Psistrike's M&M 3rd ed Characters and Creations

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Psistrike
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Fate

Post by Psistrike »

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• Image used is Lunar Girl by daekazu from deviantart. Commission for lunar-maniac on deviantart.
Quote “No fate but what we make.”
Fate
PL 10


Real Name: Cassandra
Age: 25 years old [True age is unknown, this is her apparent age]
Height: 5’4”
Weight: 115 lbs.
Eyes: Blue
Hair: Raven Black
Identity: Public [Most don’t know she is a precog]
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Consultant and advisor
Base of Operations: New York
Team Affliations: N/A
Concept: Powerful precog with no memories of past
Marital Status: Single

Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 10/6, Awareness 10/6, Presence 7/3

Skills: Athletics 4 [+4], Close Combat: Unarmed 4 [+8], Deception 10 [+17], Expertise: Business 6 [+16], Expertise: Current Events 6 [+16], Expertise: Precognitive Interpretation 8 [+18], Insight 6 [+16], Investigation 4 [+14], Perception 6 [+16], Persuasion 8 [+15], Technology 6 [+16]

Advantages: Benefit 6 [Security Clearance, Wealth 5], Connected, Contacts, Eidetic Memory, Fascinate [Persuasion], Fearless, Languages 5 [numerous languages], Luck 5, Quick Insight [Use Awareness for Initiative], Skill Mastery 2 [Expertise: Business, Persuasion], Trance, Ultimate Will, Well-Informed

Powers
Precognitive Insight: Enhanced Abilities 12 [Awareness 4, Intellect 4, Presence 4], Enhanced Advantages 5 [Fascinate [Persuasion], Fearless, Skill Mastery 2 [Expertise: Business, Persuasion], Well-Informed] • 29 points
Controlled Precognition: Senses 5 [Danger Sense, Precognition] • 5 points
Seemingly Unaging: Immunity 2 [aging, disease] • 2 points

Offense
Initiative +10
Unarmed +8, Close, Damage 0

Defense
Dodge 4, Parry 4
Toughness 6/2*, Fortitude 4, Will 16

Power Points
Abilities 50 + Powers 36 + Advantages 22 + Skills 34 [68 ranks] + Defenses 8= 150 Total

Complications
Responsibility: She feels it is her responsibility to ensure the dark future she glimpsed will not come to pass. Thus she tries to improve the world for everyone and bring new superhumans into being; knowing whether they go the path of hero or villain is up to them.
Enemy: Despite her actions, she has only a few enemies in the supervillain community. Only Taurus and the Labyrinth have targeted her for death, for reasons unknown.
Fame: She is famous as a consultant and advisor who never seems to be wrong. Thus she is hounded at times for free advice when out in public.
Obsession: She is obsessed with uncovering her past from before 1998 and will go to great lengths to figure it out.
Secret: Her past and the source of her powers are unknown to her and some things will come back to haunt her.

Build Comments: A powerful precog with no memory of her past before 1998. PL 10 only for Fortitude and Will, unless she has some gear from allies and her various corporations equipped which aren't shown in the above stats. She can be a number of things including:
• Cassandra from ancient Greece reborn in the modern world and struck with amnesia by one of the "gods" to prevent her meddling.
• A descendant of Cassandra’s family bloodline who inherited her gifts and more.
• A metahuman from Freedom City who was overloaded by her visions and blocked out her own memories to protect herself from going insane.

History: Cassandra woke up in a New York hospital in 1998 with no memory of her past, only an I.D. card giving her name and date of birth. Wondering what her future would be now, it came to her in a flash. A future spent helping guide others and working behind the scenes to improve the world. The shock of the vision was almost too much, but she weathered through it.

Following her visions, she began to rebuild a life for herself, as a proven consultant and advisor to those who can afford it. Playing the stock market was easy and she soon was one of the richest women in the world, things were looking up and she thought nothing could bring her down. Til the big one hit and left her reeling from the future she saw.

The Earth, under attack by a giant dark shadow she couldn’t make out and the heroes and even villains of the world were unable to stop its advance. This helped to snap her out of her self-absorption and began the work she was destined for, to bring more heroes into the world. Using her visions she helped start-up companies she saw would develop technology and methods to improve the world and give them a better fighting chance. She started up anonymous charity funds and shelters; and used other companies to help guide things along.

But the first big step would be when the vision of the "Gene Pulse" attack of 2009 happened. She worked to ensure those who would be changed by the energy wave would be there, despite no idea of whom or what would unleash it. By 2024 she has become a true force of nature, her visions, guidance, and manipulations behind the scenes have helped to bring into existence many more superhumans and various technology firms. All in the hopes it would be enough to stop the dark shadow from her vision.

Description: Cassandra is a beautiful woman of Greek descent and a slight tan to her skin. She wears her wavy black hair down to past her shoulders, while her blue eyes seem to gaze right through you. Her brown-rimmed glasses draw out her eyes and give her somewhat of a librarian look. She tends to wear fashionable clothing whenever possible, with silk and satin blouses with skirts and 2-3” heels, with light make-up with extra blush to bring out her cheeks.

Personality: Cassandra radiates confidence and calm at all times, even when faced with the possible end of the world she won’t lose her cool. She can stop disparaging remarks with but a glance and few can hope to face her in a battle of wits and win. Her insight goes beyond her visions, having learned how to read others and situations from over a decade of experience.

Powers and Abilities: She is one of the most powerful precogs in history, able to control her visions most of the time, and have learned how to interpret them with ease. Her mind is constantly seeing the immediate future, knowing what others are going to say, and using it to aid in her plans. She also has not seemed to age a day since first appearing and has never been sick a day.

Even without her visions, she is a dangerous woman to deal with. From her natural intelligence and insight which were only increased by her visions to her various holdings, contacts, and connections, and access to technology and items normally restricted. She has plans within plans to ensure her visions go the way she wants them to and won’t back down from any threat.

Known Tactics: She works from behind the scenes virtually all the time, using her visions to help guide her resources and contacts towards her goals. Preventing her plans from coming to fruition is difficult if not impossible for most. She will use her visions to avoid any physical conflict she knows she has no chance of winning, relying on her hired bodyguards and allies if unable to escape.

Friends and Allies: From her manipulations and her clients, she has connections to big business, world leaders, directors of various organizations, and both the superhero and supervillain community. The Guardians in particular have required her help to prevent disaster more than once.

Rivals and Enemies: An unnamed god or goddess sees her as a threat to their plans, using pawns on Earth to strike at her. SHADOW, The Foundry, and various criminals all see her as a threat to their plans but also too much of a potential asset to eliminate.
Last edited by Psistrike on Sun Dec 10, 2023 11:54 pm, edited 6 times in total.
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The Pencil Maker

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• Image used is The Pencil Maker by Inker-guy from deviantart. Original pencils done by werder from deviantart.
Quote “Use this pencil wisely, lest its power fails you.”
The Pencil Maker
PL 12+X


Real Name: Adarack Birch
Age: Unknown
Height: 5'9"
Weight: 150 lbs.
Eyes: Silver
Hair: Black
Species: Unknown
Identity: Secret
Legal Status: U.S. citizen with no criminal record [false records]
Status: Active
Occupation: Pencil maker
Base of Operations: Pocket dimension home and shop, shifting location as needed.
Team Affiliations: N/A
Concept: Crafter of mystic pencils
Marital Status: Unknown

Abilities: Strength 0, Stamina 2, Agility -1, Dexterity 2, Fighting 2, Intellect 5, Awareness 10, Presence 6

Skills: Deception 8 [+14], Expertise: Current Events 6 [+11], Expertise: Drawing 12 [+17], Expertise: Pencil Making 16 [+21], Expertise: Popular Culture 4 [+9], Insight 12 [+22], Perception 8 [+18], Persuasion 12 [+18], Ranged Combat: Pencils of Power 8 [+10], Treatment 4 [+9]

Advantages: Benefit 8 [Cipher 5, Wealth 3], Connected, Eidetic Memory, Equipment 5, Fascinate [Persuasion], Great Endurance, Skill Mastery [Expertise: Pencil Making], Well-Informed

Powers:
Personal Pencil Case: Multiple Powers as One
Pencil of Cloaking: Concealment 10, Continuous, Precise • 31 points
Pencil of the Linguist: Comprehend 4 [Languages, all options] • 8 points
Pencil of Vitality: Enhanced Fortitude 6, Immunity 6 [disease, poison, environmental cold, heat, high pressure and radiation] • 12 points

Personal Pencils of Power: Move Action Variable 12 • 96 points
Connection to Pencils: Perception Range Teleport Attack X [Pencils of own creation], Remote Senses [Normal vision, auditory] X, Limited to Pencils of own creation and Users of such Pencils • X points

Equipment: Tools [1 ep], Pencil Workshop and Home: Size: Small/Large; Toughness: 16; Features: Concealed 5, Dimensional Portal, Dual Size [Large], Library, Living Space, Movable [magical teleportation], Personnel [Magical golems], Power System [magical], Security System 2, Self-Repairing 2, Workshop • Cost: 24 ep

Offense
Initiative -1
Pencils of Power +10, Ranged or Area or Perception, Damage Varies by Pencil, up to rank 12/14 with Ranged

Defense
Dodge 2, Parry 4
Toughness 2, Fortitude 10/4, Will 14

Power Points
Abilities 52 + Powers 147+X + Advantages 19 + Skills 45 [90 ranks] + Defenses 11= 274+X Total

Complications
Responsibility: No matter what the truth of his nature is, Adarack feels he must help this world by bringing new heroes into existence with his pencils.
Enemy: SHADOW, COBRA, and more than a few other criminal organizations seek to force him to work for them by any means.
Power Loss: Depending on his true nature, separating Adarack from his pencils may take an intricate magical ritual, calling upon unknown entities, or gods, or something else entirely.
Secret: The truth of his nature and his power to imbue pencils with such powers is a secret he holds tight.

Build Comments: A being whose true nature is a mystery to all but himself, The Pencil Maker is a plot device to use to help empower new heroes, for adventures when he needs rescuing, and whatever else you choose. His true nature is for each GM to decide. He only meets his PL 12 caps when using his Personal Pencils of Power.
Some examples of the Personal Pencils of Power he uses on a regular basis include:
Pencil of Creation: Continuous Create 12, Innate, Precise, Stationary • 50 points
Pencil of Transformation: Perception Ranged Affliction 12 [Resisted by Will; Transformed], Limited Degree [Third only], Progressive, Variable Descriptor [Any transformation] • 50 points
Pencil of the Hidden Shield: Enhanced Defenses 16 [Dodge 8, Parry 8], Impervious Toughness 10 • 36 points
Pencil of Deadly Projectiles: Ranged Damage 12 • 24 points
Pencil of True Animation: Heroic Summon 12, Broad Type [Any drawings made with pencil], Distracting • 60 points
He normally uses one pencil, although when expecting a fight will have Pencil of the Hidden Shield and Pencil of Deadly Projectiles out. When using Pencil of True Animation, just use Archetypes [either main book or Character Generator] bumped up to PL 12 for quick creations.

History: Rumors fly about the elderly man who makes pencils the likes of which no one else can. Some believe he is a master of his craft, who after a lifetime of dedication gained the power to create pencils of incredible power. Others believe he made a deal with unnamed forces for the gift and only gifts such pencils to whom his benefactors wish. Others still believe he is a god who took mortal form to be with his soulmate, only regaining his power once she passed on from this world.

Whatever the truth is, Adarack Birch is a being few would wish to get on the wrong side of. His pencils give him power, as the likes of SHADOW, COBRA, and others have found out when they came calling. A good judge of character, he has been known to gift his special pencils to one or more individuals, always with the warning to use them wisely. For he can sense what each and every one of his pencils is used for, abuse the power and he can simply take back by the pencil at will.

Description: Adarack appears to be an old man, in his early 60s but time has worn into him. His wrinkled face is framed by an old pair of glasses, along with a bushy mustache and beard which he keeps trim. His black hair is kept short and combed back, while his silver eyes show wisdom beyond even his years. Despite his apparent age, his hands are nimble and strong, while his eyes need glasses he can notice things others miss.

He almost always is seen in an old pair of brown overalls, a white shirt underneath them, and a pair of old, but sturdy black boots. He has a belt designed to carry his pencils with him when he leaves his workshop/home.

Personality: At first he seems to be a simple, kindly old man who reminds you of a grandfather. But a deeper look reveals wisdom beyond any normal humans and force of personality that could command nations if he so chooses. He cares for others but can see past the surface, knowing who will use his gifts and who will abuse them. Even so, he still likes to test those who might turn one way or the other by gifting them with one of his pencils, he can always take the power away in the future.

Powers and Abilities: Pencil Maker appears to be an old man, his skill at pencil making legendary. He has greater natural intellect, awareness, will, and force of personality, though the reason why is his secret. He always has certain pencils on his person at all times, one which allows him to understand any language, written or spoken, and be understood by anyone; one which cloaks his presence from detection from all means except touch, only those he wishes to see or locate him will; and one which boosts his vitality to superhuman levels and makes him immune to many ailments and environmental concerns.

But his greatest ability is the power to create pencils, using old techniques, and imbue them with powers. He normally arranges for them to be found by those he wishes to have them or draws them to his shop to purchase them. Yet he doesn’t sell all his pencils, keeping several dozen for his own private use and over a dozen on him at all times. His connection to his pencils is such that he can see and hear anywhere they are or their current owner is, as well as summon the pencils back to himself at will.

Known Tactics: Pencil Maker tries to keep to himself and avoid any trouble when possible. When it is unavoidable he will use his pencils to help, boosting his defenses, and giving himself attacks through them. When in an emergency he will use his pencils to create objects or beings that can help, bringing them to life yet still appearing to be drawings.

Friends and Allies: He might have allies in past customers, including a group called the Shadow Patrol.

Rivals and Enemies: Both SHADOW and COBRA have attempted to force him into their service and will most likely try again in the future.
Last edited by Psistrike on Wed Jun 23, 2021 5:15 am, edited 5 times in total.
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Wishcrafter

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• Image used is white shirt by TheFreakyPanda from deviantart.
Quote “When will these mortals think before they wish for something.”
Wishcrafter
PL X


Real Name: Diana Hart [assumed name]/Dia'alza [genie name]
Age: 5000+ [appears in 20s]
Height: 5’6” [variable]
Weight: 120 lbs. [variable]
Eyes: Purple [variable]
Hair: Black [variable]
Species: Djinn
Identity: Secret
Legal Status: Legal citizen citizenship unknown, can fake documents for any country
Status: Active
Occupation: Genie [freed]
Base of Operations: Mobile [mainly in Freedom City area]
Concept: Freed genie forced to grant any wish she hears.
Marital Status: Single

Complications
Wish Granting: Wishcrafter is a freed genie and thus still retains her powers, at full strength, unlike other freed genies. Due to this twist, she has another limitation on her powers due to being a free genie, she is forced to grant the wishes of any mortal which she hears.
Freed Genie: She fears being bound again and forced to serve a master against her will. Thus anyone who knows of her true nature she tends to avoid, especially if they have discovered a means to rebind her to a lamp. She also must obey any commands given by the Lord of Genies, her daddy who she is still upset at.
Secret: Few know she is a freed genie and fewer still know the kind of powers she still possesses. She keeps her interactions with mortals who know of her nature limited to those she truly trusts. She also will change the subject anytime her father is brought up.
Enemies: She has made Mr. Infamy angry with her wish-granting, interfering with his plans, to the point he is plotting on how to strip her of her powers, despite the Lord of Genies expressly forbidding it. She has also made enemies of an unknown mystical order who seeks means to bind her to their service for all times.

Build Comments: A freed genie, she is more of a plot device character for the setting to explain some of the other characters existing/having the exact powers and form they do. She can't be harmed except for by other plot device characters, but not killed or injured for long even then.

History: This so wasn't fair!!! Daddy bound her to a stupid lamp all because he didn't like her new boyfriend, an efreeti boy. You would think the Lord of Genies would be more open-minded, but he was a Djinn and had bad past dealings with numerous efreeti before becoming the current Lord of Genies 8,000 years ago, thus was slow to forgive or trust any of them. She defied his orders to never see this boy again, thus was punished. Talk about overreacting! Dia'alza was forced to grant the wishes of her mortal masters, each time only to see them rush or not think out their wishes always ends badly. The shortsightedness of mortals infuriated her. Each time she was sent back into the lamp once the 3rd wish was granted, inside a palace but still imprisoned.

It took until the late 20th century, when thanks to fate her lamp ended up in Freedom City, in the hands of another foolish master. But this once actually kept his promise to free her with his final wish, she felt sorry knowing his fate, taking the place of the freed genie, transforming into a female genie, and sucked into the lamp before her eyes before it disappeared. Yet her daddy, Lord of Genies, allowed her to retain her full powers but had a punishment placed on her, part of genie law required to retain full powers as a free genie. She was left wondering what the punishment, the twist for full power with freedom, was.

For the first time in ages, she was living free and living it up, hiding as a mortal woman in her 20s with a lavish lifestyle and catching up on all new things since her imprisonment in the lamp. She soon found the twist to her full powers, as a mortal man made a wish within earshot and she was forced to grant it. It wasn't fair! She was free from the lamp, had all her powers, but now any idiot mortal who says "I wish..." where she can hear it, she is forced to grant their wish, always with a twist no matter what she wants, only truly selfless wishes free from this limitation. Thus she began to limit her time among them, living free and in her huge apartment with soundproof walls.

But freedom called to her, as she felt herself drawn to go out for one reason or another, almost every time granting another mortal's foolish and ill-thought wish. She has brought both heroes and villains into being, changed lives in many ways, restored things that were lost, and erased things completely from existence all due to the wishes of mortals, always coming true but never how the mortal expects, sometimes in a way they regret.

Description: As a genie, she is able to take on any form or appearance she wishes. But her default form is that of an attractive young woman of Greek descent. Lightly tanned skin with a hint of olive, a curvy figure which stands out; her eyes are purple and gleam with happiness, while her wavy black hair is long and commonly worn in a ponytail.

Her outfits vary based on her mood, but always sexy and show off her figure, with at least 2” heels. Her jewelry changes with her mood but she always has a pair of copper bracelets on her wrist, a sign of her past slavery as a bound genie, though normally hidden by an illusion.

Personality: Diana is fun-loving and vivacious, spending all her time living the life she only dreamed of in the past. She pities mortals for their short-sightedness more than anything, hating the fact she has to limit her time among them or risk causing more trouble and granting more wishes. She is a daredevil with no fear of the consequences, as she is immortal and can’t truly be hurt by anything less than a god or the lord of genies.

Powers and Abilities: As a freed genie, Wishcrafter is an immortal being who can take on any shape and form. Her wish-granting abilities allow her to grant herself anything she desires but has its drawback. Mortal wishes made within earshot of her she is forced to grant and always with a twist.

Known Tactics: With no means to threaten her, Wishcrafter simply stands there as attacks simply slide off her with no effect. If insulted or innocent mortals, especially children, are threatened she will act, normally to transform the offender into a less dangerous form. If faced with capture or enslavement by someone who knows she is a freed genie, she will teleport away if possible.

Friends and Allies: As a freed genie, she still calls the Lord of Genies an ally she can call upon when truly in need. Not that she has yet. She is still upset at her daddy for being put in the lamp in the first place.

Rivals and Enemies: Unfortunately she has made an enemy of Mr. Infamy, for her wish-granting has interfered with his plans.
Last edited by Psistrike on Thu Jun 24, 2021 4:30 am, edited 4 times in total.
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AEGIS update

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AEGIS update
A lot has changed for AEGIS in recent years. Discovering Gemini had been a parasitic psychic entity all along was bad enough, that he had been possessing a lesser AEGIS agent for years, and leaking information to an unknown party was worse. Currently, Gemini and the possessed agent are locked in a specialized cell as they seek to not only free the unfortunate agent but contain Gemini for good this time.

An old terrorist organization has shown up again after over 2 decades inactive. The infamous COBRA. For almost a year they had a spy in their midst working for COBRA, as Zartan used various cover identities to keep one step ahead of them. Only when Snake-Eyes from G.I. Joe visited was his cover blown and he was forced to escape. How much damage he did in his time at AEGIS is unknown, though details on their most advanced power armor and gear is known to be leaked to COBRA.

Due to the previous events, AEGIS has called in experts on mind control, magical influence, and brainwashing to help clean house and remove any more threats to AEGIS from their ranks. COBRA agents were ousted at various bases, including a few at the new AEGIS base in Emerald City. Meanwhile, various agents were deprogrammed and freed from spells by numerous super-villains seeking to learn what AEGIS had planned for them.

Due to the loss of agents, both in the field and those removed from duty, AEGIS has begun a recruitment drive, with the aid of local superheroes to weed out potential moles, brainwashed individuals, and disguised enemy agents like Talos's infiltration androids. So far it seems to have been successful, but only time will tell how truly effective it is.

Technological advancements have allowed them to outfit their agents with more powerful and streamlined gear, mostly through ASTRO Labs and some companies associated with known superheroes. But enemy forces have benefited from the same advances in technology as well, meeting the agents more on equal terms.

Known hate groups are monitored for potential hate crimes and terrorist activities. From the Church of Mankind, which to this day denies any connection to the Knights for a Pure Mankind, to the Gene Nation due to its past activities and potential connection to hate crimes against normal humans.

Groups like PURGE and S.H.O.C.K. are listed as terrorist groups, due to repeated hate crimes and attacks resulting in civilian casualties. The fact PURGE stated collateral damage in their war to preserve the human race were acceptable losses has AEGIS and various superhero teams gunning for them.

Known terrorist organizations, such as COBRA, are easier to deal with, being obvious threats to the public and less red tape involved. Although COBRA is mostly dealt with by G.I. Joe, for large enough operations the whole of AEGIS is called in.

The hardest type of terrorist group to deal with is one that keeps their activities well hidden and connections to such crimes almost non-existent. The Sisterhood of Enlightenment is suspected in numerous disappearance of young to middle-age males, of hate crimes against males, and more. But nothing seems to stick as if their leader had some form of superhuman power to suppress such information. Known only to the higher-ups in AEGIS and a few others in government, along with certain superheroes and villains, is the true nature of the Vampire Nation, claiming to be a vampire rights group, but still working in secret to enslave humanity on their servants and cattle. They always blame any known vampire attack on rogue members and new vampires who haven't been told the rules yet. A deeper investigation is recommended, but due to Dracula's aid in WW2 against the Nazis, it has so far been left on the backburner for the time being.
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AEGIS Field Agent

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Aegis Field Agent PL 5

Occupation: Field Agent
Base of Operations: Varies
Real Name: Varies
Identity: Secret [Although most agents don’t keep their identities a secret, records are sealed from public view.]
Affiliation: AEGIS
Height: Varies
Weight: Varies
Eyes: Varies
Hair: Varies

Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 1, Fighting 3, Intellect 2, Awareness 2, Presence 0

Advantages
Defensive Roll, Equipment 5, Ranged Attack 2; 4 pp more worth of Combat Advantages

Equipment
AEGIS Blaster pistol [Ranged Damage 7; 14 ep], AEGIS Armored Uniform [Protection 4; 4 ep], Handcuffs [1 ep], Commlink [1 ep]

Skills
Expertise: Behavior sciences 3 [+5], Expertise: Civics 2 [+4], Expertise: Current events 2 [+4], Expertise: Streetwise 2 [+4], Expertise: AEGIS Field Agent 4 [+6], Intimidation 4 [+4], Investigation 6 [+8], Perception 4 [+6], Persuasion 3 [+3], Technology 2 [+4], Vehicles 4 [+5]

Offense
Initiative +1
Blaster Pistol +3, Ranged, Damage 7

Defense
Dodge 4, Parry 4
Toughness 6/5*, Fortitude 4, Will 6
*Without Defensive Roll

Power Points
Abilities 20 + Powers 0 + Advantages 8 + Skills 18 [36 ranks] + Defenses 14= 60 Total

Complications
Motivation: These vary between Justice, Patriotism, and Responsibility, with the rare Greed motive.
Government Agent: As agents of AEGIS, they have to follow orders and go on missions. Plus their gear isn’t their own, issued to them by AEGIS.
Additional Complications vary by individuals

Notes: A typical AEGIS agent, adjusted to be capped in all defenses and with their blaster pistol. More advanced and powerful gear and additional training in different combat styles for each agent. Their old blaster pistols have been replaced with new ones, each with almost as much firepower as the old blaster rifles possessed.
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AEGIS gear

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MAX Armor: Removable [-13 points]
Armor Suit: Immunity 10 [Life Support], Impervious Protection 8 • 26 points
Strength Augmenting Exoskeleton: Enhanced Strength 6 • 12 points
Communication and Sensors: Communication [radio] 2, Senses 1 [Low-light vision] • 9 points
Weapons Systems: Array [16 points]
Gauntlet Blaster: Ranged Damage 8 • 16 points
Blinding Flash: Dazzle [visual] 8 • 1 point
Tangler Load: Snare 5 • 1 point
Total: 52 points
A more advanced version of the original MAX armor, with greater armored plating, strength augmentation and stronger weapons systems.

Super-MAX Armor: Removable [-15 points]
Armor Suit: Immunity 10 [Life Support], Protection 10, Impervious • 30 points
Strength Augmenting Exoskeleton: Enhanced Strength 6, Power-Lifting 4 • 16 points
Communication and Sensors: Communication [radio] 2, Senses 1 [Low-light vision] • 9 points
Weapons Systems: Array [18 points]
Gauntlet Blaster: Ranged Damage 10 • 20 points
Blinding Flash: Dazzle [visual] 10 • 1 point[/b]
Tangler Load: Snare 6 • 1 point
Total: 60 points
An even more advanced version of the original Super-Max armor, it allows the wearer to go toe to toe with even powerful super-villains.

Nullifying Manacles: Removable [-10 points]
Nullifying Manacles: Nullify [mutant or magical descriptor] 10, Broad, Simultaneous, Continuous Duration, Touch Range • 50 points
Notes: Toughness of heavy cable connecting them is 12. Locked onto and over forearms, requires outside help to remove normally.
Total: 40 points

Scanner: Easily Removable [-2 points]
Scanner: Senses 5 [Detect Energy, Acute, Ranged, Radius, Extended] • 5 points
Total: 3 points
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C. Horatio Harry Powers

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C. Horatio “Harry” Powers
PL 7


Real Name: C. Horatio Powers
Age: Not Telling
Height: 6’2”
Weight: 180 lbs.
Eyes: Brown
Hair: Grey
Identity: Public
Legal Status: U.S. Citizen with no criminal record
Status: Active
Occupation: AEGIS Director
Base of Operations: Washington, D.C.
Affiliation: AEGIS
Martial Status: Married

Abilities
Strength 2, Stamina 1, Agility 1, Dexterity 1, Fighting 8, Intellect 3, Awareness 2, Presence 4

Skills: Acrobatics 4 [+5], Athletics 4 [+6], Deception 8 [+12], Expertise: Behavioral sciences 4 [+7], Expertise: Civics 6 [+9], Expertise: Current events 8 [+11], Expertise: Streetwise 8 [+11], Insight 10 [+12], Intimidation 8 [+12], Investigation 8 [+11], Perception 8 [+10], Persuasion 8 [+12], Ranged Combat: Guns 8 [+9], Sleight of Hand 8 [+9], Stealth 8 [+9], Technology 8 [+11], Vehicles 8 [+9]

Advantages: Assessment, Benefit 4 [AEGIS Director], Close Attack, Connected, Contacts, Defensive Roll 2, Equipment 3, Evasion, Improved Initiative, Languages 2 [French, Russian; Base: English], Leadership, Precise Attack [Ranged, Cover], Quick Draw, Tracking, Well-Informed

Powers:
Powerless: Concealment 2 [Detect Powers and Power Awareness], Permanent • 4 points
Sense Powers: Senses 3 [Detect Powers, Ranged, Radius] • 3 points

Equipment: Blaster Pistol [Ranged Damage 5; 10 ep], Armored Jumpsuit [Protection 3; 3 ep], Commlink [1 ep], 1ep of additional gear as needed

Offense
Initiative +4
Blaster Pistol +9, Ranged, Damage 5
Unarmed +9, Close, Damage 2

Defense
Dodge 8, Parry 8
Toughness 6/4*, Fortitude 5, Will 6

Power Points
Abilities 44 + Powers 7 + Advantages 22 + Skills 62 [124 ranks] + Defenses 15= 150 Total

Complications
Doing Good: Director Powers truly believes that AEGIS is needed and wishes to do everything in his power to improve the agency. He tries to keep the agency on the right path, no matter what politics are involved.
Constant Pain: Due to a nerve toxic, he is in constant pain and is Impaired against anything which inflicts pain, as well as from time to time Impaired on all action as the pain increases to levels he can't fully ignore.
Enemy: As director of AEGIS, he has made more than his fair share of enemies, including politicians who don’t agree with how the agency is run.
Relationship: Linda, wife and daughter, Alice.
Responsibility: He feels responsible both for his family and for AEGIS, having to split his time between those he loves and his responsibility of running the agency.

Build Comments: A straight conversion, he is fairly straight forward and easy stat-wise. His history makes him stand out. He is a stubborn old cuss who sticks with his old gear instead of the new advanced stuff, otherwise, I would have to bump him up a PL.

Additional history
The fact Gemini avoided noticed by Director Powers for so long is a sore point for him. Due to this incident, he personally interviews any new recruits before they are allowed to become a full agent; regular reviews every 6 months of every agent on a cycle which changes each time helps to keep an agent from being compromised for long or superhuman agents from infiltrating AEGIS without notice before anything big can go down.

One thing which he pushed through Congress was funding for new scanners able to see through basic and holographic disguises, to prevent Zartan or others like him from attempting to infiltrate AEGIS again. Despite some protest that the risk was low for the required cost, he still got the funding.

Kept secret from everyone but his most trusted allies is that he is suffering from nerve damage due to a nerve toxic used on him by Zartan during his escape. Left in constant pain, this makes it harder for him to resist anything which inflicts pain and refuses to go into the field until it can be fixed, afraid of what he might reveal under torture.

AEGIS has been more focused on dealing with superhuman threats and aiding their G.I. Joe branch against COBRA. But Director Powers is still waiting for the other shoe to drop, as he knows SHADOW is still out there, waiting for their next chance.
Last edited by Psistrike on Wed Aug 18, 2021 7:01 am, edited 2 times in total.
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Savant Prime

Post by Psistrike »

Image
• Image used is SF3Qartwork.
Quote "My experiment is going well, you are a part of it already."
Savant Prime
PL 15


Real Name: Unknown
Age: Unknown
Height: Unknown, approximately 6'
Weight: Unknown
Eyes: Unknown
Hair: Unknown
Species: Unknown
Identity: Secret, few know of his existence
Legal Status: No known nationality, wanted by authorities who know of his existence
Status: Active
Occupation: Scientist
Base of Operations: Pocket dimension base, exit portal in unknown location
Team Affiliations: Founder and unofficial leader of Science Unlimited
Concept: Scientist who seeks to force humanity to evolve by any means
Marital Status: Unknown

Abilities: Strength 1, Stamina 8, Agility 1, Dexterity 2, Fighting 0, Intellect 15, Awareness 6, Presence 0

Skills: Deception 2 [+2/+22 to see his true appearance when in full-cover outfit], Expertise: Medicine 7 [+22], Expertise: Science 10 [+25], Insight 8 [+14], Investigation 8 [+23], Perception 4 [+10], Technology 8 [+23], Treatment 7 [+22]

Advantages: Benefit 3 [Cipher 3], Eidetic Memory, Equipment 7, Fearless, Improvised Tools, Inventor, Skill Mastery 2 [Science, Technology], Speed of Thought, Ultimate Expertise: Science, Ultimate Technology, Well-Informed

Equipment: The Sanctum of Science: Size:Miniscule; Toughness: 20; Features: Communications, Computer, Defense System, Dual Size [Awesome+2], Fire Prevention System, Hangar, Holding Cells [Nullify devices, Nullify rank 15], Infirmary, Laboratory, Library, Living Space, Personnel [robots of various design], Power System [dimensional energy tap], Sealed [pocket dimension, portal exit in unknown location], Security System 4 [DC 35], Self-Repairing, Workshop • Cost: 35 ep

Powers:
Cloaked from Technology: Concealment 10 [all], Limited to Machines, Permanent, Quirk [Not against own base's recording technology; -0 point] • 10 points
Erased prints: Feature 1 [no fingerprints] • 1 point
Immune to many mortal concerns: Immune 10 [life support] • 10 points
Anti-mindreading implants: Immunity 2 [Mindreading] • 2 points
Redundant organs: Immunity 2 [critical hits] • 2 points
Super-genius: Quickness 10, Limited to Mental tasks • 5 points
Unknown immortality: Immortality 7 [8 hours] • 14 points
Full-cover outfit with integrated armor and deflection field: Removable [-10 points]
Enhanced Defenses 23 [Dodge 11 & Parry 12], Morph 1 [disguised appearance], Protection 10, Impervious 12 • 50 points
Inventions: Array [75 points]
Various serums, nanites, etc.: Perception Range Affliction 15, Variable Conditions [+2] • 75 points
Neural Disruptor: Perception Range Damage 15, Resisted by Will • 1 point
Emergency Recall to Base: Accurate, Easy, Extended Teleport 14, Change Direction, Change Velocity, Increased Mass 3 [400 lbs.], Limited to Extended, Limited to Base linked to Movement 1 [Pocket dimension of base] • 1 point

Offense
Initiative +15
Various serums, nanites, etc., Perception, Affliction 15, Variable Conditions [+2]
Neural Disruptor, Perception, Damage 15, Resisted by Will

Defense
Dodge 12/1*, Parry 12/0*
Toughness 18/8*, Fortitude 14, Will 16
*Without Full-cover outfit, Impervious Toughness 12

Power Points
Abilities 66 + Powers 161 + Advantages 20 + Skills 27 [54 ranks] + Defenses 16= 290 Total

Complications
Science is All: Coldly logical, Savant Prime sees his goals of advancing science and forcing humanity to evolve to matter above all else.
Cold revenge: Interfering in his experiments will result in becoming targets for future experiments of Savant Prime.
Must Know All the Variables: Savant Prime will personally go out and investigate someone if they exhibit unusual powers or abilities of a nature he has never seen before, they have technology of a kind which he has never studied, or scans show they are from another dimension or any part of the Imageria.

Build Comments: More of a background threat and source of potential origins, Savant Prime is a scientist who seeks to advance science and ensure humanity can stand up to any threat, using any means necessary. If faced in a fight he is a serious threat though, capable of taking on teams of superheroes and winning.

History: The identity and history of the being known as Savant Prime are unknown, few alive on Earth even know of his existence. And this is how he likes it. His origin, age, and appearance, if he is even human or not, all are unknown except to himself. All that is known are his goals and focus, to advance science by any means, and force humanity to evolve, no matter what.

Description: Savant Prime's true appearance is hidden beneath various clothing at all times and even in his base he tends to wear a mask to protect his face while working. His full-cover outfit includes: A black mask with yellow reflective lens over his eyes, a brown hat, a tan trenchcoat, white gloves, and black shoes with a suit and tie to round it out.

Powers & Abilities: Savant Prime considers himself the greatest scientist alive, human, or otherwise. His true nature is a secret he guards carefully, even covering up completely when he leaves his base for rare fieldwork his robots can't do. Whether due to altering himself or some unknown reason, he is immune to many mortal concerns and even has multiple redundant organs.

Various implants prevent any form of recording device from capturing his image or voice, anyone from reading his thoughts, and he even lacks fingerprints. He is immortal by unknown means, records on how he regenerates from apparent death seemingly all destroyed after every attempt.

He has various devices on his person at all times, even in his base. These are so broad-ranging and numerous he seems able to have nearly anything short of dimension and time travel on hand. His outfit is actually designed to hide his true appearance and possesses integrated armor and a deflection field to shield him from harm.

The Sanctum of Science is his personal base in a vast pocket dimension of his own creation, a literal universe of his own making. The main portal exit is in an unknown location. This place has an unknown number of various robotic servants, all maintaining the countless labs and living structure of Savant Prime. The recording devices in his base are the only known technology that can capture his image and voice, necessary for keeping accurate records of his experiments.

Personality: Savant Prime is a cold, analytical individual, seeing the progress of science and forcing humanity to evolve as goals which nothing should hold back. All else is secondary to these goals, even his alliance of Science Unlimited is only used to further these goals and he feels no loyalty to any of them. Any that disrupts his experiments and slows him from reaching his goals will be a target for future experiments.

Known Tactics: Savant Prime rarely leaves his base, sending out his robots to gather data or subjects to experiment upon as needed. Only delicate work with unstable elements or a rare subject requiring his personal attention will bring him out of his base.

The rare times he leaves his base Savant Prime relies on his inventions to deal with any pests. Mutating foes or subduing them are his main goals, foes can become new test subjects. An emergency recall to his base in the event of capture is a last resort.

Friends and Allies: The other members of Science Unlimited are allies of convenience, only worked with to further his goals.

Rivals and Enemies: So many beings, if they knew the truth and breadth of his experiments, would seek to imprison Savant Prime without a way for him to ever escape. He is behind an unknown number of experiments, those with origins connected to him he keeps a personal record of. So far the few authorities and others who know of his existence have only linked him to the "Gene Pulse" incident.
Last edited by Psistrike on Sun Apr 04, 2021 5:17 am, edited 1 time in total.
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Splicer

Post by Psistrike »

Image
• Image used is professor mortis by phil-cho from deviantart. Commission for SpyGlass Games' VENOM Assault game.
Quote “I will change life on this world, and beyond.”
Splicer
PL 10


Real Name: Montgomery Wyndham [assumed name, real name unknown]
Age: Real age unknown, appears to be 40s to 50s
Height: 5'8"
Weight: 145 lbs.
Eyes: Blue
Hair: Brown
Identity: Secret [Known to authorities]
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Scientist, criminal mastermind
Base of Operations: Private island south of Freedom City, just inside international waters
Team Affiliations: Science Unlimited
Concept: Scientist twisted by Great Old One science
Marital Status: Single

Abilities: Strength 0, Stamina 5, Agility 0, Dexterity 2, Fighting 4, Intellect 8, Awareness 1, Presence -2

Skills: Deception 6 [+4], Expertise: Current Events 4 [+12], Expertise: Otherworldly Mythos 8 [+16], Expertise: Science 4 [+12], Insight 8 [+9], Perception 4 [+7], Stealth 4 [+4], Technology 4 [+12], Treatment 2 [+10]

Advantages: Benefit 4 [Cipher 4], Defensive Attack, Equipment 6, Inventor [Expertise: Otherworldly Mythos used], Skill Mastery [Expertise: Otherwordly Mythos]], Speed of Thought, Ultimate Effort [Expertise: Otherwordly Mythos]

Powers:
Mythos Tainted Body: Immunity 3 [aging, disease, poison] • 3 points
Clone Backups: Immortality 4 [2 days] • 8 points
Lightning Calculator: Quickness 15, Limited to Mathematical Calculations • 5 points
Lab Coat: Removable [-2 points]
Bio-mimetic armor lining: Impervious Protection 5 • 10 points
Maddening Insight: Auditory Perception Area Affliction 10 [Resisted and Overcome by Will; Hindered, Disabled], Limited to 2nd Degree • 10 points
Mythos Serums: Variable 6 • 42 points

Equipment: Private Island Estate [Size: Awesome; Toughness 12, Features: Communications, Computer, Concealed 3 [underground labs and holding pens], Defense Systems [non-lethal], Dock, Fire Prevention System, Habitat, Hanger, Holding Cells [Toughness 18, Sleeper Cells], Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • Cost: 30 ep

Offense
Initiative +8
Maddening Insight, Auditory Perception Area, Affliction 10

Defense
Dodge 6, Parry 6
Toughness 10/5*, Fortitude 8, Will 12
*Without Lab Coat, Impverious 5 with Lab Coat

Power Points
Abilities 36 + Powers 76 + Advantages 15 + Skills 22 [44 ranks] + Defenses 22= 171 Total

Complications
Mythos Science: Splicer is driven by the need to create new lifeforms, believing it is his Great Old One masters' desire.
Enemy: Commander Floppy seeks to end his mad experiments once and for all. Dr. Simian wishes to treat Splicer to his own experiments.
Mythos Insanity: Although he seems to have symptoms of clinical insanity, the fact his mind was broken by learning mythos "secrets" makes it different. This makes him somewhat unpredictable at times and dangerous to interact mentally with.
Secret: The fact he is the madman Splicer is kept from the public by the authorities, who wish to prevent a panic. Also whoever he was in the past is a complete mystery.

Build Comments: A madman who can be the source of many modified beings, from human-animal hybrids and uplifted animals, or different types of chimeric heroes or villains who shows up in the setting. Also, his “creations” should use the Bystander, Thug, and Street Informant NPCs to start off with, will have templates for most common modifications he makes.
• Mythos Serum example effects:
Twisted Brute Form: Enhanced Close Combat 5, Enhanced Strength 10, Protection +4 • 30 points
Tentacle Arms: Line Area Damage 10 • 20 points
Nightmarish Recovery: Healing 9, Persistent, Restorative • 28 points [He literally rips out of his current body with his new form having shed most or all of the damage his old form had.]
Nightmare Maw: Damage 10, Accurate 3, Penetrating • 23 points
Scaly Hide: Impervious Protection 3 • 6 points

History: Whoever the man known as Splicer once was his true identity is lost to the madness which has consumed him. What little evidence can be found on him suggest he was once a scientist, a biologist working to find a way to adapt life to survive even in the harshest conditions. An estate sale from someone supposedly a distant relative of the famed Dr. Moreau came up and records indicate a man purchased an unopened journal believed to be records kept by Moreau himself.

It wasn't until 2002 when a pack of human-animal hybrids attacked Freedom City attempting to abduct people off the streets when authorities learned of the man called Splicer. With claims of them being rogue creations of his that escaped, along with no evidence to prove otherwise, the police were forced to drop the case. Not helping matters was his island was just inside international waters, complicating how to legally deal with him. Even the name he gave them, Montgomery Wyndham, proved to be a dead-end, as no records of such a man could be found.

Time and again he has gotten away with crimes by proxy, his creations either avoiding capture or his claims of escaped rogue creations unable to be disproven. Until mid-2003 when the first of his escapees, an uplifted rabbit who would become a thorn his side, made his way to AEGIS. Details on how he operates and his other creations are few, only gained from the small number of those who've escaped him [See Commander Floppy, Brickhouse, Jasmine, Nyuu, Pathfinder, and Snatch], and unfortunately, those are limited.

Authorities know he owns a private island 290 miles easts of Freedom City, never leaving and always acting through his minions, thus avoiding U.S. law. In addition to uplifted animals and the anthropomorphic animals made using animals or human subjects as their base he is also known to make chimeras of existing animals, and genetic abominations of his own design. All but for a few seem to give off an aura which mystic types say is otherwordly, twisted. And he even knows enough about construction to build his own base and the law to use loopholes to his advantage.

Description: Splicer can best be described as an average looking man in his mid to late 40s to early 50s, though his true age is unknown. His wild brown hair stands up in a spikey manner reminiscent of a hedgehog, while his blue eyes shift between obsessed focus and gleaming madness. He is almost always seen wearing his white lab coat, long black gloves, a belt with various pouches and chemical vials and beakers, and a strange red lens over his left eye held in place by leather straps.

Personality: He seeks to change life in any way possible, to create new lifeforms that have never existed before or gone extinct in the long distant past. Driven, he believes his masters' plan for the universe to become a place of pure unfettered growth and evolution, though this might not be their true plans. His mind broken by the secrets he has learned, he believes the ends always justify the means, and ethics and morals are for lesser minds.

Powers and Abilities: Splicer seems to be immortal, having been killed by at least 3 mercenary teams sent in only to be alive and active again within days. How is a mystery. His age seems impossible to determine, what genetic samples were taken by the mercenary teams seem tainted by otherworldly DNA, stuff which drove more than one scientist into a mental hospital. Tests on the DNA found every known toxin and disease destroyed by it.

He uses otherworldly science to create serums that can augment his existing abilities or temporarily grant him new ones. These always cause some physical change which is shocking or gruesome to behold, aka tentacles, twisted limbs, distorted form, etc. He is so far gone he can shake others with the conviction he speaks about the Great Old Ones and their plans, plans only the truly tainted by such Outsiders would see as a good thing.

His private island has a state of the art laboratory, one where he carries out his experiments. Roaming his island are his numerous creations, from uplifted animals of various sorts to the poor souls, both human and animal, transformed into his anthro minions, and the chimeras. Most of the genetic abominations are kept in cells in the laboratory, further tested as he refines his work, and only released when needed to deal with intruders the others can't handle. Rumor even has it he has been gifted samples of shoggoth parts and more to experiment with by his masters.

Known Tactics: Splicer works through his "creations", the unknown number of uplifted animals, anthros and chimeras created from animals and abducted homeless, and more. All are subjected to brainwashing to keep them loyal to Splicer, except the rare few who escape before he gets around to it. They are sent out to collect new test subjects, supplies for his experiments, and to deal with threats to Splicer and his island. Splicer himself is a defensive fighter when forced to, using serums to augment himself as needed to deal with the authorities, mercenaries, and so-called "heroes".

Friends and Allies: Despite his madness he does consider his allies in Science Unlimited the closest thing he has to friends. Though should their plans interfere with his masters they will be eliminated like any other threat.

Rivals and Enemies: The authorities are searching for ways to permanently deal with Splicer, the number of his victims keeps rising and his creations have begun to target people out on the streets late at night beyond the homeless. Various superheroes have plans to deal with Splicer, but for now, are forced to follow the law. The Monster Squad has ramped up their training, preparing to deal with him once and for all. Dr. Simian sees his twisted creations as an extension of the same cruel experiments which created him, making plans to punish this mad human. While several relatives and friends of his victims have started to make plans of their own...
Last edited by Psistrike on Sun Apr 04, 2021 5:16 am, edited 2 times in total.
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Tangleweb

Post by Psistrike »

Image
• Xion Studios piece for Tangleweb character.
Quote "A perfect subject, master will be pleased."
Tangleweb
PL 10


Real Name: Dr. Phillip Wilkes
Age: 30 years old
Height: 6'7"
Weight: 345 lbs.
Eyes: Pure green
Hair: Black
Species: Human-metahuman
Identity: Known to the authorities
Legal Status: U.S. citizen with criminal record
Status: Active
Occupation: Scientist, minion
Base of Operations: Private island south of Freedom City, just outside U.S. jurisdiction
Team Affiliations: Splicer's minions
Concept: Scientist turned into brainwashed, anthro-spider minion
Marital Status: N/A

Abilities: Strength 7, Stamina 7, Agility 5, Dexterity 3, Fighting 6, Intellect 4, Awareness 1, Presence 1

Skills: Acrobatics 3 [+8], Athletics 2 [+9], Expertise: Arachnology 8 [+12], Expertise: Biochemistry 6 [+10], Insight 3 [+4], Intimidation 6 [+7], Investigation 3 [+7], Perception 4 [+5], Ranged Combat: Spinnerette 7 [+10], Stealth 4 [+9], Technology 4 [+8], Treatment 4 [+8]

Advantages: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Eidetic Memory, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Initiative, Languages 1, Power Attack, Second Chance: Danger Sense Rolls, Startle, Takedown 2, Uncanny Dodge

Powers:
Limb Weapons: Array [25 points]
Venomous Talons: Strength-Based Damage 4, Penetrating 11 linked to Affliction 12 [Resisted and Overcome by Fortitude; Dazed, Exhausted, Paralyzed], Quirk -2 [Requires Damage to inflict at least 1st degree] • 25 points
Claws: Strength-Based Damage 3 • 1 points
Enhanced Biology: Enhanced Advantages 2 [Diehard, Great Endurance]; Immunity 3 [Aging, Disease, Poison]; Regeneration 5, Persistent • 15 points
Enhanced Setae: Senses 2 [Danger Sense: Touch; Radius: Danger Sense: Touch; Ranged: Touch; Advantages [Second Chance: Danger Sense Rolls] • 4 points
Enhanced Sight: Senses 2 [Extended Sight 2 [100x] • 2 points
Monstrous Presense: Perception Area Affliction 8 [Resisted by Will; Impaired, Disabled, Paralyzed], Check Required: DC 11, Intimidation, Selective, Subtle • 24 points
Spider Arms: Extra Limbs 4 [Advantages: Benefit: Ambidexterity, Fast Grab, Improved Grab, Improved Hold] • 7 points
Spider Climb: Movement 2 [Wall-crawling 2 [full speed] • 4 points
Spider Eyes: Senses 2 [Darkvision] • 2 points
Spider Leap: Leaping 3 • 3 points
Spinnerette: Array [30 points]
Web Snare: Ranged Cumulative Affliction 10 [Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile], Extra Condition, Limited Degree • 30 points
Web Swing: Movement 1 [Swinging] linked to Speed 4 [30 mph], limited to while swinging • 1 point
Web Tether: Move Object 10 1 point

Offense
Initiative +9
Claws +6, Close, Damage 10
Venomous Talons +6, Close, Damage 11, linked Affliction 12 [Resisted and Overcome by Fortitude; Dazed, Exhausted, Paralyzed]
Web Snare +10, Ranged, Cumulative Affliction 10 [Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile]
Web Tether +10, Ranged, Move Object 10

Defense
Dodge 10, Parry 8
Toughness 9/7*, Fortitude 9, Will 4
*Without Defensive Roll

Power Points
Abilities 68 + Powers 119 + Advantages 12 + Skills 27 [54 ranks] + Defenses 12 = 235 Total

Complications
Many-Eyes: Due to his multiple eyes, Tangleweb is more vulnerable to sight-based dazzles. He has no bonus to any resistance checks to save against them.
Motivation-Service to the Master: Tangleweb is completely brainwashed, and utterly loyal servant to Splicer. Nothing short of mind-control can get him to turn against Splicer.
Man-Spider: Tangleweb is a man-spider hybrid, monstrous in appearance to most who see him.
Splicer's Minion: Tangleweb is brainwashed, completely loyal to Splicer and nothing will get him to betray his master.

Build Comments: A scientist whose own research was modified and turned against him by Splicer, used as the test subject by Splicer for his own serum to see how it would affect humans. Now brainwashed and completely loyal to Splicer, it would take psychic surgery to reverse it and turn him against his master.

History: While working late one evening on an experiment on human genomes, Dr. Phillip Wilkes accidentally discovered a way to splice spider and human DNA together that would allow for higher tolerance to disease and toxins. Knowing the benefits this could mean for humanity, he went to the head of Spartacorp with his findings. Told there was no profit in such research, as humans would freak out at the thought of splicing spider DNA, his experiment was shut down and he was moved to a new project.

But Wilkes wouldn't be deterred, 3 days later he slipped back into the lab to get his files, only to be caught off-guard when Splicer's Anthros showed up. He was knocked unconscious, only to wake to the face of the infamous Splicer. His research was impressive, but Splicer had taken it to the next level within hours. A serum, the culmination of Wilkes work usurped by Splicer, and he would be the test subject for it.

The strain upon his body caused him to slip into unconsciousness, his body transforming into a monstrous human/spider hybrid. Splicer subjected him to intense brainwashing over days, leaving Wilkes broken, a willing servant of his new master. He would aid the anthros as they went out to steal research and abduct more subjects for experiments or to join the ranks of Splicer's Minions. But his old name wouldn't do, something to fit his new form and identity was needed. Splicer had the perfect name, Tangleweb, no known spider-themed hero or villain was using it. He would become a source of fear for Freedom City.

Description: Tangleweb is a massive man/spider hybrid, towering over the average human with a build akin to a small bear. Most of his body is covered in thick, black hair with the exception of his face, hands, and parts of his main two arms. His main hands have 3 fingers and a thumb, while the hands of his extra arms have two fingers and a thumber each ending in a black talon. His face has 8 pure green eyes, while his nose appears more ape-like.

The only clothes he wears are a tan pair of shorts, simple tan leather shoes, and a bandolier to carry sample jars on.

Powers and Abilities: Tangleweb possesses a variety of superhuman abilities gained
by his genetically enhanced form. Spider-like proportional strength and spider agility enable him to leap up to 60 feet in the air, while the 'tarsal scopulae' on his limbs allow him to adhere to any surface like a spider. The most obvious side effect of his transformation is the four additional, spider-like arms that extend from his back. These allow him more maneuverability and speed and are strong enough to carry him aloft when he moves around. In each of these additional limbs, there is also a spinneret, which makes it possible for him to cast super-strong webbing at an amazing range or to craft webs around or on objects (or people).

Each limb also carries a sharp, clawlike end that allows him to slash at foes in combat or to cut strands of his own webbing before it hardens. In addition to his webbing and claws,
Tangleweb has retractable talons in his more human-like forearms that produce a powerful venom. This toxin causes paralysis in anyone that is injected with it, making his victims an easier target for whatever devious end that he may have planned for them. Finally, Tangleweb possesses additional eyes and setae that grant him a heightened sense of awareness (often warning him of danger before it occurs) and amplifying his other senses beyond human measure.

Personality: Cold, clinical, and ruthless, Tangleweb is just like the spiders his DNA has been mixed with. Nothing stands in his way when carrying out Splicer's orders, authorities, superheroes, civilians, adults, or children, none of that matters to him.

Known Tactics: Tangleweb seeks to disable any potential threat or prevent the escape of requested test subjects first using his Web Snare. His venom is only used to paralysis subject which proves too strong or slippery for the webs.

If sent to eliminate a target he strikes with his Web Tether to pull them towards him quickly, then strikes with his venomous talons, only using his regular claws to tear them apart if he has the luxury of time and a helpless subject to enjoy it.

Friends and Allies: Tangleweb has no friends and is one of the higher tier brainwashed minions that Splicer employs.

Rivals and Enemies: Spartacorp sees Wilkes leaving with the research, whether willing or not, as theft of their property. They wish to get him back for their own purposes. While various superheroes and the authorities of Freedom City wish to capture him alive, in the hopes his brainwashing can be reversed and he can turn evidence against Splicer.
Last edited by Psistrike on Sun Apr 04, 2021 5:14 am, edited 3 times in total.
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Monster Squad entry

Post by Psistrike »

Monster Squad
A new specialized squad of AEGIS formed in 2003, its members would be considered monsters or not human by most. Yet they are the ones fighting the real monsters which have been unleashed upon Earth, madmen like Mr. Matthews, Splicer, etc. and the creatures created by them.

Its leader and the first member is Commander Floppy, one of the first animals experimented upon by Splicer in his early work. He survived and thrived, escaping the madman to meet up with AEGIS. The highly intelligent rabbit gave them all the details he could about Splicer and his operations, yet his island is in international waters and outside normal government means to deal with.

Over 2 years after his escape, Commander Floppy has been placed in charge of a group of misfits and outsiders, each with their own problems and past to deal with. But they all seek to help out and deal with the monsters unleashed into the world, even as they are looked upon as monsters themselves.

Known Members
• Commander Floppy: A genetically altered rabbit who has been placed in command of the squad.
• Blueprint: The rogue gremlin with a love for creating things instead of taking them apart; team technician.
• Armament: A beholder from a fantasy realm, abducted by the Labyrinth, and turned into a cyborg with various weapon systems he can mentally control; team artillery.
• Pathfinder: A young woman and victim of Splicer, given a naga-like form; Team scout.
• Brickhouse: Former super-model and victim of Splicer turned into half-Kaiju; team bruiser.
• Grunt: Soldier experimented upon by an unknown party and turned into troll-like form; team sniper and back-up infantry.
• Ironheart: An iron golem brought back to life with free will and sapience; team tank.
• Ripper: Soldier attacked by a werewolf who can control transformation; team infantry.
• Slash: Minotaur originally thought to be a video game character brought from another world to Earth; team infantry.
• Snatch: A victim of Splicer turned into a human-alien hybrid who resisted brainwashing; break-and-enter expert, team infiltration specialist.

Personal Enemies of Members
• Splicer: Commander Floppy, Brickhouse, Pathfinder and Snatch all have their reasons to want to put him out of business. Splicer has taken their attacks on his brainwashed operatives personally.
• Runestone: Slash's warlock foe from his home dimension finally followed him after 14 years and has been a thorn in his and the Monster Squad's side ever since.
• H.A.D.E.S.: The criminal scientist organization knows of Blueprint's existence and wishes to force him into their service.
• The Labyrinth: Armament wishes to inflict a lot of pain on those who subjected him to painful experiments and surgery. The Labyrinth wishes to regain their subject and turn him to their side.
• SHADOW: All members of the squad have been targeted for experimentation and study at one time or another.
Monster Squad Headquarters [30 points]
Size: Huge Toughness: 10 PL: 10
Features: Combat Simulator, Communications, Communications 2 [Encrypted, DC 30 to decrypt], Computer, Defense System, Concealed 2 [Electronic, +15 DC to locate/identify base by use of an appropriate sensor], Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library [digital files], Living Space, Personnel [service robots], Power System, Secret 3 [As Abandoned Military Installation], Security System 3 [DC 30], Workshop

The Monster Squad Headquarters were once a vast military installation, the exterior remaining the same but the interior completely overhauled. Advanced computer system with an electronic library and secure internet access which controls the defensive systems and monitors communications channels and encrypts messages among other things. Foam-based fire prevention systems are included throughout the installation, along with advanced locks and alarms in place to prevent unauthorized access.

A powerful fusion reactor over 200 ft. beneath the base powers everything, while everything is shielded from electronic detection. Various garages and a large hangar house vehicles provided by AEGIS as needed for missions. Numerous service robots designed by Blueprint maintain the base and its systems constantly. One section is a combination combat simulator and gym, for various forms of training and team exercises.

One of the most advanced infirmaries on the planet, designed to deal with all of the team member's unique physiologies and natures, along with any captured foes brought in for treatment. There are private living quarters for each of the team members and enough extra rooms for 4 additional people to have a private room each, 2 of them already taken by Jasmine and Nyuu.

Blueprint has a whole section of the installation set aside for his combination laboratory and workshop, large enough to build a train engine, yacht, or fighter jet inside, as well as mechs up to 30' tall. He has various bins full of sorted parts ready for use on any project he can dream of.
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Psistrike
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Commander Floppy

Post by Psistrike »

Image
• Image used is Evil Sleeping Bunny by CDRudd from deviantart.
Quote “Time to take down some monsters.”
Commander Floppy
PL 9


Real Name: Floppy
Age: 20 years old
Height: 1'5" long
Weight: 8 lbs.
Eyes: Blue
Fur: Brown
Species: Rabbit
Identity: Public
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Leader of Monster Squad
Base of Operations: Monster Squad HQ, Freedom City
Team Affiliations: Monster Squad, AEGIS
Concept: Genetically altered rabbit
Marital Status: Single

Abilities: Strength 1, Stamina 2, Agility 8, Dexterity 2, Fighting 6, Intellect 3, Awareness 5, Presence 2

Skills: Acrobatics 4 [+12], Athletics 3 [+4], Expertise: Tactics 7 [+10], Insight 5 [+10], Perception 7 [+12], Ranged Combat: Guns 8 [+10], Stealth 2 [+18*]

Advantages: Accurate Attack, Agile Feint, Assessment, Benefit 2 [Security Clearance, Leader of Monster Squad], Defensive Attack, Defensive Roll 2, Diehard, Equipment 1, Guidance, Improved Initiative, Inspire, Leadership, Move-By Action, Power Attack, Prone Fighting, Set-Up 1, Teamwork, Uncanny Dodge

Powers:
Genetically Altered Super Rabbit: Multiple Powers as One [Innate]
Rabbit Size: Shrinking 8, Normal Strength, Permanent [+4 Dodge and Parry, +8 Stealth] • 24 points
Burrowing Claws: Feature 1 [burrowing claws] • 1 point
Fluffy Little Bunny: Feature 1 [insulating fur] • 1 point
Enhanced Rabbit Leg Strength: Speed 4 [30 mph], Alt. Effect: Leaping 2 [30 ft. standing long jump] • 5 points
Rabbit Eyes and Ears: Senses 7 [Accurate, Extended Hearing; Acute Olfactory; Darkvision, Ultra-Hearing] • 7 points

Custom AEGIS Blaster: Easily Removable [-4 points]
Basic Blast: Ranged Damage 8 [force] • 16 points
Charged Blast: Ranged Multiattack Damage 8 [force], Distracting • 1 point
Icer Mode: Ranged Affliction 8 [ice; Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree • 1 point
Sonic Stunner Mode: Ranged Affliction 8 [sonic; Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated] • 1 point

Equipment: Commlink [1 ep]; 4 ep of additional gear as needed

Offense
Initiative +12
Unarmed +6, Close, Damage 1
Custom AEGIS Blaster +10, Ranged, Damage 8; Multiattack Damage 8, Distracting; or Ranged Affliction 8

Defense
Dodge 14, Parry 14
Toughness 4/2*, Fortitude 6, Will 12
*Without Defensive Roll

Power Points
Abilities 58 + Powers 52+ Advantages 20+ Skills 18 [38 ranks] + Defenses 17 = 165 Total

Complications
Justice: Floppy wishes to help victims like himself and see justice come to the true monsters who create them.
Disability: Commander Floppy is mostly blind in his left eye, affecting his depth perception and perception of things on his left side.
Enemy: Splicer both hates and admires Floppy for how he has thwarted him on multiple occasions. He always wishes to figure out how his first big success was greater than even he first realized.
Nightmares: He is still haunted by memories and nightmares of the experiments, though despite sometimes making him freeze they can be a source of strength as well.
Prejudice: Despite his power and abilities, plus the fact he is publically known as the leader of the Monster Squad, some still see him as a cute little bunny rabbit. Thus he suffers a -2 circumstance penalty to Intimidation checks to those who don’t know of his reputation or his skills.
Relationship: Besides being the leader of Monster Squad, Floppy has grown to see them as his family. Woe to those who bring harm to his family.

Build Comments: A genetically altered super rabbit, he is basically a rabbit version of Nick Fury with an impressive blaster to compliment his skills.
-When faced with more than 3-to-1 odds against himself in close range, he will use an HP to gain Redirect to trick them into taking each other out.

History: Nightmares which still keep Floppy up at night, his first true memories of his new life. Waking to a world of pain, his every nerve on fire, his entire being felt like it was going to be torn apart. All due to a human madman. Trapped, he was isolated except for his captor, a man he came to know as Splicer. Beginning to understand new concepts, even Splicer's language, he simply called him experiment number 40. Even to Floppy's newly awakening mind, he could tell what Splicer called science was something twist, unnatural. He had taken the entire warren to experiment upon, the first steps towards expanding the variety of life in the universe and aiding his masters.

"Uplifted", that is what Splicer called it, gifting an animal with human-level intellect and even the ability to use his front paws as hands. Splicer, just starting out, underestimated his own skills, as Floppy became so much more. What had been done to him was a perversion of nature, yet Floppy couldn't take down the madman on his own. Recovering his strength, he bided his time, figuring out how to open the cage and even the route Splicer used when he left the room. Escaping, he fled the building and discovered the docks, the boats simple enough to operate. Barely making his escape as the anthro guards working for Splicer almost reached him.

Heading to a large source of light, it took over 2 hours to reach the shores of Freedom City, stumbling into an AEGIS HQ right as Splicer's other "creations" reached him. Telling his tale and all he knew of Splicer, he finally slipped into a restful sleep, the first he could recall. Testing his abilities, it was found he was as strong as an adult male athlete, with incredible stamina, speed, and reflexes. He had become a super rabbit!

Yet this wouldn't be enough to bring Splicer to justice, so he trained with AEGIS's best and brightest from that day. Almost 2 years later things began to come together. Another victim of Splicer escaped, a human girl transformed into a naga-like form, his monstrous acts only increasing in depravity. Going before AEGIS high command, Floppy asked to form a task force headed by him, designed to deal with Splicer and his ilk, along with their misfortunate creations. Thus the Monster Squad was formed, starting out with Floppy as the commander and 4 other agents, including the recently rescued woman. Yet it would grow over the years, the fight against true monsters never ceasing.

Description: Commander Floppy is a cute brown rabbit, around 1.5 feet long, and weighing just 8 pounds. His blue eyes gleam with inhuman intelligence and cunning, well his right eye does; his left eye is covered in a black eyepatch thanks to one of the squad’s early missions against Splicer where he faced off against several anthro-wolves.

Powers and Abilities: A genetically altered super rabbit, Commander Floppy is as strong as an adult human male, possesses great stamina, speed, and leaping abilities beyond normal rabbits, and still retains the normal fur coat, eyesight, sense of smell, and superhuman hearing of a rabbit. Like any rabbit, he can burrow when needed. And his agility has been augmented to low superhuman levels.

Trained by AEGIS's best and self-taught in a variety of areas, including great accuracy with various firearms and outfitted with a custom AEGIS blaster with a variable setting; observation and some social interaction skills; and strong self-discipline which he uses effectively in the field. He has proved his skill and knowledge of team tactics and field command repeatedly.

Personality: A no-nonsense leader in the field, he expects his commands to be followed without question. Coming off as gruff and hardnosed, he shows a gleam of happiness when taking down those who willingly work for Splicer and his ilk.

At the office or off duty, he is laid back, loving to watch comedy shows while chewing on some lettuce, tends to sleep on the couch, and slacks off when not on duty or training. He has a secret collection of Sailor Moon figures and likes to daydream that Luna is a rabbit like him.

Known Tactics: Commander Floppy tends to stand back, giving his team orders while supporting them with blaster fire. He tends to disable targets unless they prove too hardy and he is forced to hit them with the main force blast. On his own Floppy fights defensively till he has gauged his opponent’s strength. Adapting his tactics towards disabling them with minimal risk to himself. Constantly moving, leaping over opponents, dashing past them in a blur, or suddenly disappearing only to pop up from underground to ambush, he will do anything to even the odds.

Friends and Allies: He has made various connections over the years, in AEGIS, other government organizations, and even some in the underworld. Although she is stationed at the Emerald City branch, AEGIS Agent Elizabeth Nguyen considers Floppy a friend and is willing to help out any way she can. The Monster Squad is both his team and family who he will die to protect.

Rivals and Enemies: Splicer will do anything to recapture Floppy and subject him to further tests and experiments, all in the name of refining his process. Other monster-maker types have also sworn vengeance for his interference in their operations, including Mr. Matthews.
Last edited by Psistrike on Thu Jun 24, 2021 1:17 am, edited 2 times in total.
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Psistrike
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Blueprint

Post by Psistrike »

Image
• Image used is Gremlin by Storn.
Quote “Nothing a piece of tech can’t fix.”
Blueprint
PL 9


Real Name: Edowos [Eddie Who as a cover for his human identity for paperwork]
Age: 167 years old
Height: 3'8"
Weight: 100 lbs.
Eyes: Violet
Hair: Bald
Species: Gremlin
Identity: Secret [He rarely goes into the field and only his teammates and AEGIS know of him]
Legal Status: U.S. citizen from rogue gremlin clan in Detroit, now Millenium City
Status: Active
Occupation: Technician
Base of Operations: Monster Squad HQ, Freedom City
Team Affiliations: Monster Squad, AEGIS
Concept: Rogue gremlin engineer
Marital Status: Divorced

Abilities: Strength 2, Stamina 2, Agility 2, Dexterity 4, Fighting 6, Intellect 8, Awareness 2, Presence 0

Skills: Experrtise Drawing 2 [+10], Expertise: Science 8 [+16], Insight 8 [+10], Perception 2 [+4], Ranged Combat: Gadgets 6 [+10], Stealth 4 [+10], Technology 8 [+16], Vehicles 2 [+6]

Advantages: Benefits 4 [Security Clearance, Wealth 2], Diehard, Eidetic Memory, Improvised Tools, Inventor, Languages [Basic: Gremlin; English], Skill Mastery [Technology], Speed of Thought

Powers:
Rogue Gremlin: Multiple Powers as One [Innate]
Small: Shrinking 4, Permanent [-1 Strength, +2 Dodge and Parry, +4 Stealth, -2 Intimidation] • 8 points
Unaging: Immunity 3 [aging, disease, poison] • 3 points
Gremlin Eyes: Senses 2 [Darkvision] • 2 points
Gremlin Speed: Quickness 6 • 6 points

Technical Genius: Quickness 2 [Limited to Mental tasks, Stacks with Quickness] • 1 points
Force Field Belt: Removable [-2 points]
Force Field: Impervious Protection 4, Enhanced Dodge 2, Enhanced Parry 2 • 12 points
Rapid Gadgetry: Continuous Variable 6 • 48 points [Removable -10 points]

Equipment: Commlink when needed

Offense
Initiative +8
Rapid Gadgetry +10, Ranged, Damage up to 8
Rapid Gadgetry 2, Perception, Damage up to 9
Rapid Gadgetry 3, Area [any], Damage up to 9
Unarmed +6, Close, 2

Defense
Dodge 10/8*, Parry 10/8*
Toughness 6/2*, Fortitude 6, Will 10
*Without Force Field Belt, Impervious 4

Power Points
Abilities 54 + Powers 69 + Advantages 10 + Skills 20 [40 ranks] + Defenses 12 = 165 Total

Complications
Responsibility: He feels responsible for all the damage and accidents caused by his fellow gremlins. Thus he tries to make up for it by creating and aiding in the fight against threats to humanity.
Accident: Despite his technical skills and ability to invent wonders, he sometimes doesn’t know their full limits. And thus when he tests them out or uses them in the field he can miscalculate how much damage it should do or how fast it is.
Enemy: Most enemies of the Monster Squad don’t know of his existence, but H.A.D.E.S. has found out and wish to force him into their service.
Identity: Eddie Who, mechanic
Prejudice: Those who meet him tend to freak out, especially once they learn he is a gremlin. It takes time for others to get used to a gremlin, let alone treat them as an equal.
Secret: The fact he is from a rogue tribe of gremlins who left the Arcadian Forest near Emerald City around the start of the industrial revolution is kept secret. Other members of the Cryptid Clans would consider them traitors and not trust them.

Build Comments: A small, green-skinned gremlin who prefers to create than to destroy. He acts as the team's technician and rarely goes into the field. He uses his Rapid Gadgetry to tip the scales and is always found wearing his force field belt.

Some example Gadgets he creates with his Rapid Gadgetry include:
Micro-Rocket Launcher: Ranged Burst Area Damage 9 • 27 points Fires a shell which breaks apart into a cluster of smaller missiles.
Gravity Manipulation Harness: Flight 7 [250 mph] • 14 points
Capture Gel Projector: Snare 8 • 24 points
Emergency Recall Beacon: Accurate, Area Burst, Extended Teleport 13, Monster Squad Members Only [+0], Limited Location [Monster Squad Headquarters only, -2], Limited to Extended • 26 points
Hard-Light Hologram Projector: Create Force Constructs 10, Movable • 30 points
Mega-Gun: Ranged Multiattack Damage 8 • 24 points
Portable Railgun: Line Area Penetrating Damage 9 • 27 points

History: In the age of the industrial revolution, Edowas was born to a rogue clan of gremlins who left the other Cryptid Clans in the Arcadian Forest, drawn to the outside world by the increasing technology. Yet Edowas was an outcast, seeing technology as a wonder and wishing to create his own, while the rest of the gremlins wish to take it apart and tear it down. In secret he watched the humans, creating his own technological wonders, while in secret helping to refine or finish the creations of many human inventors.

Then World War 1 came; his people saw more machines to sabotage, never caring for the lives they cost. Edowas abandoned his own clan to do what he felt was right, revealing himself to an American scientist. That day he vowed to help reverse the damage his brethren were causing, to protect humanity from the unseen threats in the world.

His existence was kept a secret, moved from lab to lab as he helped the war effort; it would take until the war was almost over before he was recognized as a U.S. citizen. Most people would have never heard of his creations, mostly countermeasures to fight the creations of the Nazi war engine, including the Banshee Bomb and Death Fog, to name a couple. Project after project, he continued to work for the U.S. government through multiple wars. Until in 2003 AEGIS formed the Monster Squad and Edowas was asked to join. Taking the codename Blueprint, he has been the team mechanic, technician, and support since day one; it was he who overhauled an old military installation into the Monster Squad's headquarters, along with his own workshop and expense account to fund to creations.

Description: Edowos is an average gremlin, a green, pointy-eared individual about the size of a human child. He lacks hair on his head and hair on other parts is black, while his violet eyes show a spark of true genius and love of life. He is strong for an individual of any size, able to hold his own against most athletes.

He tends to wear simple white shirts, black shoes, and blue overalls most of the time, rarely seen outside the workshop or lab at the base. Brown leather gloves protect his hands as he works, while he carries his large wrench with him at all times. He always seems to have a five o'clock shadow on his face no matter when he last shaved and loves to smoke cigars.

Powers and Abilities: A rogue gremlin, Blueprint was born with a talent for fixing and creating. Like his brethren, he can see in any lighting and is near-immortal, unaging, and immune to mortal diseases and most poisons. Also like his brethren, he can complete tasks at superhuman speeds, thought his mind operates faster than any other gremlin ever known.

A technical genius with few who can match his engineering skills, he always has spare parts and pieces on him in a satchel and can build devices in seconds with them; though due to the speed at which he is constructing them, he doesn't always make something which does everything he tried to design it for or function at full strength of his original design. His one constant, stable creation is his force field belt which he constantly wears. The Monster Squad H.Q./base was designed by him and built with help from AEGIS workers; it's his baby, he will do anything to defend it and those within.

Personality: Edowas is highly intelligent, even by gremlin standards, and more than a little smug about it. He comes across as arrogant to those of lesser intellect or who haven't gotten used to him yet. Mostly talking like a mechanic, he refers to things in technical terms or just using slang. A tough, no-nonsense individual who won't back down from a challenge. He is most in his element when in the workshop on a project, as he is seen flitting about from one area to another with a grin on his face.

Known Tactics: Rarely in a fight, he still swings a mean wrench and can take down most thugs with a single blow. When faced with a true threat he will isolate himself long enough to get some gadgets in order; from an anti-gravity disc to various weaponry. He seeks to take down opponents with hit and run tactics or striking from a distance when possible.

Due to his speed and access to technology, it isn't uncommon for him to switch devices in the middle of a fight. He doesn't like to admit it, but anyone who threatens a member of the Monster Squad will earn his ire, he won't pull his punches short of killing or permanently crippling someone. Even then there are exceptions to this rule.

Friends and Allies: He has various individuals in the U.S. government who owe him favors, in addition to AEGIS and his teammates/family in Monster Squad.

Rivals and Enemies: H.A.D.E.S. seems to have a greater interest in Blueprint than the other squad members, having tried on multiple occasions to capture him in the field/kidnap him from the base only to fail.
Last edited by Psistrike on Sun Apr 04, 2021 8:34 pm, edited 1 time in total.
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Psistrike
Posts: 650
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Armament

Post by Psistrike »

Image
• Image used is ColBlinky by Storn.
Quote “Taste hot lead!” or “Eat this!”-said when he fired one of his big missiles down the throat of a robotic dragon.
Armament
PL 9


Real Name: Stalker [Used name, real name unpronounceable by humans]
Age: 217 years old
Height: 8' wide orb
Weight: 350 lbs.
Eyes: Lime Green
Hair: None
Species: Beholder
Identity: Public
Legal Status: Other-dimensional being given U.S. citizenship
Status: Active
Occupation: Monster Squad member, team main artillery
Base of Operations: Monster Squad HQ, Freedom City
Team Affiliations: Monster Squad, AEGIS
Concept: Abducted beholder turned cyborg
Marital Status: Single

Abilities: Strength 0, Stamina 4, Agility 2, Dexterity 2, Fighting 4, Intellect 3, Awareness 4, Presence 3

Skills: Expertise: Current Events 1 [+4], Expertise: Gardening 2 [+5], Expertise: Magic 8 [+11], Insight 2 [+6], Perception 6 [+10], Persuasion 3 [+6], Stealth 6 [+7], Technology 6 [+9]

Advantages: Benefit [Security Clearance], Languages [Basic: Undercommon; English], Move-By Action, Ranged Attack 6, Ritualist, Teamwork

Powers:
Beholder: Multiple Powers as One [Innate]
8 foot spherical creature: Growth 1, Permanent [+1 Strength & Stamina, -1 Stealth, -1 Dodge and Parry] • 2 points
Thick Hide: Protection 4 • 4 points
Innate Magical Flight: Flight 1 [4 mph], Continuous • 3 points
Numerous Eyestalks: Senses 3 [Darkvision, Radius Normal Vision] • 3 points

Telekinetic Eye Beam: Move Object 3, Accurate, Precise • 8 points
Cybernetic Commlink: Radio Communication 3, Area, Selective • 18 points
Cybernetic Mental Link: Feature 1 [Mental control of all cybernetics] • 1 point
Targeting Eyestalk: Enhanced Ranged Attack 6 • 6 points
Cybernetic Weapons Array: Array [30 points]
Chin-Mounted Turrent: Ranged Multiattack Damage 10 • 30 points
Tank Killer Mini-Missiles: Ranged Area Burst Penetrating Damage 9, Unreliable [5 uses] • 1 point
Micro-Missile Barrage: Ranged Area Burst Damage 9, Enhanced Knockback 2, Reduced Area 2 [6' radius] • 1 point
Micro-Missile Variable Load: Ranged Area Burst Affliction 9, Variable Conditions 2, Limited Degree [2nd degree], Unreliable [5 uses] • 1 point
Laser Array: Line Area Penetrating Damage 9 • 1 point

Offense
Initiative +2
Telekinetic Eye Beam +10, Ranged, Move Object 3, Precise
Chin-Mounted Turrent +8, Ranged, Multiattack Damage 10
Micro-Missile Barrage, Ranged Area Burst, Damage 9, Enhanced Knockback 2, Reduced Area 2 [6' radius]

Defense
Dodge 8, Parry 8
Toughness 8, Fortitude 6, Will 12

Power Points
Abilities 40 points + Powers 81+ Advantages 5 + Skills 17 [34 ranks] + Defenses 22= 165 Total

Complications
Cybernetics: His cybernetic implants have rerouted the magical energy of his main eye’s anti-magic effect and all of his eyestalks’ magic rays except for his telekinetic eye ray into powering his cybernetics. He is vulnerable to electrical and magnetic attacks, suffering an additional degree of failure against them.
Disability: Stalker has no hands and must use his telekinetic eye ray to manipulate things. If his flight is somehow drained, his ground movement is considered impaired.
Enemy: The Labyrinth, Monster Squad enemies
Motivation: He believes he owes AEGIS and it is his responsibility to help them however he can. Along with protecting his new family in Monster Squad.
Prejudice: Due to his monstrous appearance, those who don’t know him tend to react with fear.

Build Comments: The team artillery, back-up scout, and glass cannon, this cyborg beholder has lost a lot but gained as well. When his teammates are in the area of an attack, he will stick with the turret. He is a bit grim and gruff but more personable than other beholders.

History: Personable when dealing with anyone, Stalker was considered an anomaly in beholder society. For one he chose a name simply for dealing with humanoids and other non-beholders, he always tried to make friends and allies with members of other species. So it didn't come as a shock when his fellow beholders betrayed him to a bunch of humans.

Next he woke, it was raked in pain, his nerves on fire, most of his eye rays disabled. Soon he came face to face with his tormentor, a minotaur, the beast stating Stalker worked for him now. He almost laughed in the beast face, but a raid by AEGIS ended up freeing him, while the minotaur vanished without a trace. Though he was taken care of by the humans, it was hard to tell if he could trust them or if they would treat him like a monster. The whispers of some of their ranks, calling him a "freaking abomination", made him question his safety, though most were kind to him.

When Commander Floppy appeared before him, it was too much. A talking rabbit, offering him a place on his squad of monster hunters and a chance at revenge in the future, he accepted while laughing like never before. Given the codename Armament, he is the team's main artillery and has proven himself in the field time and again. He has almost been proven wrong more than once about what is truly weird in this new world, for the creatures he faced with his comrades seem to continue becoming weirder by the day.

Description: Stalker is a green-skinned beholder, an 8’ wide spherical being with one giant central eye, and several eyestalks. His central eye is lime green and tends to show grim determination most of the time in the field. A mouthful of razor-sharp teeth stands out. But his cybernetics is what makes him unique; various implants are placed around his body, mostly weapon systems and a commlink.

Powers and Abilities: Armament is a beholder, large and tough with a hide tougher than rhino skin, his huge central eye and multiple eyestalks give him great vision and the ability to see anything around him, as well as in darkness. He has an innate form of magical levitation that allows him to fly faster than most humans can walk and move in any direction. His only still functional eyestalk, beyond seeing through them, allows the use of telekinesis to move things around and manipulate things with great precision compared to other beholders. Even with most of his magical energy redirected he can cast rituals when needed.

His cybernetic implants include: Mental control link on top of his body, targeting sight with a laser sight on one of his eyestalks, an advanced radio communicator that can pick up any frequency, and his weapons array including: “tank killer” mini-missiles on his left side, micro-missile launcher on his right side designed to hit a smaller area but cause greater knockback with variable load as needed, below that a laser array that fires a wide beam and finally a chin-mounted turret of very high caliber ammo. The laser array and chin-mounted turret can be maneuvered and linked together to form the Omega Weapon when things get desperate enough, a limitation to prevent its use all the time and rapid drain on the cybernetics.

Personality: He comes off as a grouch, but genuinely cares and is kind to others if given a chance for his true self to come out. He loves children, willing to die rather than see them come to harm. He is a vegetarian, preferring mushrooms, moss, and fungi to meat, even having his own garden on the grounds of the Monster Squad HQ. In the field he shows a grim determination, not caring what happens to him but risking all to protect innocents and his teammates.

Known Tactics: Despite his size, he will seek to sneak up on his targets first when possible, hitting with an aimed barrage from his turret. If allies or friendlies are in the way he always uses his turret to target foes. Otherwise facing more than one foe he goes with his various other weapons: micro-missile barrage when clustered together, laser array for those in a line, and finally his "tank killer" missiles for foes too tough for anything else.

Always seeking to gain information on his foe before engaging, he watches their movements from a safe distance. The team back-up scout and good at it, a glass cannon when needed if the bruiser or tank is taken down or busy.

Friends and Allies: AEGIS are his only allies beyond his fellow Monster Squad members.

Rivals and Enemies: The Labyrinth, he wishes to get revenge for what they did to him and they wish to reacquire and brainwash him for their own purposes.
Last edited by Psistrike on Sun Apr 04, 2021 8:36 pm, edited 1 time in total.
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Psistrike
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Pathfinder

Post by Psistrike »

Image
• Image used is Commission asaenvolk by bokuman from deviantart. Commission by asaenvolk from deviantart.
Quote “This way takes longer but no risk of tipping off our foes.”
Pathfinder
PL 9


Real Name: Sarah Waiteman
Age: 43 years old
Height: 2'6" human head and torso, 9' long serpent lower body
Weight: 700 lbs.
Eyes: Aqua Blue
Hair: Platinum Blonde
Race: Caucasian
Identity: Public
Legal Status: U.S. citizen with no criminal record
Status: Active
Occupation: Monster Squad member, scout
Base of Operations: Monster Squad HQ, Freedom City
Team Affiliations: Monster Squad, AEGIS
Concept: Altered human with naga-like form
Marital Status: Single

Abilities: Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 4, Presence 1

Skills: Athletics 4 [+12], Expertise: Cooking 4 [+6], Expertise: Survival 8 [+12], Insight 8 [+12], Investigation 1 [+3], Perception 12 [+16], Persuasion 6 [+7], Stealth 12 [+12], Technology 1 [+3], Treatment 8 [+10]

Advantages: Assessment, Benefit [Security Clearance], Chokehold, Close Attack 2, Defensive Roll 2, Defensive Attack, Diehard, Equipment, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Improved Treatment, Move-By Action, Skill Mastery 3 [Medicine, Perception, Stealth], Takedown, Teamwork, Tracking, Uncanny Dodge

Powers:
Pseudo-Naga: Multiple Powers as One
Amphibious Form: Immunity 3 [cold, drowning, pressure], Swimming 9 [250 mph] • 12 points
Crushing Grip: Enhanced Advantages 3 [Fast Grab, Improved Grab, Improved Hold] • 3 point
Naga Tough: Impervious Toughness 6 • 6 points
Resilient: Enhanced Stamina 2, Regeneration 5 • 9 points
Snake-Like Lower Body: Elongation 1, Growth 2, Permanent [+2 Strength and Stamina, +1 Intimidation, -2 Stealth, -1 Dodge and Parry], Movement 1 [Slithering] • 7 points
Snake Senses: Senses 4 [Acute and Accurate Smell, Infravision] • 4 points
Superhuman Strength: Enhanced Strength 4 • 8 points

Equipment: Cell phone [1 ep], Commlink [1 ep], Camo Clothing [1 ep], GPS [1 ep], Medical Kit [+2 to Treatment checks; 1 ep]

Offense
Initiative +2
Unarmed +10, Close, Damage 8, Immediate Grab check as Free Action

Defense
Dodge 8, Parry 8
Toughness 10/8*, Fortitude 8, Will 10
*Without Defensive Roll

Power Points
Abilities 50 + Powers 49+ Advantages 20 + Skills 32 [64 ranks] + Defenses 14= 165 Total

Complications
Motivation: Early on she was motivated by a need for humans to accept her, to not see her as a monster. Since hooking up with Grunt she just wishes to see justice done, for her and other victims like her.
Disability: Her snake-like lower body makes it difficult to climb anything without handholds or limbs to grasp. She also has some trouble with course surfaces as they constantly sting her lower body.
Enemy: Splicer, who she wishes to see rot in jail; Monster Squad enemies.
Prejudice: Because of her naga-like form, she is looked upon by others as a monster most of the time. Even her own family and friends rejected her out of fear.
Relationships: Grunt is her boyfriend, while the Monster Squad has become her family.

Build Comments: A victim of a madman, she came out stronger and found out who her true friends were in the long-run. Despite her transformed body, she is still a woman and loves to go out on dates with Grunt, especially to see the looks on the faces of the wait staff.

History: Sarah Jones was the model of the perfect life. A trained nurse beginning work towards becoming a doctor, weekend trips to the outdoors, and her husband Josh. Together 2 years, she was content, all was well.

One night while leaving the hospital she was ambushed by anthros grabbing people right off the streets, unconscious before she had time to scream. Only to wake up to a blurry face and obnoxious voice, as Splicer spoke of making her into something greater than she could ever have dreamed of before. Fully sedated, she would slip in and out, not knowing how much time had passed each time. The loss of sensation in her legs, the strange sensation which replaced it, what was this madman doing to her.

One day she woke up and struggled against her bonds for perhaps the hundredth time when she felt them snap. Sitting up, the shock of the changes almost made her pass out. Her lower body had been replaced with that of a giant black snake! In a fury, she tore free of the remaining restraints and found a nearby chalkboard, one detailing plans for further changes and brainwashing! No way, no how would she let that happen, she began to flee from the lab as slithering like a snake seemed to come naturally to her.

The guards were on high alert if only there was some way for her to remain unseen. Just as a nearby patrol shone a light in her direction, she reflexively dropped to the ground and blended into the tall grass. At the docks, she found none of the boats could be operated without feet and she had nowhere to hide this time, as a group of anthro guards began to run towards her. Diving into the water, she swam as fast as she could only to look back for a moment and find wherever she escaped from nowhere in sight. Continuing to swim towards the lights of Freedom City, she made it to shore far faster than she thought should be possible.

Things finally went her way, as the coast guard picked her up, where she promptly passed out into fevered dreams of nightmares entities looming behind the strange man who had changed her. Identified thanks to her fingerprints remaining unchanged, her family was relieved and wished to see her, 6 months since her abduction had passed according to the officers.

Slithering into the room, her waiting family met her with looks of disgust, her own mother shrieking and calling her a monster who ate her little girl. Her own husband wouldn't even look at her, filling for divorce within hours. Her world falling down around her, she hoped at least her friends would see reason, that she was still the same old Sarah despite any outward changes. But it wasn't to be. Rejected out of fear, her best friend a member of the Church of Mankind calling her an abomination and tried to attack her right in front of the police.

Crying her eyes out as her remaining anchors to sanity were gone, she was on the verge of snapping when an AEGIS agent came to speak with her. It seems the madman who changed her was named Splicer and another victim of his had escape who wished to chat with her. She was stuck staring at what appeared to be a cute bunny who could talk for the first two minutes before she realized what was going on. He had lost everything to Splicer as well, she couldn't help but picked him up and hug him for several minutes before she calmed down.

Floppy told her of a new special tactics unit being created by AEGIS, one to deal with madmen like Splicer and their wayward creations. He offered her a spot and even training with AEGIS experts to fill whatever role she wants on the team, she couldn't accept fast enough, this would be her new anchor in the world. It took over 6 months of intensive training with various AEGIS agents, developing a martial arts style to work with her new body, teaching her advanced scouting techniques and skills, she would make sure to keep the team safe.

When Grunt joined in 2004 things became even better, as they began dating within 6 months and have been ever since. The things she has kept through all this is to always look beyond appearances and a vow to never let anyone control her, ever.

Description: Sarah is an attractive young woman with pale skin, and the lower body of a black-scaled snake. Her aqua blue eyes show compassion and true insight, while she keeps her platinum blonde hair in a long ponytail. She wears a pair of large lensed glasses, being near-sighted even after Splicer’s experiment on her.

In the base and off-duty she tends to wear simply loose tee-shirts and blouses, while out in the field as Pathfinder she wears arm bracers, a camouflage shirt, dark green vest, and mustard yellow bandana and wrap around her waist area.

Powers and Abilities: Pathfinder has the lower body of a snake, along with the senses of one. Incredibly strong, her crushing grip can turn reinforced steel into scrap metal with ease. She slithers using her lower body to get around, has tough scales, and hardened tissue which regenerates superhumanly fast and even allows her to regrow limbs and organs, a very sharp sense of smell, and sees heat pattern’s like a viper’s heat pits. Her form is amphibious and allows her to swim faster than most boats.

Her training and experience in the field with Monster Squad has turned her into a first-rate tracker and scout, along with extensive hand-to-hand skills especially in grappling techniques, mainly using her lower body for. She is an expert at stealth and being unseen, using it both to scout and ambush targets. She is a trained nurse and is the only one in the squad who seems to know how to cook anything beyond microwave food.

Personality: Despite her transformation, Sarah has grown back into her fun-loving, energetic self she was before. She will risk life and limb to protect children, while the outdoors is still one of her favorite places to be. Despite her strength, she is gentle and the mother figure of the squad, admonishing them when they use excessive force and reminding them many of those they face are victims as well. When with Grunt she truly shines and smiles a lot.

Known Tactics: Pathfinder will scout out a location and relay the details to her teammates. Using stealth she will ambush her opponents and get them into a grapple, squeezing with her tail till they fall unconscious. If forced to face someone upfront, she will use punches and tail strikes till she gets a good hold, then grapples them into submission.

Friends and Allies: Monster Squad is her family, although Grunt is her boyfriend, and AEGIS is her ally.

Rivals and Enemies: Monster Squad enemies in general, while Splicer she wishes to see locked up in the worst cell in existence.
Last edited by Psistrike on Thu Jun 24, 2021 1:28 am, edited 3 times in total.
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