defense
Dodge 10, Parry 8, Fortitude 7, Toughness 3, Will 5
Power Points
Abilities 56 + Powers 25 + Advantages 3 + Skills 21 (42 ranks) + Defenses 17 = 122
Stockade was a brilliant scientist who ran into a face-full of SCIENCE!!! He was in the path of an exploding reactor that rendered him permanently invisible and immune to electricity. Since then he has used his powers to get money in an attempt to become visible again so he can enjoy spending it, but also so that he can expand the scope of his powers to include all wavelengths. His only other power is the invented Electro-Pistol that he carries for defense, since it can't be used to hurt him.
This guy is a little more interesting. He doesn't have any real defenses other than not being targetable most of the time. Pretty much any other targeting sense is going to ruin his day though. They suggest that if he sticks around in a campaign, to increase his electro-pistol, and to have him come up with some gadgets to counter other targeting senses.
He's not going to be more than a nuisance most of the time, but run right, he can be one hell of a nuisance. The other suggestion is to have him go behind the scenes and sell invisibility devices to criminal groups for their agents.
Stockade - PL 8
Strength 5, Stamina 3, Agility 5, Dexterity 5, Fighting 4, Intellect 5, Awareness 1, Presence 0
Advantages
Hide in Plain Sight, Inventor, Skill Mastery: Technology
Skills
Acrobatics 4 (+9), Close Combat: Unarmed 2 (+6), Deception 8 (+8), Expertise: Science 8 (+13), Perception 6 (+7), Ranged Combat: Electro Pistol: Damage 9 2 (+7), Stealth 2 (+7), Technology 8 (+13), Vehicles 2 (+7)
Powers
Electrical Immunity: Immunity 10 (Common Descriptor: Electricity)
Electro Pistol: Damage 9 (Easily Removable, DC 24; Increased Range: ranged)
Invisibility: Concealment 2 (Sense - Sight; Innate; Permanent)
Offense
Initiative +5
Electro Pistol: Damage 9, +7 (DC 24)
Grab, +4 (DC Spec 15)
Throw, +5 (DC 20)
Unarmed, +6 (DC 20)
Complications
Identity: Dr. Darren G Stockade, believed dead in an industrial accident
Motivation: Greed: Stockade needs money to continue his research.
Obsession: Alternatively wants to be able to be visible again, but also wants to expand the range of his invisibility
Languages
English
Defense
Dodge 10, Parry 8, Fortitude 7, Toughness 3, Will 5
Power Points
Abilities 56 + Powers 25 + Advantages 3 + Skills 21 (42 ranks) + Defenses 17 = 122
Stockade was a brilliant scientist who ran into a face-full of SCIENCE!!! He was in the path of an exploding reactor that rendered him permanently invisible and immune to electricity. Since then he has used his powers to get money in an attempt to become visible again so he can enjoy spending it, but also so that he can expand the scope of his powers to include all wavelengths. His only other power is the invented Electro-Pistol that he carries for defense, since it can't be used to hurt him.
This guy is a little more interesting. He doesn't have any real defenses other than not being targetable most of the time. Pretty much any other targeting sense is going to ruin his day though. They suggest that if he sticks around in a campaign, to increase his electro-pistol, and to have him come up with some gadgets to counter other targeting senses.
He's not going to be more than a nuisance most of the time, but run right, he can be one hell of a nuisance. The other suggestion is to have him go behind the scenes and sell invisibility devices to criminal groups for their agents.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
Okay, that's the list of villains from the Supervisor's Handbook. I'll try and get to the dudes and dudettes from the included module, but we just start closing on a house, so things are a little crazy.
Re: Proditor's Pad of Pop Culture and V&V. (NEW! Gauntlet, Masquerade, & Nightmare Man from Golden Heroes!)
Good grief, GW came up with Roxy Rocket a decade or so early.
"I'm sorry. I love you. I'm not sorry I love you."