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World That Needs Heroes: Vanguard Academy: Continuum

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The Wendigo

Postby JackGiantkiller » Thu Apr 24, 2008 2:41 pm

The Wendigo

Power Level: 15 (275 power points)

Abilities: STR 36(+13) DEX 14(+2) CON 40(+15) INT 8(-1) WIS 16(+3) CHA 10(+0)

Skills: Intimidate 20 (+20), Notice 4 (+7), Sense Motive 2 (+5), Stealth 4 (+6), Survival 10 (+13)

Feats: Environmental Adaptation (snow and ice), Fearsome Presence 10 (dc 20), Startle, Track

Powers:
Frigid Blast 15 (E:Vampiric;PF: Affects Insubstantial 2)
AP-Air Control 15
AP- Cold Control 15 (PF:Affects Insubstantial 2)
AP-Snare 15 (PF:Affects Insubstantial 2)

Immunity 18(Aging,Disease,Interaction Skills,Poison,V.C.Descriptor(Cold and Ice)

Strike 2 (E:Penetrating 2,Vampiric 15;PF:Mighty)
Super-Movement 3 (Air Walking (Normal Speed),Sure-Footed)
Super-Senses 4 (Darkvision,Extended (Normal hearing),Extended (normal smell and taste),Scent)
Super-Speed 3 (PF:Rapid Attack) It runs, sometimes in the sky, at between 50 to 200 mph. Hurricane force wind speed. (That’s between 80 and 321 klicks per hour for you Canucks.)
Super-Strength 5

Combat: Attack +15
Frigid Blast +15 (Vampiric, dc 30) claws and teeth +15 (vampiric, dc 30)
Defense 25 (Flat-footed: 17) Initiative +14
Grapple: +28 (Attack - +15,Strength - +13,Size - +0, Super-Strength 5)

Saves: Toughness +15 Fortitude +15 Reflex +6 Willpower +15

Lifting: 58 tons

Drawbacks:
Vulnerable (holy items;Uncommon,Moderate),
Vulnerable (fire;Common,Moderate)
Weakness (warm weather;Common,Minor)
Weakness (must eat human flesh daily, or lose points from all stats;Uncommon,Major, Affects Con)

Cost Summary:
Ability 64 + Skills 9 (35 Ranks) + Feats 13 + Powers 123 + Combat 60 + Saves 16 - Drawbacks -10 = 275 / 275

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta

Very little to say about this one, actually. The Wendigo is a cannibal spirit of the cold winds, native to the Boreal Forest, as White Wood Bison is. It is the personification of cold as an evil, mankilling force, and also the personification of the hopelessness, fear, and hunger, brought on by running out of supplies in the winter. It’s also a major threat whenever it goes on a rampage.

In appearance, it’s a white furred feral monstrosity with piercing blue eyes and a chilling howl…although there is little that is wolflike about it.

In practice, its vampiric powers work like this: it sucks heat from people at range and uses that life energy to heal, or it literally rakes a piece of flesh off and eats it…using *that* to heal. Yum. It usually takes a fairly big group of heroes to stop it, although Cutter, Thorium and White Wood Bison managed it last year. Barely.

It has also tangled with Thunderbird, Kid Flare, and Bearclaw. Rumour has it the Heretic, Michael Valentine (Archmage of Earth) is planning to permanently bind or banish the thing, as it has become too much of a threat. Someone has been feeding it power deliberately…
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Postby Libra » Mon Apr 28, 2008 12:43 pm

:shock:

Now that's one mean son-of-a-gun. I'll bet that the Winchester Boys could still take him. 8)

Keep up the good work Jack. :D
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Noirceur

Postby JackGiantkiller » Mon Apr 28, 2008 1:40 pm

Noirceur
Jean Beaugrand

Power Level: 10 (175 power points)

Abilities: STR 10(+0) DEX 14(+2) CON 16(+3) INT 16(+3) WIS 16(+3) CHA 24(+7)

Skills: Bluff 5 (+12), Concentration 10 (+13), Craft (Artistic) 10 (+13), Disguise 4 (+11), Knowledge (Arcane Lore) 15 (+18), Language (Enochian, Infernal), Notice 10 (+13), Ride 2 (+4), Sense Motive 10 (+13), Stealth 4 (+6), Survival 4 (+7)

Feats: Artificer, Attack Specialization (Magic) 2, Fearless, Improved Initiative, Ritualist, Sidekick 15, Skill Mastery (Concentration,Craft:Artistic,Know:Arcane, Disguise), Trance

Powers:
Sortilege Noir:

Force Field 7
Magic 10 (PF: Affects Insubstantial 2,Dimensional
AP-Animal Control 10
AP-Astral Form 4
AP- ‘ le Feu Noir’ Blast 10 (PF:Affects Insubstantial 2,Dimensional)
AP-Fatigue 10
AP-Emotion Control (Fear) (F: One Emotion, E: Area (50’ burst)) 10
AP-Mind Control 10
AP-Suffocate 10
AP-Super-Movement 3 (Dimensional Movement (Any Dimension))
AP-Telekinesis 10 (PF:Affects Insubstantial 2,Dimensional)
AP-Teleport 10

Investissements Infernal:
Drain (Constitution) 6 (PF:Slow Fade)
Immunity 3 (Aging,Disease,Poison)
Morph (Any human) 6 (F:Always blackhaired.)
Regeneration 7 (Recovery Bonus (+6),Resurrection (1 week);PF:Persistent,True Resurrection)
Shield 4

Combat: Attack +6 Magic +10
Damage Unarmed +0 (dc 15) Drain Con +6 (dc 21) le Feu Noir +10 (dc 25)
Defense 16 (Flat-footed: 13) Initiative +6
Grapple: +6 (Attack - +6,Strength - +0,Size - +0)

Saves: Toughness +3 Fortitude +3 Reflex +4 Willpower +10

Lifting: 100 lb.

Drawbacks:
Power Loss (magic and forcefield, speak and gesture;Common,Minor),
Vulnerable (holy items;Common,Minor)

Cost Summary:
Ability 36 + Skills 19 (76 Ranks) + Feats 23 + Powers 68 + Combat 24 + Saves 9 - Drawbacks -4 = 175 / 175

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Jean Beaugrand has been a sorcier infernal since he sold his soul to the devil for magic and a demonic servitor early in the history of French Detroit. He and his familiar…and other, associated monstrosities, left Detroit when the French did, and now plague Canada. Lucky Canada. He’s a dapper, suited gentleman, dressed in a dark red, double breasted jacket and slacks, with Italian shoes and rings on his fingers. He almost always has a cigarette hanging from his lip…and, sadly, he does, indeed, have a black waxed mustache and goatee.

Recently, he has been feeding power to the Wendigo, and using rituals to control its actions…somewhat. He was the ‘unnammed’ sorceror that accidently granted Cutter his powers.

If he Morphs, he can disguise himself with a +24 bonus. If he takes time and adjusts the image carefully (using his actual disguise skill) he can get a bonus of +35, which is very hard to beat.
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Sans Souci

Postby JackGiantkiller » Mon Apr 28, 2008 1:58 pm

Sans Souci

Power Level: 10 (60 power points)

*Abilities: STR 20(+5) DEX 12(+1) CON 20(+5) INT 10(+0) WIS 10(+0) CHA 10(+0)

Skills: Intimidate 4 (+6), Knowledge (Arcane Lore) 4 (+4), Notice 4 (+4)

Feats: Attack Specialization (hooves) 3, Dodge Focus 4

Powers: Growth 4 (E:Duration (Sustained->Continuous);F:Permanent;PF:Innate), Strike 5 (PF:Mighty)

Combat: Attack +3 Hooves +9
Damage Hooves +10 (dc 25)
Defense 20 (Flat-footed: 13) Initiative +1
Grapple: +13 (Attack - +4,Strength - +5,Size - +4)

Saves: Toughness +5 Fortitude +5 Reflex +1 Willpower +6

Lifting: 3 tons

* - includes bonuses from Growth

Drawbacks:
Noticeable (humanoid horse;Uncommon,Minor)
Vulnerable (holy items;Common,Minor)
Weakness (holy items hold it at bay;Common,Minor)

Cost Summary:
Ability 10 + Skills 3 (12 Ranks) + Feats 7 + Powers 19 + Combat 20 + Saves 6 - Drawbacks -5 = 60 / 60

Size: Large
Description:


Created With Mutagen! version 0.8.7a - beta



Anorexic horse demon? Yes, well. I didn’t make it up. This is Jean Beaugrande’s familiar. It can’t really run, but it can talk and use its hooves for fine manipulation, so it’s a trade-off. It knows just enough to be helpful, and it hits pretty hard. It goes down easy, though, so it’s a good thing he can always summon another one. That’s in the original contract.
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Postby FinalEclipse » Mon Apr 28, 2008 4:11 pm

I just wanted to say I love the builds you have here: very original, and very fun. Do you have any plans for a storyline in this world? I'd love to see the various elements interact - or at least fight!
Check out Eclipse Studios! 2E Builds and fights!

3E Coming Soon!

Mark Reuter: so technically, if you are falling and conscious, you are better off to make a slam attack against the Earth.
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Postby JackGiantkiller » Tue Apr 29, 2008 1:14 pm

Huh. Well. I run a game in this world, so I guess you could say there is storyline...When running a fight, on here, I hope people at least get a couple people to help them play it out.:) I never even really thought about it.
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Postby Libra » Sun May 04, 2008 4:38 am

Keep up the good work Jack. :D
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Re: Predator

Postby The Red Lich » Thu May 08, 2008 7:56 pm

Predator is one of my all time favs. I had an idea of what I wanted. With Jack's help he turned out a little better. He is not a nice guy. In any other setting he would be a bad guy. Who better to guard a vile pit of evil than a devil from the pits!
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Re: Tantrum, the Kid Monster

Postby The Red Lich » Thu May 08, 2008 8:29 pm

Tantrum is a pain to deal with but at the same time you can't help but feel sorry for the kid. "Look either I spank you or he does" __ Lt. Jack Daniels
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Postby JackGiantkiller » Sun May 25, 2008 3:43 pm

Hey, Red Lich. Thanks for stopping by. Feel free to elucidate further for our readership on any of the other characters you actually got to meet.:)

Sorry again to everyone...RL has been distracting me.
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Postby Libra » Mon May 26, 2008 8:10 am

No problem. Real Life over all, even the Atomic Think Tank. :wink:
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the Green Knight

Postby JackGiantkiller » Thu May 29, 2008 1:37 pm

the Green Knight
John Bernlad
Power Level: 13 (350 power points)

Abilities: STR 30(14)(+10( -- )) DEX 12(+1) CON 14(+2) INT 20(+5) WIS 14(+2) CHA 18(+4)

Skills: Acrobatics 4 (+5), Bluff 10 (+14), Climb 4 (+14), Computers 10 (+15), Concentration 5 (+7), Craft (Chemical) 5 (+10), Craft (Electronic) 10 (+15), Craft (Mechanical) 10 (+15), Craft (Structural) 10 (+15), Diplomacy 10 (+14), Disable Device 10 (+15), Drive 4 (+5), Gather Information 6 (+10), Intimidate 10 (+14), Investigate 5 (+10), Knowledge (Arcane Lore) 12 (+17/+21), Knowledge (Business) 15 (+20/+24), Knowledge (Physical Sciences) 15 (+20/+24), Knowledge (Tactics) 10 (+15/+19), Knowledge (Technology) 12 (+17/+21), Language (Cantonese, French, German, Japanese, Mandarin, Russian, Spanish), Medicine 4 (+6), Notice 10 (+12), Perform (Oratory) 10 (+14), Pilot 4 (+5), Profession (CEO) 10 (+12), Profession (Engineer) 4 (+6), Ride 4 (+5), Search 4 (+9), Sense Motive 10 (+12), Survival 4 (+6), Swim 4 (+14)

Feats: Artificer, Attack Focus (Ranged), Attack Specialization (Armor Blasters), Attractive, Benefits (Wealth, Status, Security Clearance),Connected, Contacts, Eidetic Memory, Fearless, Improved Initiative 2, Inspire 5, Inventor, Leadership, Luck 6, Master Plan, Move-by Action, Takedown Attack 2, Well-Informed

Powers: Device (easy to lose) 5, Device (hard to lose) 36

Combat: Attack +11 Ranged +12 Suit Blasters +14
Damage Unarmed +10 (dc 25) Axe +15 (dc 30, pen 15, throwable)
blasters +12 (dc 27)
Defense 21 (Flat-footed: 15) Initiative +9
Grapple: +26 (Attack - +11,Strength - +10,Size - +0, Super-Strength +5)

Saves: Toughness +15(+2)Impervious 13
Fortitude +10 Reflex +10 Sensory Shield +18
Willpower +10 Mindshield +15 (5 Impervious)

Lifting: 25 tons
Devices:
Armor of the Green Knight (Hard to Lose):
Protection 13 (E:Impervious) (Magic)
Regeneration 40 (Recovery Bonus (+7),Recovery Rate (Bruised - No Rest),Recovery Rate (Disabled - No Rest),Recovery Rate (Injured - No Rest),Recovery Rate (Staggered - No Rest),Resurrection (Instant);PF:Persistent,Regrowth)(magic)
Flight 5 (rocket boosters)
Enhanced Ability (Strength) 16 (Magic)
Super-Senses 21 (Blindsight,Communication Link,Darkvision,Direction Sense,Extended (Normal sight),Extended (Normal sight),Infravision,Low-Light Vision,Microscopic Vision (dust),Radio,Time Sense,Tremorsense,Ultra-Hearing,Ultravision) (tech)
Sensory Shield (All Senses) 8 (tech filters)
Mind Shield 5 (magical)
Immunity 10 (Aging,Life Support) (magical)
Super-Strength 5 (magical)
Blast 12 (kinetic blasters, tech)

Green Knight's Axe (Easy to Lose):
Strike 5 (E:Penetrating x3;PF:Affects Insubstantial 2,Mighty,Ricochet,Thrown) (magic)

Drawbacks:
Normal Identity (suiting up;Uncommon,Minor) Takes at least a round.

Cost Summary:
Ability 32 + Skills 63 (252 Ranks) + Feats 31 + Powers 159 + Combat 44 + Saves 25 - Drawbacks -1 = 353 / 353

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



John Bernlad is possibly the best known super hero on the planet. He’s a publicly known celebrity, a multimillionaire CEO and playboy, a ground breaking scientist, a superlative technologist, a patron of the arts and charities, a political activist…and the direct lineal descendant of the original Sir Bernlad, the Green Knight of Arthurian fame. He owns and operates the Bernlad Consortium, a group of associated business, many involved in industry. Some of them he is sole owner of, some he has 51% of the stock for. He also owns huge amounts of stock in other people’s companies.

In 1965, Bernlad inherited the ancestral armor from his father, who was dying of cancer…his father had never worn the armor. John decided to use it to make the world a better place…but he never tried to have a secret identity, reasoning that his life was just too high profile. And it wasn’t like he had any loved ones left to endanger. Using his huge fortune and his technical skills, he added features to the armor, like rocket boots, wrist mounted guns, enhanced sensory systems…he’s been upgrading these every time new tech becomes available. But the main powers of the armor are mystical: no one wearing the armor can die. It makes the wearer stronger, causes them to heal from almost any damage, if somehow, the attack manages to get through the armor to start with, and renders them immune to aging and enivornmental concerns. Ironically, John’s father might have been cured of his cancer if he had ever worn the armor. After all, John was.

By around 1970, with Doc Bronze and Paragon, The Green Knight founded the Vanguard, an internationally supported super hero team with a global scope and a brief that calls on them to fight significant threats to the earth as a whole.

These days, he runs the West Coast (US) branch, based out of Portland, Oregon. That team is called the Paladins. Several members died just a few years ago, at the hands of Dr.Umbros…so many of the current members are relatively untried.

John is six foot, with sandy blonde hair, and a netly trimmed beard and mustache. His eyes are green.

The armor is basically maximillian full plate, enameled in dark green. The helm is full face, a great helm, with the eyeholes filled with tinted one way ‘glass’. (Actually a complicated polymer.) The axe he carries is a short handled Lochaber axe, also an heirloom. Some of the technology he currently uses, like the kinetic blasters, were actually invented by his friend and collegue, Doc Bronze.

He’s one of the very best, as he’s been in the business quite some time…and he’s much more driven than the very laid back Doc Bronze.
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Postby dirkgentry2000 » Tue Jun 03, 2008 6:24 am

On the Green Knight:
That's a concept I haven't seen before in comics - but I like it.
Interesting fusion of magic and technology there. Nice.
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Postby JackGiantkiller » Tue Jun 03, 2008 1:50 pm

Thank you. The Green Knight has always felt like one of my more original characters, to me...even though he was basically inspired by reading Iron Man and Gawain and the Green Knight in the same day.

That said, Marvel has done the mystic power armor thing, with Darkhawk...but the Green Knight has been used in my supers games since
Villains and Vigilantes and MSH. Many years.:)
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Rook

Postby JackGiantkiller » Tue Jun 03, 2008 2:57 pm

Rook
Caleb Harmon
Power Level: 10 (150 power points)

Abilities: STR 18(+4) DEX 24(+7) CON 18(+4) INT 16(+3) WIS 20(+5) CHA 14(+2)

Skills: Acrobatics 5 (+12), Climb 5 (+9), Computers 2 (+5), Concentration 5 (+10), Escape Artist 5 (+12), Gather Information 5 (+7), Intimidate 5 (+7), Investigate 5 (+8), Knowledge (Arcane Lore) 5 (+8), Knowledge (Streetwise) 5 (+8), Knowledge (Tactics) 5 (+8), Language (Mandarin), Sense Motive 5 (+10), Sleight of Hand 5 (+12), Stealth 5 (+12), Survival 2 (+7), Swim 5 (+9)

Feats: All-out Attack, Attack Focus (Melee) 2, Attack Specialization (Talons), Blind-Fight, Defensive Roll 2, Dodge Focus 4, Evasion 2, Improved Block, Improved Critical (Talons), Improved Grab, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Takedown Attack 2, Uncanny Dodge

Powers:
Flight 1 (F:Gliding)
Leaping 1
Morph (single rook appearance) 2 (F:Uncontrolled;PF:Metamorph)
Talons:Strike 2 (E:Penetrating x3;PF:Mighty)
Super-Movement 1 (Swinging)
Super-Senses 4 (Awareness,Danger Sense,Extended (Normal sight),Low-Light Vision)

Combat: Attack +10 Melee +12 Talons +14
Damage Unarmed +4 (dc 19) Talons +6 (dc 21, crit 19-20, pen 6)
Defense 24 (Flat-footed: 24) Initiative +11
Grapple: +14 (Attack - +10,Strength - +4,Size - +0)

Saves: Toughness +4 Defensive Roll +6
Fortitude +4 Reflex +7 Defensive Roll +9 Willpower +7

Lifting: 300 lb.

Drawbacks:
Involuntary Transformation (when he acts selfishly, into a rook;Uncommon,Major), One-Way Transformation (requires hours of rare mystic ritual to reverse;Uncommon,Moderate)

Cost Summary:
Ability 50 + Skills 20 (80 Ranks) + Feats 24 + Powers 19 + Combat 40 + Saves 2 - Drawbacks -5 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Caleb Harmon is an American, the son of a serviceman and his Chinese wife. He’s only about 20. His mother, a child of a once great noble house, taught him as much as she could of her family’s secret style of Crow Kung Fu.

Then, when he was 19, she was badly hurt, attacked by enemies he did not know they had. As she lay dying, she explained to him the family curse, which would now pass to him, her only child: If he did not always act the hero, if he acted selfishly, if he did not think of others before himself, he would turn into a carrion bird, a rook or crow. This might be reversible, by ancient Chinese ritual, but eventually he would be trapped in Corvid form forever.

(Use the stats for a Hawk from the back of the book. At first he will have his own mental stats, but they will drop by 2 for every hour he spends in rook form. He must get to someone who knows the ritual to reverse the change before his mental stats match the template, or he will be trapped in that form forever. His rook form, though large, is in no way super powered, which is why he gets more points for the drawback than he paid for the (basically useless) power.)

Ever since, he has defended the streets, rooftops, and alleyways of Portland, especially Chinatown, from criminals and supernatural evil…often reluctantly.
He isn’t actually altruistic by nature, but he does have a heart of gold, and can usually be counted on to do the right thing…eventually. He has, however, slipped up more than a few times, and spent quite a bit of time in rook form. Every time he turns back, he has more…leftover…corvid features. Like his talons, his eyes, the black feathers in his hair, his ability to leap and glide…

The Green Knight recruited him almost immmediately, by the way, having encountered him while on a mission. The last year has involved more training than actual crimefighting.

Caleb doesn’t have an actual job, outside the Paladins. The Green Knight pays his bills. Before the curse, he was going to be an Olympic gymnast…but as a metahuman, that’s impossible.

Caleb is 5’11” tall, about 165 lbs, and stronger than he looks. He has a lean martial artists build, black (feathered) hair and black (piercing and birdlike) eyes. His features are a mixture of Germanic (his father was third generation German American) and Mandarin Chinese. He generally hides his taloned hands in gloves, and oftens wears sunglasses, as his eyes are a little sensitive.

In the field, Rook wears a costume intended to emphasize his unnatural features.
A beaklike hood comes up over his head, while his face is further obscured by a full mask…black from the bridge of the nose up, pale grey from the nose down. The hood flares out into a ragged black cloak that is attached to the underside of his arms, aiding him in gliding. His torso, beneath the cloak, is covered by a blue-black tunic . His taloned hands are left bare, emphasized by tanned leather wrappings on his forearms. He wears skintight matte black spandex pants and simple split toed ‘tabi’ style boots.

Rook still doesn't know who his enemies are, nor the actual source of the original curse.
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