VordWarp (Setting): PCs for an actual Series!

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Rebooting my Setting

Post by CaptainKaulu »

This concludes the rebooted versions of the Apex Wardens. Comments are welcome, although I don't know if anyone except me paid enough attention to either the old builds or the new ones enough to see the difference.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Rebooting my Setting

Post by CaptainKaulu »

I've filled in the Reserved posts at the start of this thread with a beginning of overall Setting Information, a beginning on Setting Factions, and a Comparison Chart with the Apex Wardens added to it.

I think next I want to work (at long last) on Dark Lord Gajasura and his four Lieutenants.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Rebooting my Setting

Post by CaptainKaulu »

Whew! I've designed and built the Dark Lord, other than the stats of the things he summons. PL16 builds with large NPC pools of Power Points are a lot of work! Especially when they're meant to be the center of a whole campaign! Hopefully I struck a good balance between doing that, while not being too indulgent about including every decent Power in the book! I definitely tried to leave the build with some minor weaknesses for the players to exploit. (First among those? He's only got +4 Perception. If his lieutenants aren't around, have a field day with Stealth!)

I'll post the stat blocks here in a bit, with some more Notes. It'll take some time, as there are 5 stat blocks involved not counting an HQ. (One metamorph form and three Summoned options.)

India

Master Villain

Dark Lord Gajasura: first of all, this is yet another Metamorph build, because what's a boss fight where the boss stays the same the whole time? But in this case, the two stat blocks are almost identical. The second one just has Growth 4, grows a set of armor to look like Sauron, and adjusts his other stats down to reflect those two changes. And a couple other tiny changes like losing an effective Benefit: Alternate Identity. (The "main" form can actually pass himself off as an ordinary human, appearance-wise, if he doesn't use his powers and leaves some of his Devices behind; how suspicious is it just to wear a large hunting knife at your belt, really?)

Gajasura is definitely inspired by Dr. Doom in some ways, but is definitely more on the Magic side than the Technological side. What high tech he does have comes from a genius Lieutenant. But the cocky arrogance should definitely be there on this 11 INT build. I did try to reverse some classic Dr. Doom moves: Doom uses technology for personal defense, flight, and summoning, so Gajasura uses magic for personal defense and summoning and has cosmic flight. Doom uses magic to heal or visit other dimensions, so Gajasura has technological gadgets for those tasks.

The build has plenty of Fortune Advantages and other ways to use Hero Points, because, as I understand it, a final boss fight in M&M should include the PCs receiving a LOT of Hero Points as the boss takes two standard actions per turn, wins initiative, forces the players to reroll their good rolls, performs vicious Power Stunts, and so on.

Gajasura should be excellent at retreating from a losing fight even without his emergency Teleportation, with Permeate through solid barriers.

Villainous Lieutenants

Inyey: OK, I ... may have been a bit indulgent with this build? 264 PP on a PL12 build, who's not even a Master Villain? Hmmm. But I've been combing over the build repeatedly, and I'm not sure what else to take away! And a number of the points come from flavorful abilities that don't add much to combat potential ... right?

Kite: Gajasura's tech specialist. I ended up spending just as many points on this lieutenant as on Inyey; marginally more, even! But I'm kind of coming around to the idea that the PCs' nemeses should be more versatile than PCs, with more points spent accordingly.

Sandra the Cruel: Gajasura's "honeypot" and powerhouse. OK, this time I wasn't surprised when the character concept ended up spending about as many points as the previous two. I guess these lieutenants are just going to be indulgent builds all around! I guess it makes sense from the perspective that, if playing a series where the players aren't playing as the Apex Wardens, one or two of these lieutenants could be a very respectable boss fight on their own.

Gynnyx: Gajasura's specialist on the Vord in particular; an alien warrior from the Succor. About the same as the other three in power and number of PP.
Last edited by CaptainKaulu on Tue Aug 04, 2020 9:56 pm, edited 12 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Rebooting my Setting

Post by CaptainKaulu »

Bio

Gajasura Rantakhman was an ordinary archaeologist from India—a genius, perhaps, but not superhuman in any way, and rather shy and unconfident—who just happened to be in archaeology graduate school in Novosibirsk, Russia, in 1999. He was in love with his study partner, Svetlana, but the feelings were unrequited. He had always been fascinated with outer space, and dreamed of studying alien archaeology.

The Bequest Probe crashed nearby.

Gajasura and Svetlana were the first people on the scene to study the wreckage. And then the Probe exploded, and launched the Bequest Mechanism violently—right at the two archeologists.

Assuming that this streaking white cloud of radiation would be deadly, Gajasura heroically interposed himself between his love and the perceived danger. And thus, he absorbed the brunt of the entire Mechanism’s power, becoming the first and (by far) most powerful Gifted.

Even with his new Regenerative abilities, it took Gajasura a couple weeks to recover and awake from the experience. When he awoke, he was a changed man: physically mighty, superhuman in emotional presence and confidence, and extremely intelligent and apt to learn magic, not to mention a few other details like flight. He was also somewhat knowledgeable about the incoming Vord invasion, and absolutely convinced that he was the one to protect Earth from it.

Gajasura concluded that he needed an iron control of humanity in order to rally them against the Vord, and spent the next decade maneuvering his way to dictatorship of Greater India. He aspires to expand this to the rest of the world … but faces some steep opposition, partly because he (being now a cold and ruthless personality) is clearly abusive towards his current subjects.

Like many supervillains, he is incredibly arrogant. Unlike many, he makes no secret of his past or history of how he got his powers, feeling that he has no weaknesses in that area for enemies to exploit.

When not using his Morph power or deliberately dressing up or using his powers, Gajasura can still pass for an ordinary Indian man, appearance-wise, and sometimes does indeed go out in the guise of an ordinary I.T. specialist named Arjun Rama.

Master Khan Gajasura
Gajasura Rantakhman (Human Form)
Power Level 16 (465 PP)

Abilities [76 PP]
· Strength 1 (+10) · Stamina 3 (+3) · Agility 2 (+5) · Dexterity 0 (+2) ·
· Fighting 10 (+12) · Intellect 10 (+11) · Awareness 4 (+4) · Presence 8 (+8) ·
Load Limit 25 tons

Without Whirling Kukri:
· Agility (+2) · Dexterity (+0) · Fighting (+10) ·


Powers [287 PP]
Lucky Escape · luck power · [4 PP]
Immortality 4 · (return after 2 days)
Flaw: Limited to circumstances of plausible survival
Avatar of the Cosmos · cosmic power · [48 PP]
  • Enhanced Strength 9
    Extra: Subtle 1 · (Perception DC 20 to notice)
  • ALT · Flight 5 · (60 mph, 900 ft/round)
    Extra: Aquatic · (15 mph, 250 ft/round in water)
    • ALT · Speed 4 · (30 mph, 500 ft/round)
  • Regeneration 1 · (every 10 rounds)
  • Senses 5 (Cosmic Awareness: olfactory, visual Counters Illusion, Darkvision)
  • Immunity 2 (aging, environmental condition: cold)
  • Immunity 18 (cold effects, disease, pain effects, poison, sleep)
    Flaw: Limited to Half Effect
Super-Genius · cosmic power · [13 PP]
  • Mind-Stretch: Enhanced Intellect 1
    Extra: Subtle 1 · (requires an exotic sense to notice)
  • Intellect Fortress: Impervious Will 7 · (ignore Will-resisted effects with 4 or fewer ranks)
  • Quickness 2 · (complete routine mental tasks in -2 time ranks)
    Extra: Subtle 1 · (requires an exotic sense to detect)
    Flaw: Limited to One Type: mental
  • Strategic Analysis: Senses 4 (Precognition)
    Flaws: Limited to actions of known sapient beings; Insight Check Required 1 · (Insight DC 14)
Arcane Ward · magic power · [50 PP]
  • Protection 15
    Extras: Sustained; Increased Duration (continuous); Impervious · (ignore Toughness-resisted effects with 8 or fewer ranks)
  • Immunity 5 (environmental condition: heat, environmental condition: radiation, environmental condition: vacuum, suffocation: all)
Main Spells (Array) · magic power · [64 PP + 6 PP for Alternate Effects]
  • ALT · Cursing Fist: Damage 8 (Strength-based)
    Extras: Incurable; Dangerous 1
    Linked: Affliction 18 (Will; Fatigued & Vulnerable / Defenseless & Disabled)
    Extras: Extra Condition; Concentration; Cumulative
    Flaw: Limited Degree
  • ALT · Implosion Bolt: Damage 18
    Extras: Increased Range 1; Increased Duration (concentration); Alternate Resistance (Fortitude); Penetrating 8; Homing 3
    Flaws: Distracting; Inaccurate 1
  • ALT · Mindfire: Damage 16
    Extras: Increased Range 2; Alternate Resistance (Will)
  • ALT · Dispel: Nullify 15 (Magic effects)
    Extras: Broad; Simultaneous; Secondary Effect; Precise; Extended Range 1; Indirect 2
  • ALT · Spell of Dread: Affliction 16 (Will; Impaired / Stunned)
    Extras: Area (Perception: sight); Selective; Progressive; Subtle 1
    Flaws: Limited Degree; Intimidation Check Required 1 · (1 rank of Affliction per Intimidation result in excess of 10)
  • ALT · Aura of Madness: Affliction 9 (Will; Dazed / Compelled / Controlled)
    Extras: Area (Burst 2); Selective; Reaction 3; Cumulative; Insidious
    Flaw: Increased Action 1
  • ALT · Conjure Inner Demon: Affliction 16 (Fortitude; none / none / Transformed)
    Extra: Increased Range 1
    Flaws: Limited Degree (3rd only); Expertise: Magic Check Required 8 · (1 rank of Affliction per Expertise: Magic result in excess of 17)
    Linked: Summon 9 (Naga)
    Extras: Increased Range 1; Increased Duration (continuous); Heroic; Multiple Minions 1; Sacrifice; Mental Link · (maximum 2 Nagas simultaneously)
    Flaws: Source (transformed creature); Limited to if Affliction successfully Transformed target
"Sauron Out" · magic power · [6 PP]
Morph 1 (Sauron-tribute form)
Extras: Metamorph 1; Increased Duration (continuous)
Flaw: Activation 1 · (Move Action transition)
Dark Feeling · magic power · [15 PP]
  • Aura of Misfortune: Luck Control 1 (Force Re-Roll)
  • Shadows About: Environment 4 (Visibility -5) · (250-ft radius)
  • Shadow Walk: Movement 2 (Permeate 1, Sure-Footed 1) · (speed rank -2: 15 mph, 250 ft/round if Flying through obstacles)
Divination Magic · magic power · [7 PP]
  • Hunches of Doom: Senses 4 (Precognition)
    Flaw: Limited to natural phenomena
  • Spiritual Tongue: Comprehend 2 (Spirits: communicate)
  • Enhanced Advantage 1 [Animal Empathy]
Basic Mage Hand · magic power · [2 PP]
Move Object 1 · (25/50/100 ft; Load Limit 100 lb.)
Whirling Kukri (Easily Removable, Indestructible) · magic power · [26 / 43 PP]
  • Damage 2 (Strength-based)
    Extras: Multiattack [10 extra ranks]; Accurate 3; Dangerous 2
  • Feature 1 (Subtle 1) · (Perception DC 20 to realize Kukri is the source of Alacritous Haste effects)
  • Alacritous Haste: Enhanced Agility 3
  • Alacritous Haste: Enhanced Dexterity 2
  • Alacritous Haste: Enhanced Fighting 2
  • Alacritous Haste: Enhanced Advantages 9 [Accurate Attack, Agile Feint, Improved Initiative 1, Move-By Action, Quick Draw, Seize Initiative, Takedown 2, Ultimate Effort (Dodge)]
Über-Commlink · cybernetic tech power · [18 PP]
  • Senses 1 (Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
ALT · Galvanizing Rod (Easily Removable) · technological power · [22 / 38 PP + 1 PP for Alternate Device]
  • Healing 9
    Extras: Persistent; Energizing; Resurrection
  • Enhanced Advantage 1 [Ultimate Effort (Healing)]

ALT · Phasing Framework (Removable) · technological power
  • ALT · Recall Button: Teleport 15 · (32000 miles in two Move Actions)
    Extras: Extended; Increased Mass 5; Change Velocity · (bring 1600 lb. along)
    Flaws: Limited to Extended; Limited to teleporting to Ganesh Spire
  • ALT · Recall Button: Teleport 23 · (32000 miles in a Triggered action)
    Extras: Increased Mass 3; Change Velocity; Triggered 2 (when Gajasura is Incapacitated) · (bring 400 lb. along)
    Flaws: Tiring; Limited to teleporting to Ganesh Spire
    Linked: Senses 1 (Detect 1 medical state of wearer: tactile)
  • ALT · Enter the Collective Unconscious: Movement 3 (Dimensional 3: any dimension)
    Extra: Increased Mass 5 · (bring 1600 lb. along)
    Flaw: Activation 2 · (Standard Action to charge up)
Threaten Minions Effectively · talent power · [2 PP]
  • Luck Control 1 (Spend on Other)
    Flaws: Limited to Recover; Communication-Dependent
  • Enhanced Advantage 5 [Inspire 5]
    Flaw: Intimidation Check Required 4 · (1 rank of Inspire per Intimidation result in excess of 13)
Archaeologist · talent power · [2 PP]
Enhanced Expertise: History 6
Flaw: Limited to archaeology
Fascinated with Space · talent power · [1 PP]
Enhanced Expertise: Science 3
Flaw: Limited to astronomy
Advantages [42 PP]
· Accurate Attack · Agile Feint · Animal Empathy · Artificer · Beginner’s Luck · Benefit 13 (Alternate Identity 1: Arjun Rama, Diplomatic Immunity, Security Clearance 3: S.P.U.N., Status 4: Master Khan of Greater India, Wealth 4: multi-millionaire) · Close Attack 2 · Connected · Defensive Roll 2 · Equipment 8 · Extraordinary Effort · Fascinate (Intimidation) · Improved Initiative 1 · Flawed Inspire 5 · Interpose · Languages 4 · Move-By Action · Quick Draw · Second Chance 2 (entrapment, Expertise: Magic for Artificer) · Seize Initiative · Set-Up 1 · Speed of Thought · Startle · Takedown 2 · Ultimate Effort (Dodge) · Ultimate Effort (Expertise: Magic) · Well-Informed ·
Equipment · [40 ep]
  • Smartphone · 2 ep
  • Handcuffs · 1 ep
  • Shared Vehicle: Garuda Shuttle (detailed under Inyey) · 22 ep

Pouch of Victim Scarabs · 6 ep
Summon 1 (Scarab)
Extra: Increased Duration (continuous); Multiple Minions 2; Reaction 3 · (maximum 4 Scarabs simultaneously)
Flaws: Permanent; Increased Action 2; Unreliable (5 Uses); Attitude 1 · (indifferent attitude; Move Action to summon)

Ganesh Spire · Headquarters · 9 / 45 ep
  • Location: Karachi, Greater India.
  • Size G (skyscraper)
  • Toughness (+22)
  • Features: Chapel, Combat Simulator 2, Communications, Computer, Fire Prevention System, Garage, Gym, Habitat, Hangar, Holding Cells 5 (Impervious Toughness +33, nullify, nullify, punishment), Infirmary, Laboratory, Library, Living Space, Personnel, Power System (antimatter reactor), Security System 4 (DC 35), Teleport Lock 1, Temporal Limbo 1 (accelerated), Theater, Workshop.
  • Circles of Healing: Healing 15
    Extras: Stabilize; Persistent; Restorative
    Flaw: Limited to Infirmary beds
  • Danava Guards: Summon 5 (Danava)
    Extras: Increased Range 1; Active; Multiple Minions 2 · (maximum 4 Danavas simultaneously)
    Flaws: Unreliable, Diminished Range 3 · (50 ft)
  • Defense System - Implosions: Damage 16
    Extras: Increased Range 2, Alternate Resistance (Fortitude)
    Flaws: Unreliable; Side Effect
  • Defense System - Feeblemind: Weaken Intellect 10 (Will)
    Extras: Increased Range 1; Progressive; Indirect 2 (any origin point away from source)
    Flaw: Unreliable
  • Holding Cells Nullify - Cosmic: Nullify 16 (cosmic)
    Extras: Simultaneous; Effortless; Secondary Effect
    Flaws: Reduced Range; Grab-Based
  • Holding Cells Nullify - Mystic: Nullify 16 (mystic & magic)
    Extras: Broad; Simultaneous; Effortless
    Flaws: Reduced Range; Grab-Based
  • Holding Cells Punishment: Affliction 16 (Fortitude; Dazed & Fatigued & Impaired & Vulnerable / Defenseless & Disabled & Exhausted & Stunned)
    Extras: Extra Condition 3; Cumulative
    Flaws: Limited Degree; Unreliable; Grab-Based
Languages
· native: Hindi · Arabic · Bengali · English · French · Mandarin · Russian · Spanish · Urdu ·
Skills [28 PP]
· Acrobatics 1 (+6) · Close Combat: Misc. 0 (+14) · Expertise: Aliens 1 (+12) · Expertise: History 1 (+12, or +18 archaeology) · Expertise: Law 1 (+12) · Expertise [PRE]: Leadership 1 (+9) · Expertise: Magic 15 (+26) · Expertise: Politics 1 (+12) · Expertise: Science 1 (+12, or +15 astronomy) · Insight 4 (+8) · Intimidation 10 (+18) · Investigation 4 (+15) · Ranged Combat: Spells 14 (+16) · Technology 1 (+12) · Treatment 1 (+12) ·

Without Whirling Kukri:
· Acrobatics (+3) · Close Combat: Misc. (+12) · Ranged Combat: Spells (+14) ·


Defenses [32 PP]
· Dodge 7 (+12) · Parry 0 (+12) ·
· Fortitude 12 (+15) · Toughness (+20/+18*) · Will 13 (+17) ·
*without Defensive Roll

Without Whirling Kukri:
· Dodge (+9) · Parry (+10) ·


Offense · Initiative +15 (+11 without Whirling Kukri)
  • Cursing Fist: +14 · Close Damage DC 33 (Strength-based), bludgeoning, crit 19-20, Linked to Close Affliction DC 28 (resisted and overcome by Will; Fatigued & Vulnerable / Defenseless & Disabled).
    Incurable (Damage component). Cumulative (Affliction component). Concentration (Affliction component).
  • Whirling Kukri: +20 · Close Damage DC 27 (Strength-based), slashing, crit 18-20.
    Multiattack.
  • Implosion Bolt: +14 · Ranged (450/900/1800 ft) Damage DC 33, resisted by Fortitude, force.
    Distracting. Concentration. Penetrating DC 23. Homing 3.
  • Mindfire: Perception-Ranged Damage DC 31, resisted by Will, mental.
  • Dispel: +16 · Ranged (750/1500/3000 ft) Nullify magic effects +15, magic.
    Simultaneous (but can pick some effects and leave others alone). Secondary Effect. Indirect (originate from any point away from origin).
  • Spell of Dread: Dodge DC 26 · Close Area (Perception: sight) Affliction DC 26 (resisted and overcome by Will; Impaired / Stunned), fear.
    Selective. Subtle 1 (Perception DC 20 to notice him casting). 1 rank of Affliction per Intimidation result in excess of 10. Progressive.
  • Aura of Madness: Dodge DC 19 · Close Area (60-ft Burst) Affliction DC 19 (resisted and overcome by Will; Dazed / Compelled / Controlled), mind control.
    Selective. Free Action 1/round. Cumulative. Insidious.
  • Grab: +14 · Close · DC 20.
  • Basic Mage Hand: +16 · Ranged (25/50/100 ft) Move Object DC 11, magic force.
  • HQ Implosions: Perception-Ranged Damage DC 31, resisted by Fortitude, force.
    Unreliable. Building takes Damage—resisted by Toughness—if attack is resisted.
  • HQ Feeblemind: +16 · Ranged (400/800/1600 ft) Weaken Intellect DC 20, resisted by Will, magic.
    Unreliable. Progressive. Indirect (originate from any point away from origin).
Complications
  • Motivation - Stopping the Vord. Gajasura’s mission has been absolutely clear to him since he was Gifted. The means of accomplishing his task are a little more up in the air … but surely absolute power couldn’t hurt?
  • Responsibility. Ruler of Greater India. He’s not a benevolent ruler, but he still has to do good stuff some of the time to keep things stable.
  • Relationships. His girlfriend, Inyey, and his other lieutenants: Abuja, Sandra, and Gynnyx.
  • Enemies. Just about everyone beyond his borders, but especially the Chinese Government, the AWs, and a resistance movement based in Sri Lanka.
  • Megalomania. Arrogant, convinced of his superiority over mankind, and assured of his eventual success.
  • Buzzing Noise. If Gajasura has his Pouch of Victim Scarabs with him, the scarabs' activities can ruin his undercover status.
  • Podcast. Maintains a propaganda-laced, yet oddly personable weekly podcast, in which he could potentially give away personal weaknesses.
ABILITIES [76] + SKILLS [28] + ADVANTAGES [42] + POWERS [287] + DEFENSES [32]
= 465 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 11:47 pm, edited 15 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Major BBEG Up!

Post by CaptainKaulu »

Master Khan Gajasura
Gajasura Rantakhman (Sauron-Tribute Form)
Power Level 16 (465 PP)

Abilities [70 PP]
· Strength 1 (+14) · Stamina 3 (+7) · Agility 2 (+5) · Dexterity -1 (+1) ·
· Fighting 8 (+10) · Intellect 10 (+11) · Awareness 4 (+4) · Presence 8 (+8) ·
Load Limit 400 tons

Without Whirling Kukri:
· Agility (+2) · Dexterity (-1) · Fighting (+8) ·


Powers [303 PP]
Lucky Escape · luck power · [4 PP]
Immortality 4 · (return after 2 days)
Flaw: Limited to circumstances of plausible survival
Avatar of the Cosmos · cosmic power · [70 PP]
  • Growth 4 · (size rank +1, mass rank +4, Close reach +5 ft, STR +4, STA +4, Intimidate +2, Dodge -2, Parry -2, Stealth -4)
    Extra: Increased Duration (continuous)
  • Dark-Lord Plate Armor: Protection 6
    Extra: Impervious
    Flaw: Noticeable
  • Enhanced Strength 9
  • ALT · Flight 5 · (60 mph, 900 ft/round)
    Extra: Aquatic · (15 mph, 250 ft/round in water)
    • ALT · Speed 4 · (30 mph, 500 ft/round)
  • Regeneration 1 · (every 10 rounds)
  • Senses 5 (Cosmic Awareness: olfactory, visual Counters Illusion, Darkvision)
  • Immunity 2 (aging, environmental condition: cold)
  • Immunity 18 (cold effects, disease, pain effects, poison, sleep)
    Flaw: Limited to Half Effect
Super-Genius · cosmic power · [13 PP]
  • Mind-Stretch: Enhanced Intellect 1
    Extra: Subtle 1 · (requires an exotic sense to notice)
  • Intellect Fortress: Impervious Will 7 · (ignore Will-resisted effects with 4 or fewer ranks)
  • Quickness 2 · (complete routine mental tasks in -2 time ranks)
    Extra: Subtle 1 · (requires an exotic sense to detect)
    Flaw: Limited to One Type: mental
  • Strategic Analysis: Senses 4 (Precognition)
    Flaws: Limited to actions of known sapient beings; Insight Check Required 1 · (Insight DC 14)
Arcane Ward · magic power · [40 PP]
  • Protection 11
    Extras: Sustained; Increased Duration (continuous); Impervious [2 extra ranks] · (ignore Toughness-resisted effects with 10 or fewer ranks)
  • Immunity 5 (environmental condition: heat, environmental condition: radiation, environmental condition: vacuum, suffocation: all)
Main Spells (Array) · magic power · [64 PP + 6 PP for Alternate Effects]
  • ALT · Cursing Fist: Damage 6 (Strength-based)
    Extras: Incurable; Dangerous 2; Accurate 1
    Linked: Affliction 18 (Will; Fatigued & Vulnerable / Defenseless & Disabled)
    Extras: Extra Condition; Concentration; Cumulative
    Flaw: Limited Degree
  • ALT · Implosion Bolt: Damage 18
    Extras: Increased Range 1; Increased Duration (concentration); Alternate Resistance (Fortitude); Penetrating 8; Homing 3
    Flaws: Distracting; Inaccurate 1
  • ALT · Mindfire: Damage 16
    Extras: Increased Range 2; Alternate Resistance (Will)
  • ALT · Dispel: Nullify 15 (Magic effects)
    Extras: Broad; Simultaneous; Secondary Effect; Precise; Extended Range 1; Indirect 2
  • ALT · Spell of Dread: Affliction 16 (Will; Impaired / Stunned)
    Extras: Area (Perception: sight); Selective; Progressive; Subtle 1
    Flaws: Limited Degree; Intimidation Check Required 1 · (1 rank of Affliction per Intimidation result in excess of 10)
  • ALT · Aura of Madness: Affliction 9 (Will; Dazed / Compelled / Controlled)
    Extras: Area (Burst 2); Selective; Reaction 3; Cumulative; Insidious
    Flaw: Increased Action 1
  • ALT · Conjure Inner Demon: Affliction 16 (Fortitude; none / none / Transformed)
    Extra: Increased Range 1
    Flaws: Limited Degree (3rd only); Expertise: Magic Check Required 8 · (1 rank of Affliction per Expertise: Magic result in excess of 17)
    Linked: Summon 9 (Naga)
    Extras: Increased Range 1; Increased Duration (continuous); Heroic; Multiple Minions 1; Sacrifice; Mental Link · (maximum 2 Nagas simultaneously)
    Flaws: Source (transformed creature); Limited to if Affliction successfully Transformed target
Deflate · magic power · [6 PP]
Morph 1 (Human form)
Extras: Metamorph 1; Increased Duration (continuous)
Flaw: Activation 1 · (Move Action transition)
Dark Feeling · magic power · [15 PP]
  • Aura of Misfortune: Luck Control 1 (Force Re-Roll)
  • Shadows About: Environment 4 (Visibility -5) · (250-ft radius)
  • Shadow Walk: Movement 2 (Permeate 1, Sure-Footed 1) · (speed rank -2: 15 mph, 250 ft/round if Flying through obstacles)
Divination Magic · magic power · [7 PP]
  • Hunches of Doom: Senses 4 (Precognition)
    Flaw: Limited to natural phenomena
  • Spiritual Tongue: Comprehend 2 (Spirits: communicate)
  • Enhanced Advantage 1 [Animal Empathy]
Basic Mage Hand · magic power · [2 PP]
Move Object 1 · (25/50/100 ft; Load Limit 100 lb.)
Whirling Kukri (Easily Removable, Indestructible) · magic power · [30 / 47 PP]
  • Damage 2 (Strength-based)
    Extras: Multiattack [14 extra ranks]; Accurate 3; Dangerous 2
  • Feature 1 (Subtle 1) · (Perception DC 20 to realize Kukri is the source of Alacritous Haste effects)
  • Alacritous Haste: Enhanced Agility 3
  • Alacritous Haste: Enhanced Dexterity 2
  • Alacritous Haste: Enhanced Fighting 2
  • Alacritous Haste: Enhanced Advantages 9 [Accurate Attack, Agile Feint, Improved Initiative 1, Move-By Action, Quick Draw, Seize Initiative, Takedown 2, Ultimate Effort (Dodge)]
Über-Commlink · cybernetic tech power · [18 PP]
  • Senses 1 (Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
ALT · Galvanizing Rod (Easily Removable) · technological power · [22 / 38 PP + 1 PP for Alternate Device]
  • Healing 9
    Extras: Persistent; Energizing; Resurrection
  • Enhanced Advantage 1 [Ultimate Effort (Healing)]

ALT · Phasing Framework (Removable) · technological power
  • ALT · Recall Button: Teleport 15 · (32000 miles in two Move Actions)
    Extras: Extended; Increased Mass 5; Change Velocity · (bring 1600 lb. along)
    Flaws: Limited to Extended; Limited to teleporting to Ganesh Spire
  • ALT · Recall Button: Teleport 23 · (32000 miles in a Triggered action)
    Extras: Increased Mass 3; Change Velocity; Triggered 2 (when Gajasura is Incapacitated) · (bring 400 lb. along)
    Flaws: Tiring; Limited to teleporting to Ganesh Spire
    Linked: Senses 1 (Detect 1 medical state of wearer: tactile)
  • ALT · Enter the Collective Unconscious: Movement 3 (Dimensional 3: any dimension)
    Extra: Increased Mass 5 · (bring 1600 lb. along)
    Flaw: Activation 2 · (Standard Action to charge up)
Threaten Minions Effectively · talent power · [2 PP]
  • Luck Control 1 (Spend on Other)
    Flaws: Limited to Recover; Communication-Dependent
  • Enhanced Advantage 5 [Inspire 5]
    Flaw: Intimidation Check Required 4 · (1 rank of Inspire per Intimidation result in excess of 13)
Archaeologist · talent power · [2 PP]
Enhanced Expertise: History 6
Flaw: Limited to archaeology
Fascinated with Space · talent power · [1 PP]
Enhanced Expertise: Science 3
Flaw: Limited to astronomy
Advantages [39 PP]
· Accurate Attack · Agile Feint · Animal Empathy · Artificer · Beginner’s Luck · Benefit 12 (Diplomatic Immunity, Security Clearance 3: S.P.U.N., Status 4: Master Khan of Greater India, Wealth 4: multi-millionaire) · Connected · Equipment 8 · Extraordinary Effort · Fascinate (Intimidation) · Improved Grab · Improved Initiative 1 · Improved Smash · Flawed Inspire 5 · Interpose · Languages 4 · Move-By Action · Quick Draw · Second Chance 2 (entrapment, Expertise: Magic for Artificer) · Seize Initiative · Set-Up 1 · Speed of Thought · Startle · Takedown 2 · Ultimate Effort (Dodge) · Ultimate Effort (Expertise: Magic) · Well-Informed ·
Equipment · [40 ep]
  • Smartphone · 2 ep
  • Handcuffs · 1 ep
  • Shared Vehicle: Garuda Shuttle (detailed under Inyey) · 22 ep

Pouch of Victim Scarabs · 6 ep
Summon 1 (Scarab)
Extra: Increased Duration (continuous); Multiple Minions 2; Reaction 3 · (maximum 4 Scarabs simultaneously)
Flaws: Permanent; Increased Action 2; Unreliable (5 Uses); Attitude 1 · (indifferent attitude; Move Action to summon)

Ganesh Spire · Headquarters · 9 / 45 ep
  • Location: Karachi, Greater India.
  • Size G (skyscraper)
  • Toughness (+22)
  • Features: Chapel, Combat Simulator 2, Communications, Computer, Fire Prevention System, Garage, Gym, Habitat, Hangar, Holding Cells 5 (Impervious Toughness +33, nullify, nullify, punishment), Infirmary, Laboratory, Library, Living Space, Personnel, Power System (antimatter reactor), Security System 4 (DC 35), Teleport Lock 1, Temporal Limbo 1 (accelerated), Theater, Workshop.
  • Circles of Healing: Healing 15
    Extras: Stabilize; Persistent; Restorative
    Flaw: Limited to Infirmary beds
  • Danava Guards: Summon 5 (Danava)
    Extras: Increased Range 1; Active; Multiple Minions 2 · (maximum 4 Danavas simultaneously)
    Flaws: Unreliable, Diminished Range 3 · (50 ft)
  • Defense System - Implosions: Damage 16
    Extras: Increased Range 2, Alternate Resistance (Fortitude)
    Flaws: Unreliable; Side Effect
  • Defense System - Feeblemind: Weaken Intellect 10 (Will)
    Extras: Increased Range 1; Progressive; Indirect 2 (any origin point away from source)
    Flaw: Unreliable
  • Holding Cells Nullify - Cosmic: Nullify 16 (cosmic)
    Extras: Simultaneous; Effortless; Secondary Effect
    Flaws: Reduced Range; Grab-Based
  • Holding Cells Nullify - Mystic: Nullify 16 (mystic & magic)
    Extras: Broad; Simultaneous; Effortless
    Flaws: Reduced Range; Grab-Based
  • Holding Cells Punishment: Affliction 16 (Fortitude; Dazed & Fatigued & Impaired & Vulnerable / Defenseless & Disabled & Exhausted & Stunned)
    Extras: Extra Condition 3; Cumulative
    Flaws: Limited Degree; Unreliable; Grab-Based
Languages
· native: Hindi · Arabic · Bengali · English · French · Mandarin · Russian · Spanish · Urdu ·
Skills [27 PP]
· Expertise: Aliens 1 (+12) · Expertise: History 1 (+12, or +18 archaeology) · Expertise: Law 1 (+12) · Expertise [PRE]: Leadership 1 (+9) · Expertise: Magic 15 (+26) · Expertise: Politics 1 (+12) · Expertise: Science 1 (+12, or +15 astronomy) · Insight 4 (+8) · Intimidation 10 (+20) · Investigation 2 (+13) · Ranged Combat: Spells 15 (+16) · Stealth 0 (+1) · Technology 1 (+12) · Treatment 1 (+12) ·

Without Whirling Kukri:
· Ranged Combat: Spells (+14) · Stealth (-2) ·


Defenses [26 PP]
· Dodge 5 (+8) · Parry 0 (+8) ·
· Fortitude 8 (+15) · Toughness (+24) · Will 13 (+17) ·

Without Whirling Kukri:
· Dodge (+5) · Parry (+6) ·


Offense · Initiative +15 (+11 without Whirling Kukri)
  • Cursing Fist: +12 · Close Damage DC 35 (Strength-based), bludgeoning, crit 18-20, Linked to Close Affliction DC 28 (resisted and overcome by Will; Fatigued & Vulnerable / Defenseless & Disabled).
    Incurable (Damage component). Cumulative (Affliction component). Concentration (Affliction component).
  • Whirling Kukri: +16 · Close Damage DC 31 (Strength-based), slashing, crit 18-20.
    Multiattack.
  • Implosion Bolt: +14 · Ranged (450/900/1800 ft) Damage DC 33, resisted by Fortitude, force.
    Distracting. Concentration. Penetrating DC 23. Homing 3.
  • Mindfire: Perception-Ranged Damage DC 31, resisted by Will, mental.
  • Dispel: +16 · Ranged (750/1500/3000 ft) Nullify magic effects +15, magic.
    Simultaneous (but can pick some effects and leave others alone). Secondary Effect. Indirect (originate from any point away from origin).
  • Spell of Dread: Dodge DC 26 · Close Area (Perception: sight) Affliction DC 26 (resisted and overcome by Will; Impaired / Stunned), fear.
    Selective. Subtle 1 (Perception DC 20 to notice him casting). 1 rank of Affliction per Intimidation result in excess of 10. Progressive.
  • Aura of Madness: Dodge DC 19 · Close Area (60-ft Burst) Affliction DC 19 (resisted and overcome by Will; Dazed / Compelled / Controlled), mind control.
    Selective. Free Action 1/round. Cumulative. Insidious.
  • Grab: +10 · Close · DC 24.
    Not Vulnerable while grabbing.
  • Basic Mage Hand: +16 · Ranged (25/50/100 ft) Move Object DC 11, magic force.
  • HQ Implosions: Perception-Ranged Damage DC 31, resisted by Fortitude, force.
    Unreliable. Building takes Damage—resisted by Toughness—if attack is resisted.
  • HQ Feeblemind: +16 · Ranged (400/800/1600 ft) Weaken Intellect DC 20, resisted by Will, magic.
    Unreliable. Progressive. Indirect (originate from any point away from origin).
Complications
  • Motivation - Stopping the Vord. Gajasura’s mission has been absolutely clear to him since he was Gifted. The means of accomplishing his task are a little more up in the air … but surely absolute power couldn’t hurt?
  • Responsibility. Ruler of Greater India. He’s not a benevolent ruler, but he still has to do good stuff some of the time to keep things stable.
  • Relationships. His girlfriend, Inyey, and his other lieutenants: Abuja, Sandra, and Gynnyx.
  • Enemies. Just about everyone beyond his borders, but especially the Chinese Government, the AWs, and a resistance movement based in Sri Lanka.
  • Megalomania. Arrogant, convinced of his superiority over mankind, and assured of his eventual success.
  • Buzzing Noise. If Gajasura has his Pouch of Victim Scarabs with him, the scarabs' activities can ruin his undercover status.
  • Podcast. Maintains a propaganda-laced, yet oddly personable weekly podcast, in which he could potentially give away personal weaknesses.
ABILITIES [70] + SKILLS [27] + ADVANTAGES [39] + POWERS [303] + DEFENSES [26]
= 465 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 11:47 pm, edited 13 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Major BBEG Up!

Post by CaptainKaulu »

Like a giant cobra with human arms.

Naga
Summoned by Master Khan Gajasura
Power Level 9 (135 PP)

Abilities [62 PP]
· Strength 4 (+6) · Stamina 4 (+6) · Agility 4 (+4) · Dexterity 0 (+0) ·
· Fighting 7 (+7) · Intellect 1 (+1) · Awareness 7 (+7) · Presence 4 (+4) ·
Load Limit 3200 lb.

Powers [44 PP]
Immortal Spirit · innate mystic power · [4 PP]
  • Immunity 2 (aging, sleep)
  • Regeneration 2
Serpentine · innate mystic power · [5 PP]
  • Movement 1 (Slithering)
    Extra: Innate
  • Scales: Protection 2
    Flaw: Noticeable
  • Immunity 1 (poison)
Powerful Build · innate mystic power · [5 PP]
Growth 2 · (mass rank +2, STR +2, STA +2, Intimidate +1, Dodge -1, Parry -1, Stealth -2)
Extras: Innate; Permanent
Aquatic Adaptations · mystic power · [5 PP]
  • Immunity 1 (suffocation: drowning)
  • Swimming 2 · (2 mph, 30 ft/round)
  • Movement 1 (Environmental Adaptation: underwater)
Attacks (Array) · mystic/magic powers · [21 PP + 4 PP for Alternate Effects]
  • ALT · Venomous Bite: Damage 5 (Strength-based)
    Extras: Incurable; Dangerous 4
    Linked: Weaken Stamina 11 (Fortitude)
    Extra: Secondary Effect
    Flaw: Resistible (Toughness)
  • ALT · Tail Attack: Damage 1 (Strength-based)
    Extras: Accurate 2; Reach 2; Dangerous 1
    Linked: Enhanced Advantages 5 [Chokehold, Fast Grab, Improved Grab, Improved Hold, Power Attack]
    Linked: Weaken Mental Effects 5 (Fortitude)
    Extra: Broad
  • ALT · Detect Thoughts: Mind Reading 7
    Extra: Cumulative
  • ALT · Hypnotic Gaze: Affliction 9 (Will; Dazed / Compelled)
    Extras: Increased Range 2; Cumulative; Penetrating 2; Subtle 1
    Flaws: Limited Degree; Sense-Dependent (sight)
  • ALT · Magic Blast: Damage 8
    Extra: Increased Range 1; Accurate 4; Variable Descriptor 1
Advantages [3 PP]
· Defensive Roll 1 · Prone Fighting · Teamwork ·
Languages
· native: Naga ·
Skills [14 PP]
· Acrobatics 1 (+5) · Deception 4 (+8) · Expertise: Magic 5 (+6) · Expertise: Theology 3 (+4) · Intimidation 4 (+9) · Perception 3 (+10) · Ranged Combat: Spells 2 (+2) · Stealth 5 (+7) ·

Defenses [12 PP]
· Dodge 6 (+9) · Parry 3 (+9) ·
· Fortitude 0 (+6) · Toughness (+9/+8*) · Will 3 (+10) ·
*without Defensive Roll

Offense · Initiative +4
  • Venomous Bite: +7 · Close Damage DC 26 (Strength-based), piercing · Linked to Close Weaken Stamina DC 21 (resisted by better of Fortitude or Toughness roll), poison, crit 16-20.
    Incurable (Damage). Secondary Effect (Weaken).
  • Tail Attack: +11 · Close Damage DC 22 (Strength-based), bludgeoning · Linked to Close Weaken Mental Effects DC 15 (resisted by Fortitude), mystic, crit 19-20.
    Allows free Grab attempt.
  • Grab: +7 · Close · DC 16.
  • Grab with Tail Attack active: +7 · Close · DC 16 (with a -5 penalty to escape).
    Not Vulnerable while grabbing. Causes suffocation.
  • Hypnotic Gaze: Dodge DC 19 · Perception-Ranged Affliction DC 19 (resisted and overcome by Will; Dazed / Compelled), mystic mental.
    Sense-Dependent (sight). Cumulative. Perception DC 20 to notice being used. Penetrating DC 12.
  • Detect Thoughts: Perception-Ranged Mind Reading +7, mystic mental.
    Cumulative.
  • Magic Blast: +10 · Ranged (200/400/800 ft) Damage DC 23, cold/fire/electricity.
Complications
  • Demon. The Nagas are immortal, mystical spirits, with a rather alien mindset. They are not innately, fundamentally evil, but their friendly attitude towards their summoner can affect that.
  • Disability. The Nagas cannot do tasks requiring legs.
ABILITIES [62] + SKILLS [14] + ADVANTAGES [3] + POWERS [44] + DEFENSES [12]
= 135 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Major BBEG Up!

Post by CaptainKaulu »

Generally humanoid, with some feline facial features.

Danava
Summoned by Ganesh Spire
Power Level 5 (75 PP)

Abilities [34 PP]
· Strength 3 (+3) · Stamina 3 (+3) · Agility 3 (+3) · Dexterity 0 (+0) ·
· Fighting 3 (+3) · Intellect 0 (+0) · Awareness 3 (+3) · Presence 2 (+2) ·
Load Limit 400 lb.

Powers [13 PP]
Immortal Spirit · innate mystic power · [1 PP]
Immunity 1 (aging)
Feline Hints · mystic power · [8 PP]
  • Senses 3 (Acute smell, Low-Light Vision, Tracking 1: smell)
  • Leaping 1 · (15 ft at 4 mph)
  • Claws: Damage 2 (Strength-based)
    Extra: Dangerous 2
Lesser Mind-Twisting · mystic power · [4 PP]
Enhanced Deception 8
Advantages [1 PP]
· Defensive Roll 1 ·
Languages
· native: Rakshasa ·
Skills [17 PP]
· Acrobatics 1 (+4) · Athletics 5 (+8) · Close Combat: Claws 2 (+5) · Deception 3 (+13) · Expertise: Theology 3 (+3) · Intimidation 7 (+9) · Perception 5 (+8) · Sleight of Hand 2 (+2) · Stealth 6 (+9) ·

Defenses [10 PP]
· Dodge 3 (+6) · Parry 3 (+6) ·
· Fortitude 1 (+4) · Toughness (+4/+3*) · Will 3 (+6) ·
*without Defensive Roll

Offense · Initiative +3
  • Claws: +5 · Close Damage DC 20 (Strength-based), slashing, crit 18-20.
  • Grab: +3 · Close · DC 13.
Complications
  • Demon. The Danavas are immortal, mystical spirits, with a rather alien mindset. They are generally cruel and malevolent.
  • Quirk. Danavas' hands bend backwards compared to human hands. This can be a key to seeing through their disguises.
ABILITIES [34] + SKILLS [17] + ADVANTAGES [1] + POWERS [13] + DEFENSES [10]
= 75 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Major BBEG Up!

Post by CaptainKaulu »

A natural insect with abundant symbolism, used by Gajasura as a basis for creating Naga (since he needs to sacrifice some living creature to do so).

Scarab
Summoned by Master Khan Gajasura
Power Level 1 (15 PP)

Abilities [-38 PP]
· Strength -1 (-5) · Stamina -5 (-5) · Agility -2 (-2) · Dexterity 0 (+0) ·
· Fighting -3 (-3) · Intellect -5 (-5) · Awareness 1 (+1) · Presence -4 (-4) ·
Load Limit 1.5 lb.

Powers [38 PP]
Fine Size · innate animal power · [33 PP]
Shrinking 16 · (size rank -6: 3 inches, Dodge +8, Parry +8, Stealth +16, STR -4, Intimidate -8; walk speed 0.5 mph, 6 ft/round)
Extras: Innate; Increased Duration (continuous)
Flaw: Permanent
Bite · animal power · [2 PP]
Damage 2 (Strength-based)
Other Insect Traits · animal power · [3 PP]
  • Carapace: Protection 1
  • Flight 1 · (4 mph, 60 ft/round)
    Flaw: Wings
  • Shiny: Enhanced Stealth -4
    Flaw: Permanent
  • Senses 2 (Acute smell, Ultravision)
  • Desert Adaptation: Immunity 2 (environmental condition: heat, starvation & thirst)
    Flaw: Limited to Half Effect
Advantages [1 PP]
· Benefit 1 (Athletics Based on Agility) ·

Skills [10 PP]
· Athletics 4 (+2) · Close Combat: Unarmed 6 (+3) · Expertise [AWE]: Survival 4 (+5) · Intimidation 0 (-12) · Perception 4 (+5) · Sleight of Hand 2 (+2) · Stealth 0 (+10) ·

Defenses [4 PP]
· Dodge 0 (+6) · Parry 0 (+5) ·
· Fortitude 4 (-1) · Toughness (-4) · Will 0 (+1) ·

Offense · Initiative -2
  • Bite: +3 · Close Damage DC 12 (Strength-based), piercing.
  • Grab: -3 · Close · DC 5.
Complications
  • Disability. Beetles have no opposable thumbs and can’t speak.
ABILITIES [-38] + SKILLS [10] + ADVANTAGES [1] + POWERS [38] + DEFENSES [4]
= 15 PP TOTAL
Last edited by CaptainKaulu on Mon Jul 20, 2020 2:46 am, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp: Major BBEG Up!

Post by CaptainKaulu »

Bio
From Kyїv, Svetlana was a very cute Russian archaeology graduate student in Novosibirsk in 1999. She did not return the romantic feelings that her study partner, Gajasura, had for her.

The Bequest Probe crashed nearby.

Gajasura and Svetlana were the first people on the scene to study the wreckage. And then the Probe exploded, and launched the Bequest Mechanism violently—right at the two archeologists.

Assuming that this streaking white cloud of radiation would be deadly, Gajasura heroically interposed himself between his love and the perceived danger. And thus, he absorbed the brunt of the entire Mechanism’s power, becoming the first and (by far) most powerful Gifted. (Svetlana was not exempt from being affected, however.)

Even with his new Regenerative abilities, it took Gajasura a couple weeks to recover and awake from the experience—during which Svetlana, feeling terribly guilty, hardly left his side. When he awoke, he was a changed man.

Between his new, confident personality and the gratitude she felt for trying to save her life, Svetlana soon fell in love with this new man. Though his feelings for her were somewhat diminished with his new focus, the two became a couple.

Svetlana, being endowed with powers of Cold like the Russian landscape had been around the Bequest Probe, took on the title Inyey, Russian for “hoarfrost” or “rime.” She serves Dark Lord Gajasura as his chief scout and Ambassador to Europe.

Inyey’s inner cold does not radiate out of her; standing near her doesn’t normally feel chilly. Touching her, on the other hand, will give you quite a jolt unless she focuses on delivering only room temperature.

Inyey
Svetlana Virailenko
Power Level 12 (275 PP)

Abilities [78 PP]
· Strength 1 (+1) · Stamina 6 (+6) · Agility 9 (+9) · Dexterity 4 (+4) ·
· Fighting 5 (+5) · Intellect 4 (+4) · Awareness 7 (+7) · Presence 3 (+3) ·
Load Limit 100 lb.

Powers [117 PP]
Lucky Escape · luck power · [3 PP]
Immortality 3 · (return after 4 days)
Flaw: Limited to circumstances of plausible survival
Costume (Removable) · technological power · [2 / 3 PP]
Protection 2
Extra: Feature 1 (arctic camouflage) · (+5 equipment bonus to Stealth checks in arctic-like areas)
Cold Soul · cosmic power · [20 PP]
  • Immunity 10 (cold effects)
  • Curb Heat Emission:
    • Concealment 2 (Infravision)
      Extra: Increased Duration (continuous)
      Flaw: Permanent
    • Concealment 2 (Infravision)
      Extra: Affects Only Others
      Flaw: Distracting
  • Feature 1 (give others a “chill” with social interaction) · (+2 circumstance bonus to some interaction checks, mostly Intimidation)
  • Feature 1 (keep food & beverages chilled)
  • Feature 1 (instantly cool small, hot objects by touch)
  • Enhanced Advantage 1 [Improved Hold]
Cold Projection (Array) · cosmic power · [51 PP + 6 PP for Alternate Effects]
  • ALT · Razor Blizzard: Damage 10
    Extras: Increased Range 1; Multiattack; Secondary Effect; Indirect 4; Accurate 4; Variable Descriptor 1; Dangerous 2
  • ALT · Mixed-Cold Touch: Damage 10
    Extras: Reaction 3 (touch); Alternate Resistance (Fortitude); Affects Insubstantial 1
  • ALT · Frost-Bound Snare: Affliction 10 (Dodge/Damage; Hindered & Vulnerable / Defenseless & Immobilized)
    Extras: Extra Condition; Alternate Resistance (no cost); Reaction 3 (touch); Cumulative; Contagious [partial 1]
    Flaw: Limited Degree
  • ALT · Heartbite Freeze: Affliction 10 (Fortitude; Dazed / Stunned / Transformed)
    Extras: Reaction 3 (touch); Progressive; Penetrating 1
    Flaw: Tiring
  • ALT · Flash Freeze: Weaken Toughness 9 (Fortitude)
    Extras: Affects Only Objects; Reaction 3 (touch); Progressive
    Flaw: Will Check Required 3
  • ALT · Ice Sculptures: Create 10 (ice)
    Extras: Reaction 3 (touch) [partial 9]; Continuous; Innate; Precise; Subtle 1; Accurate 1
    Flaw: Reduced Range
  • ALT · Violent Shatter: Damage 23
    Extras: Secondary Effect; Penetrating 23; Precise
    Flaw: Limited to ice; Inaccurate 2
Extreme Heat Sensitivity · cosmic power · [5 PP]
Senses 5 (Acute Ranged touch, Danger Sense: tactile, Radius Infravision)
Icy Mobility · cosmic power · [6 PP + 2 PP for Alternate Effects]
  • Fleet of Foot: Speed 2 · (8 mph, 120 ft/round)
  • Traction: Movement 1 (Environmental Adaptation: ice)
  • ALT · Ice Glide: Movement 2 (Permeate 2) · (speed rank -1: 1 mph, 15 ft/round)
    Flaw: Limited to ice and snow
    • ALT · Snow Shoes: Movement 2 (Trackless 1: visual, Water Walking 1)
      Flaw: Limited to snow
    • ALT · Speed Skating: Speed +2 · (30 mph, 500 ft/round)
      Flaw: Limited to ice
Über-Commlink · cybernetic tech power · [18 PP]
  • Senses 1 (Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
Threaten Minions Effectively · talent power · [1 PP]
Enhanced Advantage 3 [Inspire 3]
Flaw: Intimidation Check Required 2 · (1 rank of Inspire per Intimidation result in excess of 11)
Archaeologist · talent power · [3 PP]
Enhanced Expertise: History 9
Flaw: Limited to archaeology
Advantages [35 PP]
· Agile Feint · Attractive 1 · Benefit 7 (Diplomatic Immunity, Status 3: consort of Master Khan of Greater India, Wealth 3: millionaire) · Defensive Roll 4 · Equipment 8 · Fascinate (Expertise: Dance) · Favored Environment (extreme cold) · Grabbing Finesse · Great Endurance · Improved Hold · Flawed Inspire 3 · Languages 3 · Move-By Action · Power Attack · Seize Initiative · Skill Mastery 3 (Expertise: Dance, Expertise: Politics, Vehicles) · Takedown 1 ·
Equipment · [40 ep]
  • Smartphone · 2 ep
  • Rebreather · 1 ep
  • Archaeology Tools · 1 ep
  • Shared HQ: Ganesh Spire (detailed under Master Khan Gajasura) · 9 ep

Cutting Torch · 3 ep + 2 ep for Alternate Equipment
Damage 1
Extra: Precise
Linked: Weaken Toughness 1 (Fortitude)
Extra: Affects Only Objects

Dagger
Damage 1 (Strength-based)
Extras: Concealable; Dangerous 1 · (Perception DC 25 to find when hidden)

Garrote
Grabbing weapon
Extras: Choking; Entangling; Concealable · (Perception DC 25 to find when hidden)

Garuda Shuttle · Vehicle · 22 / 110 ep
  • Size H
  • Strength: 10 · (Load limit 25 tons)
  • Flight 9 · (1000 mph, 2 miles/round)
  • Defense: +8 (18)
  • Toughness (+16)
  • Features: Autopilot 1 (Vehicles checks +4), Comm System (Subtle 1: encrypted), Computer, Fire Prevention System, Nav System, Remote Control, Security System 3 (DC 30).
  • Shields: Enhanced Defense 12 · (already included in Defense score above)
  • Plating: Impervious Toughness 15 · (ignore Toughness-resisted effects with 8 or fewer ranks)
  • Radar: Senses 6 (Extended 4 Radio, Tracking 1: radio) · (Perception -1 per 100,000 ft)
  • Sonar: Senses 5 (Accurate Extended 2 Ultra-Hearing) · (Perception -1 per 1000 ft)
  • Arsenal (Array):
    • ALT · Rockets: Damage 11
      Extras: Increased Range 1; Area (Burst 1) [partial 8]; Extended Range 1; Homing 1
      Flaw: Inaccurate 1
    • ALT · Manticore Guns: Damage 9
      Extras: Increased Range 1; Multiattack; Accurate 1; Dangerous 3
Languages
· native: Russian · English · Greek · Latin · Ukrainian ·
Skills [24 PP]
· Acrobatics 1 (+10) · Athletics 4 (+5) · Close Combat: Grabbing 9 (+14) · Deception 2 (+5) · Expertise: Art 2 (+6) · Expertise [AGL]: Dance 4 (+13) · Expertise: History 2 (+6, or +15 archaeology) · Expertise [PRE]: Leadership 1 (+4) · Expertise: Music 3 (+7) · Expertise: Politics 1 (+5) · Intimidation 5 (+8) · Perception 9 (+16) · Ranged Combat: Razor Blizzard 2 (+6) · Sleight of Hand 1 (+5) · Stealth 1 (+10) · Vehicles 1 (+5) ·

Defenses [21 PP]
· Dodge 3 (+12) · Parry 7 (+12) ·
· Fortitude 6 (+12) · Toughness (+12/+8*) · Will 5 (+12) ·
*without Defensive Roll

Without Costume:
· Toughness (+10/+6*) ·


Offense · Initiative +9
  • Unarmed: +5 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Razor Blizzard: +14 · Ranged (250/500/1000 ft) Damage DC 25, cold or slashing, crit 18-20.
    Multiattack. Secondary Effect. Can originate from any point within range, in any direction.
  • Mixed-Cold Touch: +5, or automatic Reaction to touch · Close Damage DC 25 (resisted by Fortitude), cold.
    Affects Insubstantial DC 20.
  • Frost-Bound Snare: +5, or automatic Reaction to touch · Close Affliction DC 20 (resisted by Dodge, overcome by Damage; Hindered & Vulnerable / Defenseless & Immobilized), ice.
    Contagious DC 11.
  • Heartbite Freeze: +5, or automatic Reaction to touch · Close Affliction DC 20 (resisted and overcome by Fortitude; Dazed / Stunned / Transformed), cold.
    Progressive. Tiring. Penetrating DC 11.
  • Flash Freeze: +5, or automatic Reaction to touch · Close Weaken Toughness 9 (resisted by Fortitude), cold.
    Affects Only Objects. Progressive. 1 rank of Weaken per Will result in excess of 12.
  • Reactive Ice Sculptures: +7, or automatic Reaction to touch · Close · Dodge DC 19 vs. getting Trapped in ice.
    Maximum ice volume 500 cft. Ice Toughness +9. Continuous. Precise.
  • Ice Sculptures: +7 · Close · Dodge DC 20 vs. getting Trapped in ice.
    Maximum ice volume 1000 cft. Ice Toughness +10. Continuous. Precise.
  • Violent Shatter: +1 · Close Damage DC 38, sonic.
    Limited to targeting ice. Secondary Effect. Penetrating DC 38. Precise.
  • Grab: +14 · Close · DC 14 (with a -5 penalty to escape).
    Triggers Mixed-Cold Touch, Frost-Bound Snare, Heartbite Freeze, Flash Freeze, or Reactive Ice Sculptures if active. Not Vulnerable while grabbing.
  • Dagger: +5 · Close Damage DC 17 (Strength-based), piercing/slashing, crit 19-20.
  • Grab with Garrote: +14 · Close · DC 14 (with a -7 penalty to escape).
    Causes suffocation. Not Vulnerable while grabbing.
Complications
  • Motivation - Lovesick. Svetlana has been madly in love with Gajasura since his Gifting, especially because he courageously jumped in front of her to protect her from an explosion at that moment. (His feelings toward her in return, however, are a bit more reserved since the Gifting.)
  • Cold-Hearted. Inyey has also come to kind of enjoy the cruelty she is expected to deal out as part of being First Lady of India.
  • Responsibility. First Lady and Ambassador to Europe of Greater India.
  • Weakness. Heat attacks that critically hit her can gain +10 ranks instead of +5.
  • Accidental Sympathy. Inyey and Devni despise each other, but can’t help respecting each other’s musical compositions (discovered under anonymity on the Internet).
  • Jealousy. Inyey is a little bit jealous of Sandra the Cruel’s magnetism, even though Gajasura doesn’t seem to see her as a potential partner. Inyey is glad she’s at least the better dancer.
ABILITIES [78] + SKILLS [24] + ADVANTAGES [35] + POWERS [117] + DEFENSES [21]
= 275 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 5:36 pm, edited 14 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Major BBEG Up!

Post by CaptainKaulu »

Bio
Akin Ladipo grew up in Abuja, Nigeria, a prodigy of engineering. At the age of 14, he was a front-line witness to the first Vord incursion that managed to get through to Earth’s surface, killing 27 people including Akin’s parents. Though nearly incoherent with trauma, Akin managed to destroy the bulk of the Vord attack by blowing up his secret tech lab.

Akin was blamed for all of the Vord destruction, and only a daring escape from jail saved him from being executed. He went on the run, through Lagos and stowing away on a ship bound for Jakarta. It was in Jakarta that he acquired the nickname “Abuja,” since where he was from was about all he managed to communicate initially to the street gang he got attached to for a year or so.

Abuja was recruited by some talent-scouts from Thailand, and hired to make some experimental war machines to skirmish with Indian forces on the Myanmar border. While testing out a powerful flying drone, however, he was captured by the Indians. They were impressed enough with the drone he’d been working on that they took him straight to Master Khan Gajasura.

Gajasura quickly recognized (through playing strategy games) that the boy was even more brilliant than anyone else had realized. (Even more brilliant than Gajasura himself, in many ways, he would eventually find out.) He sat Abuja down and gave him a long talk about his own ostensible Messianic role as Earth’s protector against the Vord. Abuja had recovered enough to become a brilliant thinker, but he was still extremely traumatized by even a mention of the Vord, but Gajasura used honeyed words and danced around the trauma enough to convince the boy of what he was saying without driving him into emotional withdrawal. Abuja latched onto the desperate hope that Gajasura could indeed prevent anything like the witnessed Vord incursion from ever happening again, and has served the Dark Lord as a special tech agent ever since. (He doesn't realize or care that he's underpaid for the work he does.)

The Apex Wardens collectively maintain that Abuja (or “Kite” as he is now called, after the bird of prey, due to a birdlike battlesuit he uses to fight) is by far the most likely candidate for redemption in India leadership, being still an innocent (and traumatized) young boy in many ways. For his part, though, Kite believes he is fully committed to the cause of supporting Gajasura against the Vord, and partly he thinks he is in far too deep at this point in terms of the number of people he’s killed (even though he makes far more effort to avoid innocent casualties than any of his compatriots).

Kite
Akin “Abuja” Ladipo
Power Level 12 (275 PP)

Abilities [36 PP]
· Strength -1 (+4) · Stamina 2 (+2) · Agility 2 (+2) · Dexterity 1 (-1) ·
· Fighting 3 (+4) · Intellect 13 (+13) · Awareness -1 (-1) · Presence -1 (-1) ·
Load Limit 800 lb.

Without Black Kite Armor:
· Strength (-1) · Dexterity (+1) · Fighting (+3) ·
Load Limit 25 lb.


Powers [169 PP]
Lucky Escape · luck power · [1 PP]
Immortality 1 · (return after 2 weeks)
Flaw: Limited to circumstances of plausible survival
Black Kite Armor (Removable) · technological power · [126 / 158 PP]
  • Still Working Out the Kinks:
    • Enhanced Dexterity -2
      Flaw: Permanent
    • Enhanced Stealth -4
      Flaw: Permanent
  • Micro-Forcefield Plating: Protection 12
    Flaw: Noticeable
  • Rocket Wings: Flight 8 · (500 mph, 1 mile/round)
    Extra: Continuous [partial 1] · (4 mph, 30 ft/round continuous)
    Flaws: Wings [partial 1]; Distracting [partial 3] · (250 mph, 0.5 miles/round without Wings; 60 mph, 900 ft/round without being Vulnerable)
  • Arsenal (Array):
    • ALT · Storm of Explosive Gnats: Damage 12
      Extras: Area (Burst 3); Selective; Affects Insubstantial 1
      Flaw: Technology Check Required 5
    • ALT · Seeking Concussion Dart: Damage 12
      Extra: Increased Range 1
      Linked: Affliction 12 (Fortitude; Dazed / Stunned)
      Extras: Increased Range 1; Affects Objects; Penetrating 2
      Flaw: Limited Degree
      Linked: Nullify Electronic Technology 12
      Extras: Broad; Simultaneous; Alternate Resistance (no cost: Fortitude)
      Extras to whole Linked power: Extended Range 4; Homing 3
      Flaws to whole Linked power: Unreliable (5 Uses); Inaccurate 1
    • ALT · Disintegration Ray: Damage 12
      Extras: Area (Line 5); Penetrating 8
      Flaws: Unreliable (5 Uses); Distracting
    • ALT · Phasing Framework Prototype: Teleport 22 · (16k miles in a Move Action)
      Extras: Increased Mass 2; Change Velocity; Triggered 1 (when Kite is Incapacitated) · (bring 200 lb. along)
      Flaw: Limited to teleporting to Ganesh Spire
      Linked: Senses 1 (Detect medical state of wearer: tactile)
  • Servo Motors: Enhanced Strength 5
  • Talons: Damage 3 (Strength-based)
    Extra: Reaction 3 [4 extra ranks]
    Flaw: Increased Action 1 [4 extra ranks] · (Free Action 1/round)
  • Enhanced Advantage 1 [Move-By Action]
  • Life Support:
    • Enhanced Fortitude 5
    • Immunity 6 (environmental condition: cold, environmental condition: high pressure, environmental condition: radiation, environmental condition: vacuum, suffocation: all)
  • Tactical Computer:
    • Enhanced Fighting 1
    • Enhanced Dodge 5
    • Enhanced Parry 4
    • Enhanced Advantages 9 [Favored Environment (in the air), Ranged Attack 6, Uncanny Dodge]
    • Enhanced Ranged Combat: Battlesuit Missiles 4
  • Guided Flight:
    • Enhanced Acrobatics 9
      Flaw: Limited to while flying
    • Enhanced Advantages 4 [Agile Feint, Set-Up 1, Takedown 2]
      Flaw: Limited to while flying
    • Skill Knack: Feature 1 (Move-Action Agile Feint)
  • Radar: Senses 5 (Extended 2 Radio, Tracking 2: radio)
  • HUD:
    • Senses 8 (Analytical visual senses, Extended 2 sight, Extended 1 Infravision, Extended 1 Ultravision)
    • Feature 1 (Holo-VR Computer Interaction)
  • Personal: Feature 1 (biometric touch ID) · (only usable by Kite)
Galvanizing Rod (Easily Removable) · technological power · [22 / 38 PP]
  • Healing 9
    Extras: Persistent; Energizing; Resurrection
  • Enhanced Advantage 1 [Ultimate Effort (Healing)]
Über-Commlink · cybernetic tech power · [19 PP]
  • Senses 2 (Communication Link [Shrike]: mental, Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
"White Hat" · talent power · [1 PP]
Enhanced Technology 3
Flaw: Limited to hacking
Advantages [32 PP]
· Limited Agile Feint · Benefit 2 (Status 2: technomancer for Master Khan of Greater India) · Defensive Roll 1 · Eidetic Memory · Equipment 7 · Favored Environment (in the open air) · Inventor · Languages 4 · Move-By Action · Ranged Attack 1 · Ranged Attack 6 · Second Chance (Technology checks to invent) · Limited Set-Up 1 · Sidekick 10 · Speed of Thought · Limited Takedown 2 · Ultimate Effort 2 (Expertise: Tactics, Technology) · Ultimate Effort (Healing) · Uncanny Dodge ·
Equipment · [35 ep]
  • Smartphone · 2 ep
  • Computer · 1 ep
  • Multi-Tool · 1 ep
  • Shared HQ: Ganesh Spire (detailed under Master Khan Gajasura) · 9 ep
  • Shared Vehicle: Garuda Shuttle (detailed under Inyey) · 22 ep
Languages
· native: Yorùbá · English · French · Fula · Igbo · Javanese Indonesian · Malay Indonesian · Russian · Thai ·
Skills [22 PP]
· Acrobatics 0 (+11, while flying only) · Athletics 1 (+5) · Close Combat: Battlesuit 13 (+17) · Expertise: Criminal 1 (+14) · Expertise: Current Events 1 (+14) · Expertise: Magic 1 (+14) · Expertise: Science 3 (+16) · Expertise: Tactics 1 (+14) · Insight 2 (+1) · Perception 9 (+8) · Ranged Combat: Battlesuit Missiles 4 (+14) · Ranged Combat: Misc. 0 (+10) · Sleight of Hand 1 (+0) · Stealth 0 (-2) · Technology 6 (+19, or +22 hacking) · Vehicles 1 (+0) ·

Without Black Kite Armor:
· Acrobatics (n/a) · Athletics (+0) · Ranged Combat: Misc. (+2) · Sleight of Hand (+2) · Stealth (+2) · Vehicles (+2) ·


Defenses [25 PP]
· Dodge 2 (+9) · Parry 1 (+9) ·
· Fortitude 2 (+9) · Toughness (+15/+14*) · Will 12 (+11) ·
*without Defensive Roll

Without Black Kite Armor:
· Dodge (+4) · Parry (+4) · Fortitude (+4) · Toughness (+3/+2*) ·


Offense · Initiative +13
  • Unarmed: +3 · Close Damage DC 14 (Strength-based), bludgeoning.
  • Talons: +17 · Close Damage DC 22, slashing.
    Free Action 1/round.
  • Storm of Explosive Gnats: Dodge DC 22 · Close Area (120-ft Burst) Damage DC 27, explosive.
    Selective. Affects Insubstantial DC 21. 1 rank of Damage per Technology result in excess of 14.
  • Seeking Concussion Dart: +12 · Ranged (4800/9600/19200 ft) Damage DC 27, piercing · Linked to Ranged (4800/9600/19200 ft) Affliction DC 22 (resisted and overcome by Fortitude; Dazed / Stunned), sonic · Linked to Ranged (4800/9600/19200 ft) Nullify Electronics +12 (resisted by Fortitude).
    5 Uses of this or Disintegration Ray. Homing 3. Affects Objects (Affliction component). Penetrating DC 12 (Affliction component). Simultaneously Nullifies multiple Electronics targets on a creature.
  • Disintegration Ray: Dodge DC 22 · Close Area (500-ft Line) Damage DC 27, disintegration.
    5 Uses of this or Seeking Concussion Dart. Penetrating DC 23. Distracting.
  • Grab with Battlesuit: +4 · Close · DC 14.
Complications
  • Motivation - Fear. Abuja is terrified of the Vord. He used to be fervently convinced that Gajasura was the best answer to them. Now he’s only mostly-convinced, but he’s in too deep (including killing people) to change anything now. When he questions what he’s doing, a moment spent reliving the Vord incursion of his youth steels his resolve in a hurry.
  • Flashbacks. Kite can freeze up due to the trauma of his experience at age 14.
  • Homesick. Akin loves his home city of Abuja, which he’s nicknamed after. But he’s still a death-row fugitive there, unjustly.
  • Relationships. With his family slaughtered by the Vord, Abuja leans heavily on Gajasura as a father-figure, and Inyey as a mother-figure, and even Gynnyx as a teammate. He tries to avoid Sandra the Cruel though.
  • Disability. When not wearing corrective lenses (including the ones built into the Black Kite Armor), Kite is Impaired (-2) on checks involving visual senses. Corrective laser surgery happened to only be partially effective for him.
  • Naive. Abuja’s still just 19 and, in a way, innocent.
ABILITIES [36] + SKILLS [22] + ADVANTAGES [31] + POWERS [169] + DEFENSES [17]
= 275 PP TOTAL
Last edited by CaptainKaulu on Tue Aug 04, 2020 9:59 pm, edited 11 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Major BBEG Up!

Post by CaptainKaulu »

Shrike
drone Sidekick to Kite
Power Level 12 (50 PP)

Abilities [-16 PP]
· Strength -1 (-3) · Stamina 0 (+0) · Agility 0 (+0) · Dexterity -2 (-2) ·
· Fighting -2 (-2) · Intellect 0 (+0) · Awareness -1 (-1) · Presence -2 (-2) ·
Load Limit 6 lb.

Powers [53 PP]
Robotic · innate tech power · [11 PP]
Immunity 11 (biological effects, environmental condition: vacuum)
Tiny Size · innate tech power · [17 PP]
Shrinking 8 · (size rank -4: 1 foot, Dodge +4, Parry +4, Stealth +8, STR -2, Intimidate -4; walk speed 1 mph, 15 ft/round)
Extras: Innate; Increased Duration (continuous)
Flaw: Permanent
Robot Brain · technological power · [5 PP]
  • Naive: Enhanced Insight -2
    Flaw: Permanent
  • Feature 2 (smartphone capabilities)
  • Senses 2 (Communication Link [Kite]: mental, Time Sense)
  • Quickness 2 · (complete routine mental tasks in -2 time ranks)
    Flaw: Limited to One Type: mental
  • Enhanced Advantage 1 [Eidetic Memory]
Flight · technological power · [9 PP]
Flight 5 · (60 mph, 900 ft/round)
Flaw: Distracting [partial 1] · (30 mph, 500 ft/round without being Vulnerable)
Repair Nanites · technological power · [1 PP]
Regeneration 1 · (every 10 rounds)
Extra: Affects Only Objects
Sensor Panel · technological power · [6 PP]
Senses 6 (Analytical visual senses, Extended 2 sight, Extended 1 Ultravision)
Lesser Cloak · technological power · [4 PP]
  • Concealment 2 (sight)
    Flaws: Blending; Passive · (30 mph, 500 ft/round while cloaked)
  • Speed 5
    Flaw: Limited to upgrading Blending [partial 4] · (can only actually "walk" 4 mph, 60 ft/round)
Advantages [0 PP]
· Eidetic Memory ·
Languages
· native: English ·
Skills [10 PP]
· Expertise: Geography 8 (+8) · Insight 0 (-3) · Intimidation 0 (-6) · Investigation 1 (+1) · Perception 10 (+9) · Stealth 1 (+9) ·

Defenses [3 PP]
· Dodge 0 (+4) · Parry 2 (+4) ·
· Fortitude 0 (+0) · Toughness (+0) · Will 1 (+0) ·

Offense · Initiative +0
  • Unarmed: -2 · Close Damage DC 12 (Strength-based), bludgeoning.
Complications
  • Object. Although it has a Stamina score, Shrike is an object (which goes hand-in-hand with its immunity to biological effects). It can be affected by “Affects Only Objects” effects, and can’t be healed by default Healing effects.
  • Motivation - Programmed Loyalty. Shrike’s AI is programmed to serve Kite the best it can within its limited capabilities.
  • Accidents. Shrike is a highly experimental design, made of odds and ends that Abuja could cobble together without using any official military equipment or materials. And a lot of Abuja's effort went into just making it telepathically receptive. It’s a bit unstable. Although its repair nanites maintain it in one piece ... usually.
ABILITIES [-16] + SKILLS [10] + ADVANTAGES [0] + POWERS [53] + DEFENSES [3]
= 50 PP TOTAL
Last edited by CaptainKaulu on Tue Aug 04, 2020 10:00 pm, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Major BBEG Up!

Post by CaptainKaulu »

Bio
Gajasura’s mysterious femme fatale from Venezuela. It is clear that she was Gifted by the Bequest Probe at some point to explain her incredible strength, stamina, and agility, but it is not clear how much of her copious people-skills was already extent before the Gifting. Sandra’s not especially “book-smart,” but she’s incredibly finely honed in instincts.

To the ignorant, Sandra doesn’t seem dangerous at all (until it’s too late); just an incredibly sexy (and pansexual) Latina girl.

Sandra the Cruel
Alessandra Perez
Power Level 12 (277 PP)

Abilities [122 PP]
· Strength 10 (+12) · Stamina 12 (+12) · Agility 9 (+9) · Dexterity 7 (+7) ·
· Fighting 9 (+9) · Intellect 1 (+1) · Awareness 6 (+6) · Presence 7 (+7) ·
Load Limit 100 tons

Powers [60 PP]
Lucky Escape · luck power · [1 PP]
Immortality 1 · (return after 2 weeks)
Flaw: Limited to circumstances of plausible survival
Costume (Removable) · technological power · [2 / 3 PP]
  • Protection 1
  • Self-Assembling Wardrobe: Feature 1 (change into or out of costume as a Free Action)
  • Temporal Blur: Speed 1 · (8 mph, 120 ft/round)
Master Flirt · talent power · [3 PP]
  • Body Language Skill Knack: Feature 1 (+5 circumstance bonus to interaction skills without a common language, to offset penalties)
  • Enhanced Deception 3
    Flaw: Limited to seduction
  • Enhanced Advantages 2 [Daze (Deception), Ultimate Effort (Persuasion)]
    Flaw: Limited to targets inclined to find her looks appealing
Stances (Array) · martial talent power · [9 PP + 5 PP for Alternate Effects]
  • ALT · Puppy Eyes: Enhanced Advantage 9 [Disarming 9] · (Will DC 28)
  • ALT · Stonewall: Damage 3
    Extra: Reaction 3 (to being hit)
    Flaw: Limited to triggering attack’s effect rank
  • ALT · Wrestling Punish: Damage 3
    Extra: Reaction 3 (to being attacked)
    Flaw: Limited to when Grabbed
  • ALT · Superb Brace: Immunity 10 (forced movement)
    Extra: Sustained
    Flaw: Activation 1 · (Move Action to set up)
  • ALT · Parkour:
    • Movement 1 (Environmental Adaptation: urban)
    • Movement 5 (Safe Fall, Sure-Footed 2, Wall-Crawling 2)
      Flaw: Limited to dense urban areas
    • Movement 1 (Safe Fall)
      Flaw: Limited to Distance Rank 0 · (fall up to 30 feet freely)
  • ALT · Escape Artist:
    • Enhanced Sleight of Hand 4
    • Insubstantial 1
      Extra: Innate
      Flaws: Concentration; Limited to escaping
    • Shrinking 4 · (size rank -1, Strength -1, Intimidation -2)
      Extra: Innate
      Flaws: Concentration; Limited to fitting into small spaces
Esoteric Talents · talent power · [5 PP]
  • Quick on Her Feet: Speed 1 · (4 mph, 60 ft/round without Costume)
  • Vaulting: Leaping 2 · (30 ft at 8 mph)
    Flaw: Acrobatics Check Required 1 · (1 rank of Leaping per Acrobatics result in excess of 10)
  • Light Sleeper Skill Knack: Feature 1 (ignore +10 DC to Perception checks while asleep)
  • Refined Palate: Senses 1 (Acute taste)
  • Esoteric Style: Feature 1 (obscure style cannot be Analyzed by those unfamiliar with it)
Enhanced Strength · cosmic power · [4 PP]
Enhanced Strength 2
Combat Analytical Instinct · martial talent power · [5 PP + 1 PP for Alternate Effect]
  • Enhanced Advantage 1 [Assessment]
  • ALT · Analyze Style: Affliction 1 (Parry or Deception; Vulnerable / Defenseless)
    Extras: Alternate Resistance (no cost); Increased Range 2; Reaction 3; Subtle 1; Insidious · (requites an exotic sense to notice)
    Flaws: Limited Degree; Increased Action 1; Limited to targets successfully Assessed; Limited: conditions only apply towards Sandra’s attacks
    • ALT · Chi Reading: Senses 3 (Acute Analytical Detect 1 Chi: mental)
Strength Damage (Array) · martial/cosmic power · [2 PP + 5 PP for Alternate Effects]
  • ALT · Finger Flick: Damage 12
    Extras: Subtle 1; Insidious
  • ALT · Flurry: Damage 6
    Extras: Multiattack; Accurate 3
    Flaw: Activation 1
  • ALT · Sleeper Hold:
    • Affliction 12 (Fortitude; Dazed / Stunned / Incapacitated)
      Extra: Progressive
      Flaws: Grab-Based; Distracting
    • Enhanced Advantage 1 [Improved Hold]
  • ALT · Corrupt Chi: Affliction 12 (Dodge/Fortitude; Fatigued / Exhausted / Incapacitated)
    Extras: Alternate Resistance (no cost); Progressive; Insidious; Feature 1 (goes beyond Incapacitated to Dying and Dead); Reversible
    Flaws: Tiring; Distracting; Will Check Required 1
  • ALT · Comet Throw: Move Object 12
    Flaws: Reduced Range; Limited Direction (fling away)
    Linked: Damage 8
  • ALT · Human Typhoon: Move Object 12
    Extra: Area (Line 1)
    Flaws: Reduced Range; Limited Direction (fling away from Line effect)
    Linked: Affliction 12 (Dodge/Fortitude; Vulnerable / Prone)
    Extras: Alternate Resistance (no cost); Area (Line 1)
    Flaw: Limited Degree
    Linked: Teleport 1
    Extra: Increased Mass 3 · (bring 400 lb. along)
    Flaw: Quirk 2 (required to use; must teleport to other end of Line effect)
    Flaw to whole Linked power: Tiring
Über-Commlink · cybernetic tech power · [18 PP]
  • Senses 1 (Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
Advantages [43 PP]
· Assessment · Attractive 2 · Benefit 4 (Cipher 1, Status 1: unofficially connected to Master Khan of Greater India, Wealth 2: independently wealthy) · Limited Daze (Deception) · Defensive Roll 2 · Equipment 9 · Fascinate (Persuasion) · Fast Grab · Favored Environment (indoors) · Grabbing Finesse · Improved Critical (Unarmed) 3 · Improved Trip · Improvised Weapon 1 · Languages 5 · Power Attack · Prone Fighting · Seize Initiative · Set-Up 2 · Skill Mastery 3 (Acrobatics, Athletics, Deception) · Takedown 2 · Taunt · Ultimate Effort (Aim) · Limited Ultimate Effort (Persuasion) ·
Equipment · [45 ep]
  • Smartphone · 2 ep
  • Rebreather · 1 ep
  • Handcuffs · 1 ep
  • Shared HQ: Ganesh Spire (detailed under Master Khan Gajasura) · 9 ep
  • Shared Vehicle: Garuda Shuttle (detailed under Inyey) · 22 ep

Custom Heavy Pistol · 10 ep
Damage 4
Extras: Increased Range 1; Subtle 1; Accurate 1
Languages
· native: Spanish · Arabic · Cantonese · English · Farsi · German · Hebrew · Italian · Japanese · Korean · Malay Indonesian · Mandarin · Portuguese · Russian · Tagalog · Urdu · Warao ·
Skills [46 PP]
· Acrobatics 6 (+15) · Athletics 3 (+15) · Close Combat: Unarmed 3 (+12) · Deception 8 (+15, or +18 for seduction) · Expertise: Cooking 2 (+3) · Expertise: Criminal 4 (+5) · Expertise: Military 4 (+5) · Expertise [PRE]: Music Performance 1 (+8) · Expertise: Pop Culture 2 (+3) · Expertise: Psychology 4 (+5) · Expertise: Streetwise 6 (+7) · Insight 12 (+18) · Investigation 1 (+2) · Persuasion 9 (+16) · Ranged Combat: Guns 7 (+14) · Sleight of Hand 11 (+18, or +22 in Escape Artist Stance) · Stealth 6 (+15) · Technology 1 (+2) · Treatment 1 (+2) · Vehicles 1 (+8) ·

Defenses [6 PP]
· Dodge 0 (+9) · Parry 0 (+9) ·
· Fortitude 1 (+13) · Toughness (+15/+13*) · Will 5 (+11) ·
*without Defensive Roll

Without Costume:
· Toughness (+14/+12*) ·


Offense · Initiative +9
  • Unarmed: +12 · Close Damage DC 27 (Strength-based), bludgeoning, crit 17-20.
    Requires an exotic sense to notice (optional). Insidious (optional). Allows free Grab attempt.
  • Improvised Weapon: +12 · Close Damage DC 27 (Strength-based), descriptor varies.
  • Grab: +9 · Close · DC 22.
    Not Vulnerable while grabbing. -5 penalty to escape while Sleeper Hold is active.
  • Custom Heavy Pistol: +16 · Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.
    Perception DC 20 to hear.
  • Analyze Style: Perception-Ranged Affliction DC 11 (resisted and overcome by Parry or Deception; Vulnerable / Defenseless), martial.
    Limited to Assessed targets. Vulnerable/Defenseless only against Sandra’s attacks. Free Action 1/round. Requires an exotic sense to notice. Insidious.
  • Flurry: +18 · Close Damage DC 21, bludgeoning, crit 17-20.
    Multiattack. Move Action to set up.
  • Sleeper Hold: +12 · Close Affliction DC 22 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation.
    Grab-Based. Distracting. Progressive.
  • Corrupt Chi: +12 · Close Affliction DC 22 (resisted by Dodge, overcome by Fortitude; Fatigued / Exhausted / Incapacitated / Dying / Dead), chi, crit 17-20.
    Tiring. Distracting. Progressive. 1 rank of Affliction per Will result in excess of 10. Insidious. Reversible.
  • Comet Throw: +12 · Close Move Object DC 22 (fling away), bludgeoning · Linked to Close Damage DC 23, bludgeoning, crit 17-20.
  • Human Typhoon: Dodge DC 22 · Close Area (30-ft Line) Move Object DC 22 (fling away from Line effect), bludgeoning · Linked to Close Area (30-ft Line) Affliction DC 22 (resisted by Dodge, overcome by Fortitude; Vulnerable / Prone), balance.
    Tiring. Sandra and up to 400 carried pounds end up at opposite end of Line effect.
  • Stonewall Stance: +12, or reaction when struck by foe in melee while active · Close Damage DC 18, bludgeoning.
  • Wrestling Punish Stance: +12, or reaction when grabbed while active · Close Damage DC 18, bludgeoning.
Complications
  • Motivation - Sadism. At first, Sandra’s loyalty to Gajasura was based entirely on her salary. Once she became somewhat wealthy, however, she stayed to feed her cruelty. The opportunity to maim or kill almost anyone she pleases is addictive.
  • Reputation. For those who have heard of Sandra the Cruel at all, she’s said to be the best sex you’ll ever have, as long as she lets you live through the experience.
  • Jealousy. Sandra is jealous of Inyey’s dancing ability, her own skills in that area being mediocre. She’s not used to being mediocre.
  • Accidents. Once Sandra starts fighting, her fighting style of flinging foes around with massive strength tends to be destructive towards the surrounding terrain.
  • Stubborn. Sandra knows 17 languages, but refuses to learn French, maintaining that Italian is the best “language of love” and that French would be useless to her.
  • Secret. Sandra’s obscure martial arts style can be learned about from an elusive guru, hidden deep in the jungled Orinoco Delta of northeastern Venezuela.
ABILITIES [122] + SKILLS [46] + ADVANTAGES [43] + POWERS [60] + DEFENSES [6]
= 277 PP TOTAL
Last edited by CaptainKaulu on Mon Aug 03, 2020 6:49 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Major BBEG Up!

Post by CaptainKaulu »

Bio
Fol’Gunahrr warrior Gynnyx was one of the first aliens aboard the Succor to waken from his comatose state. (And the first out of those who helped psionically create the ship’s warp field to reach Earth, although he may have suffered less backlash than some because his psionic powers are mostly artificially granted by cybernetic technology.)

In appearance, Gynnyx looks something like a cross between a gibbon and Mike Wazowski, with high-tech armor and three eyes on flexible antennae on top of his head/torso combination. His arms are very long proportionally, even before he stretches them.

Like much of the Succor crew, Gynnyx was selected for overall competence and a particular passion for fighting the Vord. Gynnyx comes from a totalitarian society that has actually had some success crushing Vord invasions (although they lost some solar systems initially), so he naturally gravitated toward Gajasura’s leadership, and is fanatical in his loyalty to that cause.

Gynnyx knows that the Pa’aqi snake Yvaqish exists and has joined forces with Gajasura’s rivals the Apex Wardens, but he doesn’t have any particular ability to overcome Yvaqish’s concealment abilities, so this information is only mildly useful to Gajasura’s team.

Gynnyx
Power Level 12 (279 PP)

Abilities [80 PP]
· Strength 6 (+6) · Stamina 6 (+6) · Agility 4 (+4) · Dexterity 2 (+2) ·
· Fighting 8 (+8) · Intellect 3 (+3) · Awareness 9 (+9) · Presence 2 (+2) ·
Load Limit 3200 lb.

Powers [143 PP]
Alien Cloning Chamber · technological power · [2 PP]
Immortality 2 · (return after 1 week)
Flaw: Limited to while cloning chamber (in Ganesh Spire) functions
Fol'Gunahrr Traits · alien power · [21 PP]
  • Alien Physiology: Immunity 1 (disease)
  • Alien Resilience:
    • Impervious Fortitude 3 · (ignore Fortitude-resisted effects with 2 or fewer ranks)
    • Immunity 6 (electricity damage, poison)
      Flaw: Limited to Half Effect
  • Alien Mindset: Immunity 6 (fear, interaction skills)
    Flaw: Limited to Half Effect
  • Telepathy: Communication 1 (mental) · (100-ft range)
    Extra: Area
  • Stretchy Arms:
    • Movement 1 (Swinging)
    • Elongation 2 · (30-ft reach)
      Flaw: Limited to arms
  • Three Eyestalks: Senses 3 (Radius visual senses, Ultravision)
ALT · Alien Boxing · martial talent power · [4 PP + 1 PP for Alternate Effect]
Damage 3 (Strength-based)
Extra: Split 1

ALT · Grasping Pseudofingers · alien power
Extra Limbs 5 · (effectively includes Improved Grab)
Flaw: Limited to bonus to Grab
Cyber-Link Ammonia Rebreather (Removable) · cybernetic tech power · [10 / 13 PP]
Immunity 2 (suffocation: all)
Extras: Feature 9 (Toughness +9); Subtle 2 · (undetectable; total Toughness +11)
Alien Armor Suit (Removable) · technological power · [26 / 33 PP]
  • Hydraulics Sounds: Enhanced Stealth -2
    Flaw: Permanent
  • Protection 5
    Flaw: Noticeable
  • Space Suit: Immunity 3 (environmental condition: cold, environmental condition: radiation, environmental condition: vacuum)
  • After-Images: Concealment 4 (all visual senses)
    Flaw: Partial
  • Turret: Damage 6
    Extras: Increased Range 1, Multiattack, Accurate 5
Neural Boosters · cybernetic tech power · [3 PP]
  • Quickness 2 · (complete routine mental tasks in -2 time ranks)
    Flaw: Limited to One Type: mental
  • Enhanced Advantage 2 [Improved Initiative 2]
    Flaw: Permanent
Cyber-Psi-Enhancer Chip (Removable) · cybernetic tech power · [54 / 68 PP]
  • Feature 1 (personal) · (only Gynnyx has the cyber-port to use this chip)
  • Immunity 1 (own psionic powers)
  • Move Object 2 · (range 50/100/200 ft; Load Limit 200 lb.)
  • Skill Library: Variable 1 (skills and skill advantages)
    Extra: Increased Duration (continuous)
  • Psionics (Array):
    • ALT · Clairvoyance: Remote Sensing 16 (visual, mental, olfactory) · (range 250 miles; Insight DC 26 to notice)
      Flaws: Feedback, Activation 1 · (Move Action to activate)
    • ALT · Forcefield Shapes: Create 15 (force) · (32k cft; range 375/750/1500 ft)
      Extras: Selective; Impervious; Stationary; Subtle 2 · (invisible)
      Flaws: Proportional; Activation 1 · (Move Action to activate; Toughness +15 minus volume rank)
    • ALT · Psychedelic Mirage: Affliction 12 (Will; Entranced / Disabled / Unaware)
      Extras: Increased Range 1; Area (Burst 1); Cumulative
      Flaw: Activation 1 · (Move Action to activate)
    • ALT · Illusory Powers: Variable 6 (Illusory powers)
      Extra: Action 2 · (Free Action to shift Variable power)
      Flaws: Limited to Resistible (Will) powers; Activation 1 · (Move Action to activate)
    • ALT · Counter-Psionics: Nullify 12 (mental effects)
      Extras: Concentration; Area (Burst 1; moves with targets hit with initial effect); Simultaneous; Precise; Randomize
      Flaws: Will Check Required 1; Activation 1 · (Move Action to activate)
    • ALT · Mind Reading 12
      Extras: Cumulative; Sensory Link
      Flaw: Activation 1 · (Move Action to activate)
    • ALT · Telekinetic Defense Field:
      • Environment 5 (impede movement 2) · (500-ft radius)
        Extra: Selective
      • Deflect 11 · (275/550/1100 ft)
        Extras: Reflect; Redirection
        Flaw: Activation 1 · (Move Action to activate)
    • ALT · Zen Adrenaline Surge:
      • Speed 2 · (8 mph, 120 ft/round)
      • Leaping 2 · (30 ft at 8 mph)
      • Regeneration 2 · (every 5 rounds)
      • Immunity 2 (sleep, starvation & thirst)
      • Boundless Energy: Immunity 5 (fatigue effects)
        Extra: Sustained
      • Senses 8 (Acute Analytical olfactory senses, Accurate smell, Tracking 2: smell)
      • Enhanced Acrobatics 1
      • Enhanced Athletics 9
      • Enhanced Sleight of Hand 14
      • Second Wind: Healing 14
        Extra: Triggered 1 (when Gynnyx has 3 or more degrees of damage)
        Flaw: Limited to self
Über-Commlink · cybernetic tech power · [18 PP]
  • Senses 1 (Radio)
  • Communication 4 (radio) · (anywhere on or about Earth)
    Extra: Subtle 1 · (encrypted)
Vord Expertise · talent power · [2 PP]
Enhanced Expetise: Aliens 6
Flaw: Limited to knowledge of Vord
Experienced Astronaut · talent power · [2 PP]
Movement 1 (Environmental Adaptation: zero gravity)
Advantages [32 PP]
· Benefit 3 (Ambidexterity, Status 2: Gajasura’s aliens specialist) · Chokehold · Close Attack 6 · Defensive Roll 2 · Equipment 7 · Improved Initiative 2 · Instant Up · Interpose · Languages 3 · Ranged Attack 6 · Second Chance (entrapment) · Skill Mastery (Expertise: Aliens) ·
Equipment · [45 ep]
  • Smartphone · 2 ep
  • Backup Ammonia-Rebreather · 2 ep
  • Shared HQ: Ganesh Spire (detailed under Master Khan Gajasura) · 9 ep
  • Shared Vehicle: Garuda Shuttle (detailed under Inyey) · 22 ep
Languages
· native: Fol'Gunahrian · Russian · Spanish · Tellnari (Galactic Trade) · Urdu ·
Skills [6 PP]
· Close Combat: Unarmed 1 (+15) · Close Combat: Misc. 0 (+14) · Expertise: Aliens 2 (+5, or +11 relating to Vord) · Expertise: Military 1 (+4) · Expertise: Science 1 (+4) · Ranged Combat: Psionics 1 (+9) · Ranged Combat: Misc. 0 (+8) · Stealth 4 (+6) · Technology 2 (+5) ·

Without Alien Armor Suit:
· Stealth (+8) ·


With Zen Adrenaline Surge:
· Acrobatics (+5) · Athletics (+15) · Sleight of Hand (+16) ·


Defenses [18 PP]
· Dodge 6 (+10) · Parry 3 (+11) ·
· Fortitude 5 (+11) · Toughness (+13/+11*) · Will 4 (+13) ·
*without Defensive Roll

Without Alien Armor Suit:
· Toughness (+8/+6*) ·


Offense · Initiative +12
  • Alien Boxing: +15 · Close (+30 ft) Damage DC 24 (Strength-based), bludgeoning.
    Split (2 targets).
  • Grab: +16 · Close (+30 ft) · DC 18.
  • Grab with Grasping Pseudofingers: +16 · Close (+30 ft) · DC 23.
    Not Vulnerable while grabbing. DC includes +5 circumstance bonus from Extra Limbs.
  • Alien Armor Turret: +18 · Ranged (150/300/600 ft) Damage DC 21, piercing/ballistic.
    Multiattack.
  • Forcefield Shapes: +9 · Ranged (375/750/1500 ft) · Dodge DC 25 vs. getting Trapped in forcefield-bubble.
    Maximum forcefield volume 32k cft. Forcefield Toughness +15 minus volume rank (Impervious). Selectively solid. Invisible.
  • Psychedelic Mirage: Dodge DC 22 · Ranged (300/600/1200 ft) Area (30-ft Burst) Affliction DC 22 (resisted and overcome by Will; Entranced / Disabled / Unaware), mental.
    Cumulative.
  • Counter-Psionics: Dodge DC 22 · Ranged (300/600/1200 ft) Area (30-ft Burst) Nullify Mental Effects +12, psionic.
    1 rank of Nullify per Will result in excess of 10; Concentration duration (effect moves with initially-targeted subjects); Simultaneous, Precise; Nullified effects instead become Uncontrolled.
  • Mind Reading: Perception-Ranged Mind Reading +12 or DC 22, psionic.
    Cumulative. Sensory Link.
Complications
  • Motivation - Seething Hatred. Gynnyx loathes the Vord with all his being, and would even cross his normal loyalties temporarily to band together with others against a common Vord foe.
  • Respiration. Gynnyx breathes ammonia gas natively. His inability to breathe Earth’s atmosphere without a cybernetic gas cylinder gadget is a closely-guarded secret.
  • Disability. Gynnyx has an Impaired (-2 penalty) sense of hearing compared to humans.
  • Power Loss. Gynnyx isn’t immune to all diseases, just those he’s likely to come across on Earth. Other immunities and powers may be similarly Earth-specific.
  • Quirk. Gynnyx sometimes sleeps in his Alien Armor out of paranoia (anytime he has any sense of danger nearby). This causes him to be Fatigued the next day unless he passes a DC 15 Fortitude check.
ABILITIES [80] + SKILLS [6] + ADVANTAGES [32] + POWERS [143] + DEFENSES [18]
= 279 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 1:30 am, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): All BBEG-Lieutenants Up!

Post by CaptainKaulu »

Bio
More powerfully Gifted by the Bequest Probe than any other Earthling except Gajasura, Gloria is something of a loner. She's been known to team up with other superheroes in the presence of many crises, but refuses to join a team consistently. Thanks to her quiet efforts, Indonesia has some of the least problems with super-villains, and crime in Jakarta is at a record low.

Gloria
Dewi Taufik
Power Level 13 (195 PP)

Abilities [60 PP]
· Strength 0 (+2) · Stamina 12 (+12) · Agility 4 (+4) · Dexterity 1 (+1) ·
· Fighting 2 (+2) · Intellect 2 (+2) · Awareness 8 (+8) · Presence 1 (+1) ·
Load Limit 200 lb.

With Inner Light active:
· Strength (+11) ·


Powers [78 PP]
Costume (Removable) · technological power · [6 / 8 PP]
  • Protection 3
  • Quick Change: Feature 1 (change into or out of costume as a Free Action)
  • Recognizable:
    • Enhanced Expertise: Leadership 2
    • Enhanced Advantages 3 [Benefit 3 (Diplomatic Immunity, Status 2: beloved national hero)]
Celestial Beacon · cosmic power · [25 PP]
  • Trailing Stardust: Environment 1 (light) · (30-ft radius)
  • Flight 4 · (30 mph, 500 ft/round)
    Extra: Aquatic
  • Movement 1 (Safe Fall)
    Extra: Increased Duration (continuous)
  • Starry Senses: Senses 7 (Acute Cosmic Awareness: mental, Extended 2 sight, Extended 2 Ultravision)
  • Enhanced Strength 2
Comet Powers (Array) · cosmic power · [40 PP + 7 PP for Alternate Effects]
  • Stardust Smash:
    • Blazing Comet Speed: Flight +11 · (64k mph, 120 miles/round)
      Flaw: Distracting [partial 4] · (4k mph, 8 miles/round without being Vulnerable)
    • Senses 4 (Rapid 2 visual senses)
    • Immunity 2 (own Slam attacks)
    • Stunning Charge: Affliction 11 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned)
      Extra: Extra Condition
      Flaw: Limited Degree
      Linked: Strength Damage
      Extras to whole Linked power: Variable Descriptor 1 (sonic); Accurate 4
  • Inner Light:
    • Environment 6 (light) · (900-ft radius)
    • Environment 4 (bright light) · (250-ft radius)
    • Enhanced Strength 13
      Flaw: Limited to Lifting [partial 4] · (Load Limit 800 tons)
    • ALT · Accurate 3 on Strength Damage 11
      • ALT · Massive Knockback: Damage 9
        Linked: Move Object 11
        Flaws: Reduced Range (close); Limited Direction (fling away)
        Extra to whole Linked power: Accurate 3
  • Comet Strike: Damage 13
    Extras: Area (Cylinder 1); Selective; Affects Insubstantial 1
  • Dazzling Beam: Affliction 13 (Dodge/Fortitude; Impaired / Disabled / Unaware)
    Extras: Area (Cone 1); Alternate Resistance 0; Cumulative
    Flaw: Limited to visual senses
    Linked: Damage 6
    Extras: Area (Cone 1); Affects Insubstantial 1
  • Pacify: Affliction 13 (Will; Entranced / Stunned / Paralyzed)
    Extras: Increased Range 2; Cumulative; Insidious
    Flaw: Limited to Close range
  • Gift of Inner Peace: Nullify 13 (Emotion effects)
    Extras: Area (Perception: sight); Simultaneous; Effortless; Precise; Subtle 1
    Flaws: Reduced Range; Activation 1
  • Warding Aura: Deflect 8
    Extra: Area (Cloud 4) · (120-ft radius cloud)
  • Forced Contemplative Solitude: Movement 13 (Dimensional 1: pocket of Nirvana)
    Extras: Attack (Will); Increased Range 2; Reversible; Increased Mass 1
    Flaws: Tiring; Activation 1
Beacon of Inspiration · talent power · [1 PP]
Luck Control 1 (Spend on Other)
Flaws: Limited to Recover; Communication-Dependent
Advantages [16 PP]
· Benefit 2 (Security Clearance 2: Indonesian intelligence) · Benefit 3 (Diplomatic Immunity, Status 2: beloved national hero) · Defensive Roll 2 · Equipment 3 · Interpose · Languages 2 · Luck (Recover) 1 · Move-By Action · Power Attack · Skill Mastery 3 (Expertise: Law Enforcement, Investigation, Persuasion) ·
Equipment · [30 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Restraints · 1 ep
  • Evidence Kit 2 · 2 ep · (portable crime lab for Analyze Evidence)
Humble Abode · Headquarters · 9 ep
  • Location: Jakarta, Indonesia.
  • Size T (townhouse)
  • Toughness (+8)
  • Features: Communications, Dimensional Portal (pocket of Nirvana), Fire Prevention System, Laboratory, Living Space, Secret 4 (DC 35).
Languages
· native: Javanese Indonesian · English · Malay Indonesian ·
Skills [24 PP]
· Acrobatics 1 (+5) · Athletics 3 (+5) · Close Combat: Unarmed 7 (+9) · Expertise: Law Enforcement 3 (+5) · Expertise [PRE]: Leadership 2 (+5) · Expertise [DEX]: Seamstress 6 (+7) · Expertise: Theology 1 (+3) · Investigation 13 (+15) · Persuasion 8 (+9) · Stealth 2 (+6) · Technology 1 (+3) · Treatment 1 (+3) ·

Without Costume:
· Expertise [PRE]: Leadership (+3) ·


With Inner Light active:
· Athletics (+14) ·


Defenses [17 PP]
· Dodge 5 (+9) · Parry 6 (+8) ·
· Fortitude 0 (+12) · Toughness (+17/+15*) · Will 6 (+14) ·
*without Defensive Roll

Without Costume:
· Toughness (+14/+12*) ·


Offense · Initiative +4
  • Unarmed: +9 · Close Damage DC 17 (Strength-based), bludgeoning.
  • Unarmed with Inner Light active: +15 · Close Damage DC 26 (Strength-based), bludgeoning.
  • Stardust Smash: +15 · Close Charging Damage DC 26, bludgeoning/sonic · Linked to Close Charging Affliction DC 21 (resisted and overcome by Fortitude; Dazed & Vulnerable / Defenseless & Stunned), bludgeoning/sonic.
    Damage DC +1 at end of full 8-mile or 120-mile Charge.
  • Comet Strike: Dodge DC 23 · Close Area (30-ft Cylinder) Damage DC 28, radiant.
    Selective. Affects Insubstantial DC 21.
  • Dazzling Beam: Dodge DC 23 · Close Area (60-ft Cone) Affliction DC 23 (resisted by Dodge, overcome by Fortitude; visually Impaired / visually Disabled / visually Unaware), light · Linked to Close Area (60-ft Cone) Damage DC 21, radiant.
    Affects Insubstantial DC 18 (Damage component).
  • Massive Knockback: +15 · Close Move Object DC 21 (fling away), bludgeoning · Linked to Close Damage DC 24, bludgeoning.
  • Pacify: Perception-based · Close Affliction DC 23 (resisted & overcome by Will; Entranced / Stunned / Paralyzed), mental.
    Cumulative. Insidious.
  • Gift of Inner Peace: Dodge DC 23 · Close Area (Perception: sight) Nullify Emotion Effects +13, mental.
    Simultaneous (but can pick some effects and leave others alone). Effortless. Requires an exotic sense to notice. Move Action to activate.
  • Forced Contemplative Solitude: Perception-Ranged Movement Attack DC 23 (Will) vs. being banished to a pocket of Nirvana.
    Tiring. Move Action to activate. Target can be wearing up to 100 lb. Reversible.
  • Grab: +2 · Close · DC 12.
Complications
  • Secret Identity. Dewi Taufik, a poor Indonesian spinster seamstress.
  • Motivation - Doing Good. Gloria is pretty altruistic, although very pragmatic.
  • Religion. Dewi is a Buddhist. She keeps this a secret from the public, as Buddhism is not a popular choice in Jakarta, and this could jeopardize public support for her superhero work.
  • Territorial. Gloria has made it clear to the world that Indonesia is her jurisdiction, and that super-villains and criminals had best beware if they come to her. On the other hand, she is reticent to worry about issues beyond her borders.
ABILITIES [60] + SKILLS [24] + ADVANTAGES [16] + POWERS [78] + DEFENSES [17]
= 195 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 5:37 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): All BBEG-Lieutenants Up!

Post by CaptainKaulu »

Bio
Inanna is approximately 6,000 years old and comes from a long-extinct village in what we would call eastern Syria. The true details of her early life are shrouded in mystery, but one can surmise that she was born with possibly the most super-powerful mind in humanity’s history, and had an instinct for interacting with the Collective Unconscious, i.e. other dimensions.

Inanna developed most of the system today known as “magic” single-handedly, formulating words and gestures and material symbols and mental exercises and recipes of many steps that would manipulate extradimensional energies in a desired direction. She quickly became famous and an object of wonder for her magical powers, to the point of being integrated into ancient Mesopotamian religion as their chief goddess. She did her part to act the goddess, refraining from everyday society in ways that would have normalized her to her worshipers and generally remaining aloof and mysterious.

By the time of Sargon of Akkad, about 2300 B.C., when she was conflated with the Akkadian goddess Ishtar, she had had enough of the responsibilities and charades required by being worshiped. She allowed her own myth to be mixed with that of Ishtar, and used the opportunity to mostly retreat from being involved with society except when posing as an ordinary human under aliases. In secret, however, she continued to obsess over and develop magic.

Inanna has traveled the globe many times, although she never stayed away from the Middle East for more than a few decades at a time and always felt most at home there. She has taught many other superior minds in her ways of magic throughout history, and denies the persistent rumors that any of her pupils—especially the British wizard Merlin—made substantial contributions to the field of magic of their own.

For millennia it seemed like Inanna’s formulas for eternal youth were infallible, but around A.D. 1000 (give or take a few centuries), time began to catch up even to her. Now she appears elderly and physically feeble, and most of her considerable mental power is spent preserving her continued existence.

Inanna resides mostly in Baghdad.

Inanna
Power Level 14 (180 PP)

Abilities [24 PP]
· Strength -3 (-3) · Stamina -2 (-2) · Agility -2 (-2) · Dexterity -1 (-1) ·
· Fighting -2 (-2) · Intellect 14 (+14) · Awareness 5 (+5) · Presence 3 (+3) ·
Load Limit 6 lb.

Powers [98 PP]
Really Really Old · magic power · [11 PP]
  • Immunity 2 (aging, sleep)
  • Enhanced Expertise: History 3
    Flaw: Limited to ancient history
  • Pre-Babel Tongue: Comprehend 4 (Languages: understand, read, you're understood)
Arcane Ward · magic power · [54 PP]
Protection 18
Extras: Impervious [partial 17]; Sustained; Increased Duration (continuous); Subtle 1 · (requires an exotic sense to detect)
Exhausted Magic (Array) · magic power · [6 PP + 2 PP for Alternate Effects]
  • ALT · Deflect 12 · (300/600/1200 ft)
    Flaw: Tiring
  • ALT · Strike Fear: Enhanced Intimidation 18
    Flaw: Tiring
  • ALT · Illusion 1 (all sense types) · (2 cft)
Still Master of Magic · magic power · [13 PP]
  • Luck Control 3 (Bestow Luck, Force Re-Roll, Negate Luck)
  • Senses 4 (Acute Analytical Extended 1 Magic Awareness: auditory)
Walking Trance · psionic power · [8 PP]
Enhanced Fortitude 8
Goddess History · talent power · [2 PP]
Enhanced Expertise: Theology 8
Flaw: Limited 2 to ancient Mesopotamian theology
Eye and Ear for Detail · talent power · [1 PP]
Enhanced Investigation 3
Flaw: Limited to non-forensic checks
Regional · talent power · [1 PP]
Enhanced Expertise: History 3
Flaw: Limited to Middle Eastern history
Advantages [22 PP]
· Animal Empathy · Artificer · Benefit 9 (Cipher 3, Status 1: ancient goddess, Status 3: mentor figure for all magicians, Wealth 2: independently wealthy) · Daze (Intimidation) · Diehard · Equipment 1 · Ritualist · Second Chance (Expertise: Magic checks for Artificer or Ritualist) · Skill Mastery (Expertise: History) · Startle · Trance · Ultimate Effort 3 (Expertise: History, Expertise: Magic, Will) ·
Equipment · [5 ep]
  • Smartphone · 2 ep

Knife · 3 ep
Damage 1 (Strength-based)
Extras: Concealable, Dangerous 1 · (DC 19 to notice when concealed as a routine check)
Languages
· native: Sumerian ·
(Effectively knows all languages through Pre-Babel Tongue power)
Skills [21 PP]
· Deception 12 (+15) · Expertise: Art 1 (+15) · Expertise: History 3 (+17, or +20 ancient or Middle Eastern, or +23 ancient Middle Eastern) · Expertise: Magic 10 (+24) · Expertise: Philosophy 1 (+15) · Expertise: Psychology 1 (+15) · Expertise: Theology 1 (+15, or +23 ancient Mesopotamian) · Insight 5 (+10) · Investigation 0 (+17, non-forensic only) · Persuasion 2 (+5) · Stealth 4 (+2) ·

Defenses [15 PP]
· Dodge 0 (-2) · Parry 0 (-2) ·
· Fortitude 4 (+10) · Toughness (+16) · Will 11 (+16) ·

Without Walking Trance:
· Fortitude (+2) ·


Without Arcane Ward:
· Toughness (-2) ·


Offense · Initiative -2
  • Unarmed: -2 · Close Damage DC 12 (Strength-based), bludgeoning.
  • Knife: -2 · Close Damage DC 13, piercing, crit 19-20.
  • Illusion: Perception-Ranged · Insight DC 11.
  • Grab: -2 · Close · DC 7.
Complications
  • Secret Identity. Inanna hides "in plain sight," with no alternate name or identity, but with most non-magicians simply not realizing she might be the ancient goddess, rather than just named after the ancient goddess.
  • Motivation - Survival. Inanna fears the non-existence she believes follows death (being rather cynical about religion). She will do most anything to simply continue her life.
  • Motivation - Pride. Inanna is very proud of her work in formulating magic, and (while she doesn't want it to become widespread or common practice) glories in it being used by a select few to work mighty miracles.
  • Perpetual Strain. Inanna is often Fatigued or Exhausted with no external cause, just because of the strain her continual magics put upon her. This limits her ability to use Extra Effort without using Hero Points. (In practice, her ability to use Deflect or Enhanced Intimidation or do other Power Stunts should be limited to what is necessary for the plot, unless she is willing to collapse Incapacitated for a day or so.)
ABILITIES [24] + SKILLS [21] + ADVANTAGES [22] + POWERS [98] + DEFENSES [15]
= 180 PP TOTAL
Post Reply