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The Center Devices #2

Postby Psistrike » Tue Nov 18, 2008 11:18 pm

Here is the second batch of devices kept in different bases in different realities by The Center or known about but unable to be obtained/contained by them.

"Titan's Tome"
This simple 6" by 10" tome is bound in cured leather, the image of a giant human on the cover. Only around 10 pages long, each are covered in parts of arcane formula. Those who can detect magic, it radiates strong transmutation. The possesser of this tome is imbued with superhuman strength, like the titans of legend, as well as the power to imbue such strength into others. Although appearing to be a simple book, the magic used in crafting it has made it nearly indestructable.

Titan's Tome
This appears to be simply an old tome, bound in cured leather with the image of a giant human etched on the cover. The pages are made of true velium from the hide of a bull. It is kept on sub-basement 6, considered somewhat dangerous in the wrong hands.

Device 18 [easy-to-lose]

Titan's Tome-Boost 20 [Enhanced Strength and Super-Strength; Total Fade [+1]], Enhanced Strength 20, Super-Strength 10
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"Stealth Spear"
This '4 long spear is made of treated oak wood for the shaft and the spear head is off a green metal designed to look like a leaf. It is unknown who designed it, but one of the staff thinks it was elves, passed upon the theme and one runic symbol found on the base of the shaft. This spear is of moderate magical power, as strong as a normal spear of its size but enchanted to grant great ability to hide and blend in for the wielder. A flaw in its creation causes some weakness in the wielder as long as it is held.

Stealth Spear
The spear appears to be a finely crafted spear with an oak wood shaft and an unusual spearhead, made of an unknown green metal and designed to look like a leaf. It is kept on sub-basement 5, so minor a threat it can be kept around non-dangerous items safely.

Device 1 [easy-to-lose]

Stealth Spear-Enhanced Skill 2 [Stealth +8; Limited to hiding checks], Strike 3 [Accurate, Mighty, Thrown]; Hindered [-2 Strength]
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"Wizard's Scarab"
This piece of jewelry is shaped like a scarab, the size of a typical badge and made of polished silver. It is designed so only those with even some minor level of true magical power can wear it. The wearer gains increased reasoning ability and able to tap into their own learning, as well as the power to tap into several new spells while it is worn, each wearer gains 4 different spells which they don't already have the ability to use.

Wizard's Scarab
This simple scarab pendant is the size of a normal badge, made of highly polished silver. It is kept on sub-basement 7, as it is considered to be very dangerous in the wrong hands.

Device 2 [hard-to-lose; Resistricted: Only those with 1+ ranks in Magic power]

Wizard's Scarab-Enhanced Intelligence 6, Magic [Alternate Powers: 4 alternate powers]
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"Guardsman's Helmet"
This appears to be nothing more than a simple metal helmet with padding on the inside, like those worn by guards in medieval times. It radiates minor magic those able to detect it. The wearer is able to see in all directions at once and gains a strong resistance to magic of any short.

Guardsman's Helmet
A simple metal helmet designed to cover the head but leave the face unblocked, lined with cotton padding. Several dents are noticeable on the surface. It is kept on sub-basement 5, where it is being studied to figure out how to make duplicates of it.

Device 3 [hard-to-lose]

Guardsman's Helmet-Power Resistance [magical-descriptor] 7, Super-Senses 1 [Normal vision [Radius]
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The Center Devices #3

Postby Psistrike » Tue Nov 18, 2008 11:59 pm

Here is the 3rd batch of Devices either kept at one of the Center bases or which they have records on.

"Solar Stone"
This stone appears to glow with an inner light, is yellow and all studies show it to be made of solid sunlight, small enough to be held in a child's hand. By concentrating the holder can cause it to fire a beam of pure heat or focused sunlight as deadly beams.

Solar Stone
A small stone of intense yellow which glows with an inner light, warm to the touch. Kept in sub-basement 7 due to its dangerous nature.

Device 3 [easy to lose]

Solar Stone-Blast 7 [Variable Descriptor [sunlight or heat]]
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"Ruby Blade of Power"
This is one of the most mysterious items held at a Center base, for it is unknown how it was constructed. It is a greatsword, with a 6' long blade and a hilt for someone with large hands. But what makes it unusual is that the blade is made of enchanted ruby, unknown if from one large ruby or several merged together by magic. The hilt is made of polished bronze, a coil pattern winding down it. The blade is exceptionally sharp, capable of slicing through stone or even tougher materials in strong enough hands. While the wielder can aim the blade at an object or living being and cause a ray of red energy to project from it, surrounding the target. This allows the blade wielder to move objects weighing many tons at once.

Ruby Blade of Power
A greatsword with a 6' long blade made of enchanted ruby and a bronze hilt with a coil pattern winding down it. Kept in sub-basement 8 as it is exceptionally dangerous, especially in the hands of someone with superhuman strength.

Device 6 [easy to lose]

Ruby Blade of Power-Move Object 10 [Heavy Load: 12 tons], Strike 4 [Improved Critical, Mighty; Penetrating 4]
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"Lightning Scepter"
This elegant scepter is made of silver, the image of a lightning storm etched onto its surface, with a large clear quartz crystal on top. Strongly magical in nature, the wielder of this scepter is highly resistant to all forms of electricity and can project strong bolts of lightning from the quartz crystal on top.

Lightning Scepter
This is a scepter 1' in length, made of silver with the image of a lightning storm etched onto its surface, with a large clear quartz crystal on top. Kept in sub-basement 8 for now, while better countermeasures against intruders are made on the upper levels of the base it is in.

Device 5 [easy to lose]

Lightning Scepter-Blast 10 [lightning descriptor], Protection 10 [Limited [electricity only]]
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"Chainshirt of the Earthlord"
This chainmail shirt is one of the most finely crafted pieces found by the Center. A hidden runic mark on the inside of the collar suggest, at least according to some of the staff, that its origin is either not from Earth or from some other dimension where dwarves of legend and fantasy exist. The wearer is given great protection from harm, as expected from an enchanted piece of armor such as this. Strangely enough the wearer is imbued with great skill at finding things and give power over earth and its related elements.

Chainshirt of the Earthlord
This chainmail shirt is made of excellent quality steel and enchanted with powerful magics to make it very durable. It is indestructable by all known means so far. Thus it is kept in sub-basement 8, due to the threat of its powers in the wrong hands and of the lack of a way to truely negate its threat.

Device 6 [hard to lose, Indestructable]

Chainshirt of the Earthlord-Earth Control 11 [Heavy Load: 24 tons; Precise],Enhanced Skill 2 [Search +8], Protection 5
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"Shining Armor of the Healer"
This is a full plate armor, sans the helmet, made of an alloy of steel and platinum and with a caduceus symbol in the center of the chest plate. The wearer has great protection, even greater than many types of modern armor, granted immunity to all forms of disease, illness and poison, and can heal themself at will and others by touch. The armor constantly glows with the equivalent of sunlight in a 25' radius. All records from the past don't mention any knightly order which wore an armor with such a symbol on it.

Shining Armor of the Healer
This full plate armor is strong, made of an alloy of steel and platinum. It lacks the helmet such an armor normally has and has a caduceus symbol in the center of the chest plate. Despite is benign nature, it is kept on sub-basement 6 due to its great defensive power which could make someone almost unstoppable by normal police.

Device 8 [hard to lose]

Shining Armor of the Healer-Healing 10 [Persistent, Regrowth, Stabilize], Immunity 2 [disease, poison], Light Control 3 [Permanent, Touch Range], Protection 8 [Impervious 4]
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Cyberoid 004

Postby Psistrike » Wed Nov 19, 2008 2:04 am

Cyberoid 004 PL:10/Minion Rank:9

Concept:Bizzare construct
Environment:Any, except aquatic
Height/Length:8'
Weight:5000 lbs.
Eyes:Red [4 of them in square pattern on face]
Hair: [if any]None
Skin/Scales/Fur/Feathers:Steel-like chitinous plating, red with white stripes

Abilities: STR: 30 [+10] DEX: 12 [+1] CON: - INT: 4 [-2] WIS: 12 [+1] CHA: 6 [-2]

Toughness +12* [+12 flat-footed] Fortitude - Reflex +5 Will +5
*10 Impervious

Skills:Notice 4 [+5]

Feats:Improved Critical 3 [bite and claws], Power Attack, Prone Fighting, Uncanny Dodge [visual]

Powers: Additional Limbs 2 [4 arms total], Concealment 2 [normal vision; Blending], Density 6 [Innate; Permanent], Features 1 [parroted speech], Growth 4 [Innate; Permanent; -1 Atk/Def Mod, +4 Grapple Mod, -4 Stealth Mod, +2 Intimidate Mod, Space: 10 ft., Reach: 10 ft., Carrying Capacity: +5 Str, Movement: 35. ft], Immovable 2 [4 total with Density], Immunity 40 [Fortitude effects; piercing descriptor; Limited [half damage only]], Leaping 2 [5x distance, 25 ft. standing long jump normally], Protection 7 [Impervious; 12 total, 10 Impervious due to Density and Growth], Strike 3 [bite and claws, Mighty], Super-Movement 2 [Wall-Crawling], Super-Senses 1 [Normal vision [radius], Super-Strength 6 [Heavy Load: 400 tons; 8 total due to Density]

Combat: Attack +7 [includes size modifier] Grapple +30 Damage +13 [bite and claws, 17-20 Crit] Defense +8 [+4 flat-footed, includes size modifier] Knockback -19 Init +1

Drawbacks:Disability [No hands, very common, moderate; -4 points], Noticeable [Protection, steel-like chitinous plating; -1 point], Vulnerable [electricity, uncommon, major [x2]; -3 points]

Abilities -16 +Skills 1 [4 ranks] +Feats 6 +Powers 110 +Combat 34 +Saves 8 -Drawbacks 8=135

Description of Powers:The Cyberoid 004 unit is a very strange robotic creation. It is large and made of steel, making it very dense and heavy. Its legs are designed for long distance jumps, using strong hydraulic systems. Its 4 arms all end in sickle-like claws, like those of a praying mantis, capable of great damage. Its face has 4 red eyes designed to make it aware of its surroundings, as well as a mouth full of razor-sharp steel teeth backed up by superhuman strength. It doesn't speech, per say, instead simply parroting anything it has ever heard. Normally the cries of its victims.

Its design makes it very tough to harm, nothing short of tankfire will faze it. It is almost immovable due the density and weight of its form. This makes it superhumanly strong, capable of ripping apart titanium and of lifting drilling rigs. Except for the fact that its lacks any true hands, its arms ending in the sickle-like claws which are its main form of attack. Specialized plating makes it more resistant to piercing attacks, such as from knives and spears. Finally it has advanced electronic systems, both to make it capable of camouflaging itself to any background and to cling to any surface.

Description:Cyberoid 004 was designed by a mad scientist, one obsessed with insects and reptiles. He combined the traits of a frog with those of a praying mantis to come up with this unit. It stands 8' tall and weighs 2.5 tons due its dense form and steel construction. The outer frame appears to be a chitinous, steel-like plating, painted to be red with white stripes on both sides of his body. The face is frog-like, having 4 large, red eyes in a square pattern and a mouth full of solid steel, razor-sharp teeth. Its frame is large and bulbous like a frog, if it was standing upright, with 4 arms, each ending in a sickle-like claw. Its legs are like an upright frogs, with strong hydraulics to allow great leaps.

Its systems have one thing which was considered a major design flaw, the potential to develop sentience. Which it did after only a few months, having the mental equivalent of a young child. It realizes its unnatural nature and will attack any other creature which is considered natural. It always attacks those closest to it, first with claws and then with a bite after weakening its foe. It tends to blend in and remain hiding most of the time, hiding from its creator. It tends to mimic the sounds it has heard when stalking its victims or attacking.

Another unknown factor is the machine which was designed to build and complete the construction of Cyberoid 004 is still intact, just waiting to be activated and build some more of these abomination machines. Although they wouldn't have the intelligence the original has developed, they all would have the potential to develop it thanks to the original flaw design.
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Shadow death fish

Postby Psistrike » Wed Nov 19, 2008 3:59 am

Shadow death fish PL: 7/Minion Rank:7

Concept:Abberation able to turn into a living shadow
Environment:Any
Height/Length:3' tall, 4' long
Weight:50 lbs.
Eyes:Pure black
Hair:None
Skin/Scales/Fur/Feathers:Grey scales

Abilities: STR: 6 [-2] DEX: 14 [+2] CON: 12 [+1] INT: 2 [-4] WIS: 12 [+1] CHA: 4 [-3]

Toughness +10*/+2** [+10/+2 flat-footed] Fortitude +3 Reflex +4 Will +5
*8 Impervious, ** against wooden or magical weapons

Skills:Notice 4 [+5], Stealth 4 [+10, includes size modifier]

Feats:Environmental Adaptation [underwater]

Powers:Alternate form 5 [shadow form, sustained; Concealment 2 [visual, limited to areas of shadow], Immunity 3 [critical hits, vacuum], Insubstantial 4 [shadow state, affected by magic normally]], Drain Consitution 10 [blood drain; Linked to Strike [bite]; No Save], Drain Intelligence 6 [Ranged; Slow Fade 4 [1pt./hour], Extra Attack 1 [Combination [bite, tail strike]], Flight 1 [10 mph; Alternate Power: Swimming 2 [5mph]], Immunity 1 [breath underwater], Protection 2 [scales], Protection 8 [Impervious; Limited [not against wooden or magical weapons], Shrinking 4 [Innate; Permanent; +1 Atk/Def mod, -4 Grapple Mod, +4 Stealth Mod, -2 Intimidate mod, Carrying Capacity: x3/4], Speed 1 [10 mph], Strike 1 [bite, Extended Reach [10' reach], Strike 1 [tail strike], Super-Senses 5 [darkvision, low-light vision, scent, tracking [scent]]

Combat: Attack +4 [includes size modifier] Grapple -3 Damage +1 [bite or tail strike], +10 [blood drain], +6 [Drain Intelligence] Defense +4 [includes size modifier] Knockback -5/-0 [again wooden or magical weapons] Init

Drawbacks:Disability [strong odor, common, moderate; -3 points], Disability [mute; very common, moderate; -4 points], Disability [no hands; very common, moderate; -4 points], Power Loss [Flight, if wings are immobilized; -1 point]

Abilities -10 +Skills 2 [8 ranks] +Feats 1 +Powers 99 +Combat 12 +Saves 8 -Drawbacks 12=105

Description of Powers:The shadow death fish is a bizzare abberation of nature. It can walk on land, fly in the air and survive underwater with ease. Its head has black eyes on top and a circular lamprey mouth full of needle-like teeth on the bottomside. Its neck can stretch out, allowing it to bite at a greater distance. With its bite it can clamp down and rapidly drain blood out of its prey, being a hemovore. It has a blunt tail which it can strike with like a club, even biting first and then striking with its club tail in rapid succession. It is adapted to see in any lighting and has a strong sense of smell, able to track prey by smell alone. One weakness they have is their strong, recognizable odor, making them easy to detect even by normal sense of smell if you are downwind to it.

It is virtually immune to any damage, except from wooden or magical weapons for some reason. Its scaled hide provides it some protection beyond this still. Using its grey, membraneous wings it can fly slowly or propel itself through the water, using its tail for propulsion. Using its 8 legs allows it to run at great speed on land, much faster than expected for a creature its size. It has two magical abilities which it uses defensively or to ambush prey. First is its stupifaction ray, causing the suppression of higher brain functions and intelligence for up to hours. Second is part of what gives it its name, the power to turn into a living shadow at will, including being immune to anything except mental powers, magic and things specifically designed to hurt insubstantial targets.

Description:Shadow death fish are strange creatures to look up, even stranger to face in battle. They appear to be giant lamprey fish with grey scales on their body, membraneous wings on its back, small, beady black eyes on the top of its head, a circular mouth with needle-like teeth on the underside of its head, and 8 legs with elephant-like feet. No one knows if they are just some bizzare mutation which has become a species of its own or if they were an experiment gone wrong. Either way, they are a dangerous creature to face off against.

They tend to fire rays of grey energy at their chosen prey, suppressing its intelligence to make it easier to attack. They then move in to range to bite, sucking the blood out of their victims are a rapid rate. They always go after the least visably armored targets, knowing their bites can't penetrate anything beyond flesh easily. Their shadow form is used either to escape opponents that have hurt them badly or to slip into places to attack prey inside. Their speed on land, sea and air means that no prey can escape them for long. Their near invulnerablity to most attacks, with the exception of wooden or magical weapons, suggest they were a part of a botched experiment involving vampires.

In addition to their individual powers and abilities, there is one other thing which makes them a true threat. As it is rare to find them alone, normally travelling in packs of 2-8 for the ability to overwhelm prey by power of numbers when needed.
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Inazuma Ryu Kame

Postby Psistrike » Fri Nov 21, 2008 12:25 am

Inazuma Ryu Kame PL:15/Minion Rank:24

Concept:Giant celestial turtle
Environment:Oceans
Height/Length:40' from snout to tail, shell 30' diameter
Weight:16 tons
Eyes:Green
Hair:None
Skin/Scales/Fur/Feathers:Green skin, golden turtle shell

Abilities: STR: 28 [+9] DEX: 10 [+0] CON: 24 [+7] INT: 14 [+2] WIS: 16 [+3] CHA: 20 [+5]

Toughness +19* [+19 flat-footed] Fortitude +15 Reflex +6 Will +12
*12 Impervious

Skills:Diplomacy 12 [+17], Intimidate 20 [+29, includes size modifier], Knowledge [arcane lore] 12 [+14], Knowledge [history] 12 [+14], Knowledge [celestial lore] 12 [+14], Language 3 [Base: Celestial; English, any 2 others], Notice 8 [+11], Sense Motive 9 [+12], Swim 20 [+21]

Feats:Benefit [celestial creature], Blind-Fight, Diehard, Eidetic Memory, Environmental Adaptation [underwater], Fearless, Improved Overrun, Power Attack, Ultimate Toughness

Powers:Blast 15 ["lightning breath weapon"; Extra: Area [line] [burst underwater]; Touch Range], Flight 6 [500 mph], Energy Aura 10 [electrical aura, partially channeled through spines on shell], Growth 8 [Innate; Permanent;-2 Atk/Def mod, +8 Grapple mod, -8 Stealth mod, +4 Intimidate mod, Space: 15 ft., Reach: 10 ft., Carrying Capacity: +10 Str], Immortality [Innate], Immunity 18 [Environmental cold, breath underwater, fire damage, high pressure, electricity-descriptor], Protection 12 [Impervious], Regeneration 29 [Recovery Bonus: +2; Recovery Rate; Bruised 3, Unconscious 3, Injured 4, Staggered 4, Disabled 5; Ability Damage 5; Resurrection 3 [4 total, revives in 1 hour]; Power Feats: Innate, Persistent, Regrowth], Strike 6 [bite, Mighty], Super-Movement 2 [Dimensional Movement [celestial dimensions], Super-Senses 5 [celestial awareness, darkvision, low-light vision, scent], Swimming 4 [25 mph]

Combat: Attack +15 [includes size modifier] Grapple +33 Damage +15 [bite or lightning breath], +10 [electrical aura] Defense +11 [includes size modifier] Knockback -23 Init +0

Drawbacks:Disability [no hands, very common, moderate; -4 points]

Abilities 28 +Skills 27 [108 ranks] +Feats 9 +Powers 206 +Combat 60 +Saves 23 -Drawbacks 4=349

Description of Powers:These massive turtles are true celestial beings, the children of some unknown great being. Their massive size grants them great strength and toughness, basically immune to almost all mortal weapons. They can channel electricity either through their shell and the spines on it, creating an electrical aura around themselves or firing it from their mouth as a line of powerful lightning. They are truely immortal due to their celestial heritage and can heal from any wound in short order, even coming back from death in only an hour. They are amphibious beings and can survive at the greatest depths. They are also immune to harm from fire and from all forms of electricity, simply absorbing it into their shell.

Their bite can crush ships and destroy even titanium with its great power. They can sense anything celestial related and can shift into the celestial realms and back to the mortal realm at will. They can fly at extreme speeds, much faster than when in the water. Thus they use this when in a hurry to get to someplace.

Description:They appear to massive snapping turtles, with golden shells that gleem in almost any light. Our interactions with them proved they are not only sentient but also the children of a powerful, celestial being. Thus they tend to think their actions through and not resort to violence unless given no other recourse. Which considering their nature isn't that big of a deal. Their shells are so tough that even battleship cannon fire can't penetrate it normally, at least from what this one told us and about what happened during the Gulf War to it. Their shells have small spines jutting out all over it, while their eyes are like two giant emeralds.

Questioning the one we encountered proved to be more fruitful than trying to study from a distance. It seems there are an unknown number of these creatures around, although between 6-12 in any reality which has them seems a fair guess. They are all immortal, healing wounds so fast they hardly notice them, except for severe injury or death, which takes some time to heal from. All are intelligent, wise and have a great force of personality, especially with what we experienced with this one. He allowed us to measure him, he was 40' in length snout to tail and his shell was 30' in diameter. Talk about a giant turtle.

They are able to breath undewater with ease and survive even the greatest of depths and most severe of colds down there. Fire can not harm them, even from one of the "gods", nor can electricity of any sort affect them, as they simply absorb it into their shell. It is obvious from their size and strength we didn't wish to see it bite something, it could probably bite through even the toughest super alloys used in the Center Base. They can sense if something or someone is celestial in origin, he even stated they could all shift to the celestial dimensions at will. They can swim up to 100 mph, although he stated they can fly as well, up to thousands of miles per hour, by tapping into their celestial energy. Most amazing of all, which is probably the origin of the species name which the one we spoke to gave us, is their power to channel electricity. They can send it through their shell, even the spines along it, electrifying their very body. Or they can blast it forth from their mouth, as a powerful lightning bolt with enough power to light up Las Vegas for a few years.

Due to the nature of these beings and their great power, some of what we know can only be derived from hearsay. We don't have anything powerful enough to subdued and bring one back, let alone contain it for any amount of time. Plus there is the major rule of not messing with sentient beings. One thing of note is their name, which suggest the celestial being which fathered them is Japanese in origin, is the species name we were given. It means Lightning Dragon Turtle in Japanese.
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Kami shokunin

Postby Psistrike » Fri Nov 21, 2008 12:29 am

Kami shokunin [spirit craftsman] PL: 7/Minion Rank:8

Concept:Spirit creature craftsman
Environment:Secluded caves
Height/Length:5'5"-6'5"
Weight:140 lbs-220 lbs.
Eyes:Yellow or red
Hair:Green
Skin/Scales/Fur/Feathers:Green fur all over body

Abilities: STR: 18 [+4] DEX: 12 [+1] CON: 14 [+2] INT: 14 [+2] WIS: 14 [+2] CHA: 10 [+0]

Toughness +8 [+8 flat-footed] Fortitude +3 Reflex +1 Will +6

Skills:Climb 6 [+10], Concentration 12 [+14], Craft [artistic, blacksmithing, structural] 12 [+14], Knowledge [arcane lore] 12 [+14], Language [Base: Spirit; Any one local language], Notice 5 [+7], Search 12 [+14], Sense Motive 8 [+10], Survival 8 [+10]

Feats:Artificer, Attack Specialization [Forge hammer], Diehard, Endurance 2, Equipment 2, Tough 3, Ultimate Effort 3 [Craft skill]

Powers:Immortality [Innate], Immunity 2 [Innate, environmental cold and heat], Regeneration 17 [Recovery Bonus: +7; Recovery Rate: Injured 3, Staggered 2, Disabled 3; Resurrection 2 [Total of 3, revives in 5 hours]; Persistent, Regrowth], Strike 2 [hooved feet, Mighty], Super-Senses 2 [darkvision]

Combat: Attack +5, +7 [forge hammer] Grapple +9 Damage +6 [hooved feet], +7 [forge hammer] Defense +6 [+3 flat-footed] Knockback -4 Init +1

Equipment: Forge hammer [+3 Damage, Mighty, bludgeoning, medium; 4ep], enchanted leather apron [+3 Toughness; 3ep], Masterwork forge, anvil and bellows [3ep]

Abilities 22 +Skills 25 [100 ranks] +Feats 13 +Powers 33 +Combat 22 +Saves 5=120

Description of Powers/Gear:Kami shokunin, aka spirit craftsman [named by Japanese agent who first discovered their existance] are humanoid creatures. From all test and studies, as well as observing it over time, it has been determined they are immortal spirit beings. They have been found in various environments and near total lack of clothes doesn't seem to affect them, whether it is cold or hot in the environment. They seem capable of seeing in any lighting and can strike using their hooved feet with great power. They also regenerate from any injuries at an amazing rate.

All are highly skilled in the art of forging and sculpting all forms of metal. Each seems to wear an enchanted leather apron, much tougher than a normal one would be, wield a strong forge hammer and even seem to have their own private forge, anvil and bellows, kept in their cave homes. We gained access to one item crafted by a kami shokunin, all test show it is finely crafted and somehow enchanted, as if the very nature of these beings is to enchant any object they craft.

Description:A humanoid creature with what appears to be green skin, hidden beneath a layer of thick, green fur all over their body. Eyes of yellor red and a shaggy mop of green hair on their head, each has powerful looking arms and their legs end in hooved feet. Over the front of their body is an old leather apron and in their right hand is a large hammer, one designed for blacksmithing and forging metals.

Enigmatic by nature, they rarely interact with humans, normally living in secluded caves outfited with their own private forge. Immortal spirit creatures, they have chosen to remain in flesh form for now. They literally can't be killed permanently, as they rise again 5 hours later. They have natural darkvision and are able to see in any lighting, used to living in caves. Their hooved feet can kick with force enough to break solid rock, although they rarely use them for such. If forced into combat, they have inhuman endurance and strike with their large forge hammers.

They can be communicated with, normally speeching a local language in the area they live in. Most won't give away their creations or make new ones, except to those whose motives are true. Lying or trying to manipulate them will draw their ire, either telling the offenders to leave and never return, or if bad enough they attack with a fury. This happened to one idiot intern noob who just joined the Center of his reality, he begged to go on the mission. Talk about a screw up, at least he had no family or known friends.

All items crafted by these beings are automatically enchanted in nature, an innate part of the kami shokunin. Note they are not Japanese in nature, despite the name given to them. It is just they haven't chosen to reveal the true name of their species to anyone yet. But gaining one as an ally would be invalueable to anyone, as they will share their creations more readily with those they trust.
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Sand ripper

Postby Psistrike » Fri Nov 21, 2008 12:32 am

Sand ripper PL: 5/Minion Rank:5

Concept:Vicious giant desert lizard
Environment:Deserts
Height/Length:5' long, 5' tall
Weight:200 lbs.
Eyes:Yellow
Hair:None
Skin/Scales/Fur/Feathers:Tan scales

Abilities: STR: 17 [+3] DEX: 15 [+2] CON: 15 [+2] INT: 6 [-2] WIS: 14 [+2] CHA: 10 [+0]

Toughness +5* [+5 flat-footed] Fortitude +7 Reflex +6 Will +2
*1 Impervious

Skills:Notice 4 [+6], Stealth 8 [+10]

Feats:Improved Trip

Powers:[b]Concealment 2 [visual, Close Range; Blending, Limited [deserts only]], Immunity 2 [environmental heat, breathe normally under sand], Obscure 4 [visual, sandstorm, 50 ft. radius, Touch Range], Protection 3 [Impervious 1], Speed 1 [10 mph], Strike 1 [claws and teeth, Extended Reach [claws], Mighty], Super-Movement 4 [Permeate 3 [sand and rock only], Trackless] Super-Senses 10 [darkvision, low-light vision, tremorsense, X-Ray Vision [Limited [through sand and rock only]]

Combat: Attack +5 Grapple +7 Damage +4 [claws and teeth] Defense +5 [+2 flat-footed] Knockback -3 Init +2

Drawbacks:Disability [no hands, very common, moderate; -4 points], Disability [no sense of smell, common, moderate; -3 points]

Abilities 17 +Skills 3 [12 ranks] +Feats 1 +Powers 29 +Combat 20 +Saves 9 -Drawbacks 7=72

Description of Powers:Sand rippers are adapted to the desert, living underneath the sand or sleeping on a rock to blend in. They literally can swim through the sand and rock of the desert, passing through it as easily as humans can normal air. Their abnormally long legs are what gives them 2' of additional height beyond what would be expected for such a species. Due to this, they can lash out their claws at a greater distance as well. They blend in to the desert with ease, only normally being noticeable by other senses than sight, at least til they move. Immune to the desert heat and able to breath even beneath the sand, they are masters of ambush tactics.

Their scaly hide gives them some protection and their long legs allow them to run at great speeds. They are able to see in any lighting, through sand and rock and even feel any movement from anything in contact with the same surface as them. One ability which cinched the name given to them is their unusual ability to generate a strong sandstorm in a 50' radius around themselves, blocking vision greatly, except for them as they can see through the sand easily.

Description:From a distance, sand rippers appear to be unusually long-legged wolves. But at a closer range the truth of the matter can be seem, as they are large lizards with tan scales, yellow eyes, a short tail and unusually long legs. Using these long legs, they can lash out at great distance with their claws. Found only in deserts, they are highly adapted predators in this environment. Swimming through the sand like a fish through water, they are fast and skilled at ambushes. Their scaled hides provide some protection, but mainly from the smaller desert creatures.

We saw one lay down on a rock and blend in seemlessly, if we hadn't seen it lay down we might not have noticed it until it was too late. Also, after our initial encounter, we remained at a distance. They possess the ability to feel vibrations through the sand, making it impossible to get closer for a better look. One trait we noted is their complete lack of nostrils, lacking a sense of smell unless by some other means. What really caught use off guard when we lucked out and caught one with a harness, was its ability to generate a strong sandstorm. We were completely blinded by this and the specimen got away. Guess the Center will have to wait for another time to try and catch one to examine more closely.
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Serpent Horse

Postby Psistrike » Fri Nov 21, 2008 12:35 am

Serpent Horse PL:7/Minion Rank:5

Concept:Serpent-like horse
Environment:Plains with tall grass, in out of the way places
Height/Length:7' tall, 12' long
Weight:1000 lbs.
Eyes:Yellow
Hair:None
Skin/Scales/Fur/Feathers:Black scales

Abilities: STR: 22 [+6] DEX: 14 [+2] CON: 18 [+4] INT: 2 [-4] WIS: 14 [+2] CHA: 10 [+0]

Toughness +9* [+9 flat-footed] Fortitude +7 Reflex +4 Will +2
*1 Impervious

Skills:Notice 4 [+6], Stealth 4 [+2, includes size modifier; +10 when hiding]

Feats:Attack Specialization [bite] 2, Improved Initiative

Powers:Bite Damage [Extended reach], Drain Constitution 6 [Slow Fade 4 [1 point/hour];Linked to bite, Poison], Enhanced Feat and Skills 3 [chameleon skin; Hide in Plain Sight, Stealth +8 [limited to hiding checks], Growth 4 [Innate; Permanent; -1 Atk/Def mod, +4 Grapple Mod, -4 Stealth Mod, +2 Intimidate Mod, Space: 10 ft., Reach: 10 ft., Carrying Capacity: +5 Str], Protection 5 [Impervious 1], Speed 1, Super-Senses 2 [low-light vision, scent]

Combat: Attack +3, +7 [bite, includes size modifier] Grapple +13 Damage +6 [bite with Drain], Defense +5 [+2 flat-footed, includes size modifier] Knockback -9 Init +6

Drawbacks:Disability [mute, very common, moderate; -4 points], Disability [no hands, very common, moderate; -4 points]

Abilities 8 +Skills 4 [16 ranks] +Feats 3 +Powers 41 +Combat 18 +Saves 5 -Drawbacks 8=71

Description of Powers:Serpent horses are large, with the body and faces of horse. They are strong and fast, able to keep up with the fastest horses alive. They have the normal senses of a horse. They have fast reflexes like a serpent ready to strike. Their hides are black scales, like a snake, and can shift to blend into their environment. They have two pairs of fangs where their teeth should be, their necks long and flexible and allowing them to strike at a greater distance. Their bite injects a powerful and deadly venom into the veins of their victims, normally killing them within a minute. Once their prey is dead, they swallow them whole and disgest them.

Description:Serpent horses are larger than an average horse, possessing the body and head of one. But that is where the similarities end. As their hides as those of black scales like on a snake, their eyes yellow and slitted. Their tails are short and reptilian in form and their necks are long and serpentine, able to stretch out to attack at great distances. Their bites are like those of giant serpents, with powerful venom injected through their fangs. Their hides hold a hidden threat, as they are chameleonic in nature and allow them to blend into any environment.

Typically found in small herds of 6-10, they hunt in groups of 2-3 at once, striking swiftly and in tandum on their prey. Multiple bites can quickly kill even the hardiest of prey, as the venom overwhelms them. Thankfully our power armor protected use from their bites and we were able to capture an adult for study by the Center. We were lucky to find a herd in the plains of an out of the way valley in Nevada, seemingly unexplored til we found it.
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Toxic bear

Postby Psistrike » Fri Nov 21, 2008 12:38 am

Toxic bear PL: 10/Minion Rank:9

Concept:Mutated giant bear
Environment:Radioactive wastelands
Height/Length:20' long, 10' tall
Weight:4000-6000 lbs.
Eyes:Yellow
Hair:None
Skin/Scales/Fur/Feathers:Violet fur all over body

Abilities: STR: 30 [+10] DEX: 12 [+1] CON: 20 [+5] INT: 4 [-3] WIS: 12 [+1] CHA: 10 [+0]

Toughness +12* [+12 flat-footed] Fortitude +10 Reflex +6 Will +3
*5 Impervious

Skills:Notice 9 [+10], Swim 3 [+7]

Feats:Attack Specialization [claws], Endurance, Improved Grab

Powers:Growth 6 [Innate; Permanent;-1 Atk/Def mod, +4 Grapple mod, -4 Stealth mod, +2 Intimidate mod, Space: 10 ft., Reach: 10 ft., Carrying Capacity: +5 Str], Immunity 7 [gas-descriptor, poison, radiation], Paralyze 10 [paralyze gas breath; Alternate Save [Fortitude], Area [cloud]], Protection 7 [Impervious 5], Super-Senses 3 [low-light vision, scent, tracking], Super-Strength 3 [Heavy Load: 12 tons; Bracing, Groundstrike]

Combat: Attack +8 [+10 claws, includes size modifier] Grapple +23 Damage +10 [claws], +10 [paralyze gas breath] Defense +8 [+4 flat-footed, includes size modifier] Knockback -12 Init +1

Drawbacks:Disability [mute, very common, moderate; -4 points], Disability [no hands, very common, moderate; -4 points]

Abilities 10 +Skills 3 [12 ranks] +Feats 3 +Powers 78 +Combat 36 +Saves 12 -Drawbacks 8=135

Description of Powers:Toxic bears are large, mutated bears. They have superhuman strength and toughness due to this, even being almost bullet-proof and able to strike the ground to create a strong tremor. Their claws can rip through solid steel, breaking from normal containment with ease. Showing low levels of intelligence, above normal animals, they are much tougher to deal with than would be expected. Especially with their adaptation to toxic environments and one more major mutation, the ability to breath out a cloud of gas which can cause paralysis.

Description:These massive bears, having violet fur and some bony spikes coming from their foreheads, are from the same reality where the toxic eagles are found. These used to be normal bears of some sort, before the nuclear apocalype which claimed this world. Now they are huge, with vicious temperments. They have yellow eyes which gleem with a malicious intelligence. They aren't cowards but are cruel and vicious, always using their paralyze gas breath on their prey first, then ripping them apart. We almost lost an agent to one of these creatures, as it nearly tore his power armor apart. Normal restraints would surely prove to be useless against their massive strength. Good thing the Center supplies its field agents with some unusual gear.

They are almost always found alone, not liking to share their prey with even other toxic bears. Despite some signs of intelligence, they appear unable to speak in any manner beyond roaring. It should also be noted that attempts to take one down with strong knockout gas proved ineffective. Future trips to this reality aren't planned for this time, 1 toxic bear captured and being studied, contained within a super alloy walled environment. Hopefully the higher ups will approve future trips to this apocalypse world sometime soon.
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Toxic eagle

Postby Psistrike » Fri Nov 21, 2008 12:41 am

Toxic eagle PL: 7/Minion Rank:8

Concept:Mutated giant eagle
Environment:Radioactive wastelands
Height/Length:10' tall, wingspan up to 20'
Weight:600 lbs.
Eyes:Dark purple
Hair:n/a
Skin/Scales/Fur/Feathers:Brown feathers tinged with purple

Abilities: STR: 18 [+4] DEX: 17 [+3] CON: 16 [+3] INT: 6 [-2] WIS: 12 [+1] CHA: 10 [+0]

Toughness +8* [+8 flat-footed] Fortitude +6 Reflex +5 Will +4
*3 Impervious

Skills:Intimidate 8 [+10, includes size modifier], Notice 6 [+7], Stealth 6 [+5, includes size modifier]

Feats:Attack Focus [melee] 4, Evasion, Move-By Action, Startle

Powers:Drain Constitution 4 [poisoned claws, Slow Fade 4 [1 point/hour]; Linked to Strike, Poison], Energy Aura 5 [acidic skin/feathers, Permanent], Flight 4 [100 mph], Growth 4 [Innate; Permanent; -1 Atk/Def mod, +4 Grapple mod, -4 Stealth mod, +2 Intimidate mod, Space:10 ft., Reach: 10 ft. Carrying Capacity: +5 Str], Immunity 2 [poison, radiation], Protection 5 [Impervious 3], Strike 1 [poisoned claws, Improved Critical, Mighty; Linked to Strike], Super-Senses 2 [Extended vision, low-light vision]

Combat: Attack +5, +9 [melee] [includes size modifier] Grapple +18 Damage +5 [acidic skin/feathers], +5 [poisoned claws, 19-20 Crit, with Drain] Defense +6 [+3 flat-footed, includes size modifier] Knockback -9 Init +3

Drawbacks:Disability [no hands, very common, moderate; -4 points], Power Loss [Flight, if wings are restricted; -1 point]

Abilities 7 +Skills 5 [20 ranks] +Feats 7 +Powers 68 +Combat 26 +Saves 8 -Drawbacks 5=116

Description of Powers:Toxic eagles are giant, mutated eagles. They are strong and much tougher than would be expected of even a creature their size, impervious to small-arms fire. Their skin and feathers are highly acidic, burning anything which comes in contact with them. Capable of flying at up to 400mph, they can go even faster in a dive. They have the incredible eyesight of normal eagles as well. Their claws are razor-sharp and coated in toxic waste, acting as a strong poison on living beings.

But what makes them a true threat is their intelligence, as smart as a human child and vicious as well. They work in small groups sometimes, circling prey and overwhelming them by force of numbers. This cunning also means they know how to make best use of their abilities and know how to cause fear in their prey. They are able to speech, most choosing not to unless it would inflict more fear in their prey. They have a strong cruel streak, especially towards humans. As if they know their current plight is because of human actions.

Description:This giant eagle stands 10' tall, with a massive wingspan up to 20' in length. Their feathers are brown but tinged with purple. Within about 30' of one, you can smell a strong acrid scent. With good observation, you can see acid dripping from their body, burning the ground beneath them. Their claws are coated in a green substance, most likely toxic waste and highly poisonous.

The Center found this particular creature on a world after a nuclear apocalype, a mutation caused by radiation and toxic waste. Their minds appear to be expanded as well, as they show a cunning far beyond any normal animals. This is what lead to such little exposure to them, as after 30 minutes of study and collecting readings on this place, we were forced to retreat, as a group 10 strong showed up. At least we got some data on that trip, thanks to the protection of our power armors.
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Dracoant

Postby Psistrike » Fri Nov 21, 2008 1:25 am

Dracoant PL:12/Minion Rank:15

Concept:Powerful, ancient giant ant species
Environment:Any subterrainian, giant ant mounds above ground sometimes
Height/Length:8' tall, 12' long
Weight:1500-2000 lbs.
Eyes:Black
Hair: [if any]None
Skin/Scales/Fur/Feathers:Black exo-skeleton

Abilities: STR: 35 [+12] DEX: 10 [+0] CON: 14 [+2] INT: -- [--] WIS: 12 [+1] CHA: 10 [+0]

Toughness +16* [+16 flat-footed] Fortitude +7 Reflex +3 Will +1
*10 Impervious

Skills:Climb 8 [+16]

Feats:Improved Grab

Powers:Disintegration 14 ["plasma spray"; Extras: Secondary Effect [+1]], Growth 4 [Innate; Permanent; -1 Atk/Def mod, +4 Grapple mod, -4 Stealth mod, +2 Intimidate mod, Space: 10 ft., Reach: 10 ft., Carrying Capacity: +5 Str], Immunity 11 [radiation, plasma-descriptor], Protection 14 [Impervious 10], Speed 1 [10 mph], Strike 6 ["plasma sting", Extras: Penetrating, Secondary Effect [+1]], Super-Movement 1 [Wall-Crawling], Super-Senses 4 [darkvision, scent, tracking], Super-Strength 5 [Heavy Load: 50 tons]

Combat: Attack +10 [includes size modifier] Grapple +27 Damage +12 [bite], +6 ["plasma sting"], +14 ["plasma spray"] Defense +8 [+4 flat-footed, includes size modifier] Knockback -17 Init +0

Drawbacks:Disability [mute, very common, moderate; -4 points] Disability [no hands, very common, moderate; -4 points]

Abilities 9 +Skills 2 [8 ranks] +Feats 1 +Powers 167 +Combat 40 +Saves 8 -Drawbacks 8=219

Description of Powers:Dracoants are an ancient species, of an unknown origin. They can lift up to 50 times their own weight and are superhumanly strong and tough, able to take tank-fire without harm most of the time. They are giant ants, standing 8' tall and 12' long on average, with black exo-skeletons of extreme durability and strength. They can climb on walls like normal ants and have the senses of normal ants as well. What gave them their name is the intense plasma which they can use weakly through a sting or as a powerful and deadly spray, reducing most things hit by it to nothing but dust and slag. All test show they are immune to radiation and to all forms of plasma. How they came to develop this nature form of attack and defense is unknown.

Description:First discovered in what is classified as reality #22, dracoants are some of the most dangerous vermin in existance. Giant ants the size of small cars, covered with a strong black exo-skeleton and possessing 6 legs. These creatures are tougher than a battleship and strong enough to lift 50 times their own weight. They can rip through titanium with ease and their bite can penetrate reinforced steel. But beyond their size and near-impervious exo-skeleton, their true threat comes in their nature plasma attacks. From a sting strong enough to kill a horse to a powerful spray which corrodes and destroys almost any substance hit, these creatures cost several Center agents their lives when one escaped in the Center base of reality #22. This is why all creatures are sent to allies in each reality, each one designed to contain the creatures.

All studies of these creatures, mostly from a distance now, show they are an ancient species and were only alerted to the pressence of the surface world by testing by a mad scientist underground. Now they are a threat to all known life, attacking anything they perceive as a threat and virtually unstoppable except by extreme force. Thankfully only the one hive is aware of the surface and most of them have stayed in their underground hive. Also studies in other realities show dormant hives or hives contained underground still in any reality which has a Freedom City in it. Their species name was come up with by one of the arcane researchers who loves DnD, comparing their strength and power to those of a dragon.
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Postby Libra » Sat Nov 22, 2008 2:43 pm

Keep up the good work Psistrike. :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Hydra

Postby Psistrike » Wed Nov 26, 2008 5:30 pm

Hydra PL:14

Concept:Dragon-like criminal mastermind
Occupation:Criminal mastermind, leader of crime syndicate
Base of Operations:New York City
Real Name:Cletus Kasady
Legal Status:U.S. citizen with criminal record
Identity:Secret [only a few know his identity as Hydra]
Marital Status:Single
Height:6'4"
Weight:250 lbs.
Eyes:Red
Hair:Red
Age:Unknown
Motivation:Greed and power

Abilities: STR: 22 [+6] DEX: 14 [+2] CON: 22 [+6] INT: 28/20 [+9] WIS: 26/18 [+8] CHA: 30/22 [+10]

Toughness +16* [+16 flat-footed] Fortitude +10 Reflex +5 Will +12
*10 Impervious

Skills: Bluff 18 [+28], Computers 15 [+24], Concentration 12 [+20], Craft [chemical] 12 [+21], Craft [electronic] 14 [+23], Craft [mechanical] 12 [+21], Craft [structural] 15 [+24], Diplomacy 15 [+25], Disable Device 11 [+20], Disguise 15 [+25], Gather Information 12 [+22], Intimidate 12 [+22], Knowledge [art] 10 [+19], Knowledge [business] 15 [+24], Knowledge [civics] 12 [+21], Knowledge [life sciences] 12 [+21], Knowledge [physical sciences] 12 [+21], Knowledge [streetwise] 18 [+27], Knowledge [tactics] 12 [+21], Knowledge [technology] 14 [+23], Medicine 8 [+16], Notice 12 [+20], Profession [crime lord] 18 [+26], Search 12 [+21], Sense Motive 12 [+20], Stealth 10 [+12]

Feats:Assessment, Benefit 7 [Alternate Identity [Kain Lector], Leader of Myth Syndicate, Wealth 5], Connected, Contacts, Diehard, Eidetic Memory, Equipment 10, Fascinate [Bluff], Inventor, Jack-of-All-Trades, Leadership, Master Plan, Skill Mastery [Bluff, Gather Information, Notice, Sense Motive], Speed of Thought, Startle, Well-Informed

Powers:Device 4 [data-cane, easy-to-lose; Resistricted [20+ Intelligence to operate], Enhanced Charisma 28 [Limited: Only has access to 2 ranks per each time he is decapitated and regrows head], Enhanced Intelligence 30 [Limited: see Enhanced Charisma], Enhanced Wisdom 32 [Limited: see Enhanced Charisma], Immunity 4 [aging, disease, poison, radiation], Protection 10 [descriptor: tough scales and rapid regeneration; Impervious], Regeneration 29 [Recovery Bonus: +3; Recovery Rate: Bruised 3, Injured 5, Staggered 3, Disabled 5; Ability Damage: 3; Resurrection 7 [not if head stump is burned with fire or acid that inflicts disabled result]; Power Feats: Innate, Persistent, Regrowth], Strike 4 [tail, Mighty], Super-Senses 1 [Infravision],

Devices:
Data-cane-Datalink 9 [Machine Control], Stun 5 [electrical shock]

Combat: Attack +12 Grapple +18 Damage +6 [unarmed], +10 [tail strike] Defense +12 [+6 flat-footed] Knockback -13 Init +9

Equipment:Various headquarters built using the normal HQ rules. At least one is a skyscrapper, his main base in New York City. Use the stats for a skyscrapper from the main book.

Drawback:Noticeable [Protection, as green scales over most of body, except face; -1 point], Power Loss [Regeneration, against fire and acid damage; -2 points]

Abilities 58 + Skills 85 [340 ranks] + Feats 31 + Powers 120 + Combat 48 + Saves 11 - Drawbacks 3=350

Notes
:arrow: The former Carnage, his symbiote lost to him but his mind and strength of will increased in exchanged. He is like the hydra of legend, able to regrow his head if it is cut off. Except he is far from being the animalistic brute the ancient beast was, getting smarter, stronger willed and more charismatic each time his head is cut off and grows back. Note: His equipment doesn't reflect the vehicles, weapons, etc. he has access to, only his few headquarters in the New York area. Also he doesn't have the minion feat, able to call on any number of goons, thugs and criminals as needed.

Description of Powers:Hydra has super-human regeneration, able to heal quickly from any wound, even death. His scaled skin gives him great protection from harm, along with healing most minor wounds so fast it isn't noticeable. His vision allows him to see into the infrared now and his dragon-like tail can be used to strike with great force. He has access to great resources and countless goons he can call upon when needed. He even has gadgets as needed, including his infamous data-cane which allows him to access and control any computer or machine on the planet, as well as deliver a powerful shock.

But his most dangerous ability is what happens when his head is cut off in any way. As when it regrows back, he becomes smarter, gains a stronger will and insight and even become more charismatic. He so far has lost his head 4 times, once to a former minion turned rival, Red Dragon. The upper limits of his mental abilities are unknown and no one wishes to test them just yet.

History:Carnage was contained in a special cell, kept subdued by periodic burst of sonic and heat energy. But suddenly those things didn't bother him so much anymore, as he felt his form changing and the symbiote somehow disappearing from his body. Cletus was no longer a part of Carnage, but still felt powerful. Not only that, but he felt like his mind was expanded beyond what he used to know. His mind allowed him to adapt to his changed form and he broke free, smashing the cell door off its hinges with his powerful tail and making a break for it.

Hiding from the authorities, he began to find out what had happened to him and many others. This Chaos Wave was the perfect thing, especially with the Kingpin out of the way. He could set up a cover identity and be the new kingpin of crime, starting up a syndicate of his own from the broken remains of the criminal underworld. Within a month's time he was able to gather some thugs around himself, although he had no need for bodyguards. With his charisma, he was able to set up a new syndicate, drawing those who craved wealth and power to him. Even his former fellow symbiote wielder, now a beautiful black-skinned woman, joined his syndicate. Due to the nature of his changes and those changed supervillains joining him, he dubbed the group the Myth Syndicate. For they not only had the powers of mythical beings and objects on their side, but would become a modern myth, one which the authorities would have a hard time proving was real.

2 years later and Hydra has proven himself to be a better leader than the former Kingpin ever was. In fact, the title of Kingpin seemed beneath him now, as he took to calling himself the Hydra King, as he had many heads involved in the criminal underworld. With his girlfriend Drow by his side, it seems there is nothing and no one who could take down Hydra or his syndicate backing him up. And using the guise of Kain Lector to run his public enterprizes to deflect the attention of the authorities, it seems he might be right.

Description:Cletus is almost completely non-human in appearance now, his red head on the top of his head and most of his face all that remains of the old him. He has green, scaled skin all over his body, with the exception of his face. His hands are human in form but covered in the same scales as his body. His eyes are red now and seem to glow intensely when he is angry. His legs are the most changed of his form, being reptilian in nature now and ended in 3 toed feet with talons. He has a dragon-like tail that hangs down to the floor most of the time. He tends to wear expensive business suits most of the time, although shoes are out of the question. He is rarely seen in public anymore, prefering to send time in his skyscrapper headquarters, directing the daily business of his syndicate.
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Darktome

Postby Psistrike » Wed Nov 26, 2008 5:33 pm

Darktome PL:12

Concept:Innate access to all magical tomes
Occupation:Criminal, director of recruitment and antiques acquisition
Base of Operations:New York City
Real Name:Leiko Shaw
Legal Status:U.S. citizen with criminal record
Identity:Secret [known to some organizations]
Marital Status:Single
Height:5'6"
Weight:120 lbs.
Eyes:Blue
Hair:Black
Age:22 years old
Motivation:Greed and power

Abilities: STR: 10 [+0] DEX: 14 [+2] CON: 16 [+3] INT: 24 [+7] WIS: 20 [+5] CHA: 22 [+6]

Toughness +14* [+14 flat-footed] Fortitude +7 Reflex +6 Will +12 [+ vs. Mental Effects]
*10 Impervious

Skills: Bluff 12 [+18/+22], Concentration 16 [+21], Craft [artistic] 8 [+15], Diplomacy 8 [+14/+18], Disguise 8 [+14], Gather Information 8 [+14], Intimidate 8 [+14], Knowledge [arcane lore] 16 [+23], Knowledge [art] 12 [+19], Knowledge [history] 12 [+19], Knowledge [streetwise] 12 [+19], Notice 8 [+13], Search 8 [+15], Sense Motive 12 [+17], Stealth 8 [+10]

Feats:Attack Focus [ranged] 6, Attractive, Contacts, Distract [Bluff], Dodge Focus 4, Equipment, Evasion 2, Fearsome Presense 8 [DC 18, 40 ft. radius], Precise Shot, Quick Change 2, Redirect, Skill Mastery [Bluff, Knowledge [art], Notice, Sense Motive], Speed of Thought, Trance, Uncanny Dodge [magical], Well-Informed

Powers: Protection 11 [descriptor: magical energy, Impervious 10], Tome Access 12 [Variable Power, 7pp/rank [multiple powers of any type or descriptor], Continuous Duration, Full-Round Action to switch; any spell from any magical tome; All duplicated powers have Power Loss [if unable to speak and gesture] added on with no point cost reduction]

Combat: Attack +6, +12 [ranged] Grapple +6 Damage +0 [unarmed], varies [by spell] Defense +10 [+3 flat-footed] Knockback -12 Init +7

Equipment:Cell phone [1ep], PDA [1ep], Video Camera [2ep], Handcuffs [1ep]

Abilities 46 + Skills 39 [156 ranks] + Feats 33 + Powers 105 + Combat 24 + Saves 15=262

Notes
:arrow: Shinobi Shaw was stripped of his mutant nature, turned into a very attractive woman and given an innate ability to access all magical tomes in existance and cast the spells from them. She considers this a step up overall.

:arrow: Some spells she is most commonly known to use include:
Ancient charm of the Sorceress-Charm 12 [24pp] [Green mist surrounds the target when first cast.]
Bewitching Mist-Glamour 12 [48pp] [Silver mist flows over the area, causing those inside it to sense what she chooses them to.]
Eldrich bolt-Mystic Blast 12 [Variable Descriptor 2 [any magical] [26 pp]
Titan's Chains-Snare 12 [24pp] [Chains of a blue-gray metal shoot from her hands and wrap around the target.]
God's Chariot-Flight 12 [50k mph, Power Feats: Progression 2 [5 passengers]; Affects Others [+1]; Platform] [14pp] [A chariot of golden energy is formed which she and others can fly upon.]
Passage Between-Teleport 12 [Power Feat: Change Direction, Easy; Accurate] [38pp] [She simply steps forward and disappears, reappearing at a point in space.]
True Doorway-Teleport 12 [Power Feat: Change Direction, Easy; Accurate, Portal; Long-Range, Medium [doorways] [38pp] [By casting this spell while opening a door, she can cause it to open into any other doorway within range. She uses this when transporting teammates only.]
Looking Pool-Scrying 12 [ESP [all senses], Dimensional 3] [By casting this spell, she can peer into any reflective surface [normally a small pond or mirror] and extend her senses to any location within 20 million miles.]

Description of Powers:Darktome is infused with powerful magical energy, which shields her from harm. She also has an innate ability to reference and access any magical tome in existance at will, gaining access to any spells inside them. This power is so diverse and powerful, it would be impossible to explain its full nature. It is considered lucky she hasn't decided to access some of the darker tomes in existance.

History:In a meeting with several Yakuza leaders, Shinobi began to feel sick to his stomach and excused himself. In the bathroom, he literally began to throw up, pound after pound melting away as his body changed. New energies began to flow through him, even as he looked into the bathroom mirror and saw his face beginning to look like a womans. After a brutal 10 minutes, it was all over and where Shinobi once stood was a beautifual woman with delicate features and a body which was rare for someone of Japanese decent. After finally getting over the shock of it all, she realized the Yakuza leaders wouldn't accept a woman in their meeting, even if she could prove who she used to be. Taking off, she decided to shift her assets to a new name, Leiko, before she was locked out of them due to her new identity.

This worked but she was cut off from her family now, with only the resources she had saved over time. This just wouldn't do, she needed to live in style. Suddenly she found her clothes transformed into the finest silk. She couldn't believe it, somehow she had a new power to replace her old. But what was it. Closing her eyes, she began to concentrated and saw before her mind's eye a library, one filled with every magical tome to exist. She could open each and just by reading the arcane formulas inside, found she could cast any spell within them. But she was limited to the amount of magical spells she could tap into at once, each taking a different amount of her limited resources to do so. But she didn't care, this was definatelly the kind of power she needed to live in the lap of luxery.

With a wave of her hand, she brought down a whole squad of police officers, having stolen jewels and some antiques from an auction warehouse. They were no match for her, she felt invincible. Til the Spider Squad showed up, including the mysterious Lore Keeper. They combined powers forced her to flee, using a spell to mask her escape so Lore Keeper couldn't track her or figure out her identity. Seeing that she was no match for the new, more powerful superheros around now, she knew the only course of action was to find some allies, ones who could help her to face such foes without being sent to jail.

Thus she was lead by a tracking spell to Myth Syndicate, where due to her show of power she was inducted immediately. Due to her looks and skill at convincing others of things, she was placed as director of recruitment, in charge of finding the perfect criminals for each operation as needed. After showing her advanced knowledge of art and antiques, she was even sent out to recover those which interested Hydra and their clients. Almost 2 years later she has gained many contacts, including in the black market and is able to find the rarest pieces, even if it means stealing them first so they can sell them to a client. Thanks to her, there are hundreds of criminals on call for any operations, all listed by their specialities and success history. Myth Syndicate is even almost ready to start operations full time overseas thanks to her recruiting efforts.

Description:Leiko is a very attractive Japanese woman, with delicate features. Her blue eyes shine like twin sapphires and her black hair flows down to the middle of her back in waves. She tends to wear expensive outfits, including blouses, skirts, dress, heels, etc. Anything which will impress those she is trying to recruit or whom she is trying to purchace an antique from. When actually acting in a combat role or out on a specific mission for the syndicate, she tends to wear a silk dress with flower designs and a simple domino mask to hide her face.
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Psistrike
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Drow

Postby Psistrike » Wed Nov 26, 2008 5:36 pm

Drow PL:11

Concept:Dark elf magic-user
Occupation:Girlfriend of Hydra and advisor
Base of Operations:New York City
Real Name:Enna Brock
Legal Status:U.S. citizen with criminal record
Identity:Secret
Marital Status:Single
Height:5'7"
Weight:120 lbs.
Eyes:Blue-gray
Hair:Shock white
Age:Unknown [appears to be in late 20s]
Motivation:Greed and power

Abilities: STR: 10 [+0] DEX: 18 [+4] CON: 14 [+2] INT: 24 [+7] WIS: 16 [+3] CHA: 24 [+7]

Toughness +8* [+5 flat-footed] Fortitude +5 Reflex +8 Will +8 [+12 vs. Mental Effects]
*3 Impervious

Skills: Acrobatics 8 [+12], Bluff 12 [+19/+23], Concentration 12 [+15], Craft [artistic] 8 [+15], Diplomacy 8 [+15/+19], Disguise 8 [+15/+35 with Morph], Escape Artist 6 [+10], Gather Information 8 [+15], Intimidate 8 [+15], Knowledge [arcane lore] 10 [+17], Knowledge [current events] 12 [+19], Knowledge [streetwise] 8 [+15], Notice 8 [+11], Search 8 [+15], Sense Motive 8 [+11], Stealth 8 [+12]

Feats:Artificer, Attack Focus [ranged] 4, Attack Specialization [magic array] 2, Attractive, Benefit 2 [Wealth 2], Challenge 2 [Durable Lie, Accurate Hearing], Contacts, Defensive Roll 3, Distract [Bluff], Dodge Focus 6, Equipment 2, Fascinate [Bluff], Grappling Finesse, Hide in Plain Sight, Improved Initiative, Improved Trick, Power Attack, Precise Shot, Ritualist, Skill Mastery [Bluff, Concentration, Gather Information, Stealth], Taunt, Uncanny Dodge [visual]

Powers: Device 2 [shadow weave clothing, hard-to-lose; Restricted 2], Immunity 2 [Innate; aging, sleep], Magic 10 [shadow magic; Base Power: Darkness Control 10; Alternate Powers: Animate Shadows 10, Blind 10, Dark Blast 10, Energy Drain 10, Shadow Scry 10, Shadow Walk 10], Mind Shield 4, Morph 4 [illusion, appearance of normal human], Power Resistance 11 [magic-descriptor], Super-Senses 7 [darkvision, Detect [concealed/secret doors] [sense], Detect Magic [Ranged, Sense]]

Devices:
Shadow weave clothing-Enhanced Feats 4 [Dodge Focus 2, Quick Change 2], Protection 3 [Impervious]

Combat: Attack +4, +8 [ranged], +12 [magic array] Grapple +8 Damage +0 [unarmed], +1 [knife] Defense +14 [+3 flat-footed] Knockback -5 Init +8

Equipment:Cell phone [1ep], PDA [1ep], Knife [+1 Damage, 19-20 Crit, piercing, 10 ft. range increment, tiny; 4ep], strong shades [both buy off disability and act as flash goggles; 4ep]

Drawback:Disability [light blindness, Dazzled in light; very common, minor; -3 points]

Abilities 46 + Skills 35 [140 ranks] + Feats 34 + Powers 76 + Combat 20 + Saves 12 - Drawbacks 3=220

Notes
:arrow: Venom, aka Eddie Brock, was one of those greatly changed by the Chaos Wave. Now in the form of a very attractive female who can only be described as a dark elf brought to life, she has a lot of power now.

Description of Powers:Drow is a dark elf brought to life. She is basically unaging now and requires no sleep. She can see in any lighting and sense any concealed or secret doors near her. She has a strong resistance to all forms of magic directed against her. Her mind is shielded somewhat from mental powers and she can mask her appearance in a powerful illusion to appear as a normal human. In addition she has strong shadow magic powers, able to blanket an area in pitch darkness, bring shadows to life, either blind or inflict harm with intense shadow beams, even draining away any energy in area and she can see and hear through any shadows in any area, as well as walk into one shadow and come out another anywhere on the planet.

The clothes she wears are formed from shadows, both providing protection and making it harder for foes to hit her, as well as able to morph into any clothing she wills them to.

History:Trapped in a cell, being suppressed by periodic burst of heat and sound, Eddie Brock and his symbiote lived in pain. Til the Chaos Wave changed the very nature of both, meddling them into one being. Staring back from the cell mirror, she found herself as a woman with pitch-black skin, shock white hair and intense blue-gray eyes. Her clothing shifted around her, as the very shadows in the cell replaced them. She sensed a great increased to her mental abilities and also the shadow powers within her now. Simply stepping into the largest shadow in her cell, she stepped out miles away in Time Square. Seeing the news reports on what was being called the Chaos Wave, she knew this was a new start for her. But not if she stood out so easily, which she suddenly found an illusion masking her appearance, as she saw her own reflection now as an attractive white woman with bleach-blonde hair and blue eyes.

Liking the stares of the men around her, something didn't feel completely right. As the Chaos Wave had made her into a woman and one who loved being such a perfect specimen as well. She began to manipulate men to get anything she wanted, from jewelry to meals, it was so simple. This went on for almost a month, til word reached her of a new criminal enterprize with a powerful leader at the helm. The perfect man to latch onto and manipulate to her own ends. She was shocked to find it was her former fellow symbiote host, now a humanoid hydra and not so easily manipulated as she thought. But she was drawn to him, his power and wealth being enough to gain her attention. But his new form, including the face, were something she found to be to her liking as well.

2 years later and Enna, codenamed Drow, has come to love Hydra and wouldn't betray him for the world. She is both his girlfriend, lover and advisor, having knowledge and connections he lacked. It is thanks to her and Hydra's own mental abilities, knowledge and connections which have made Myth Syndicate into a powerhouse in the underworld, one which is still growing and could become what Hydra dreamed from the start. A true crime syndicate which controls all crime in the world. Then and only then would they expand outward, into the universe beyond.

Description:Enna is a very attractive woman with a curvacious figure. She has pitch-black skin, her eyes are solid blue-gray and her hair is shock white and hangs down to her butt. She has a cell phone and PDA, both in black, and a knife with a black blade and handle. Her clothing are formed from a shadow weave and are able to take on any appearance she wills them to.
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