Injustice Games

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Horsenhero
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Injustice Games

Postby Horsenhero » Tue Jan 14, 2014 10:34 am

Okay, this is a little spot for those folks in my Injustice Gang and Young Injustice games to list their PC's. After the PC's are up, I'll work on putting up builds for the villains not in Heroes & Villains that appear in the game and are defeated by the protagonists, so you can bask in the glory of the defeated mooks. Additionally, the builds for other NPC's unique to the game will appear here.

Roll Call

Injustice Gang
Atomic Skull III
Boomer
Gloom
Lex Talionis
Putty
Sarvak
The Muscle


Young Injustice
Deep Freeze
King of Spades
Sekhmet
Talon
Undertow
Velocity
Warchild
Last edited by Horsenhero on Tue Feb 18, 2014 1:05 pm, edited 2 times in total.

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Bladewind
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Re: Injustice Games

Postby Bladewind » Tue Jan 14, 2014 11:16 am

Sekhmet (Young Injustice)

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PL9 / 138 PP


Abilities
Strength 9,
Stamina 4,
Agility 2,
Dexterity 1,
Fighting 4,
Intellect 0,
Awareness 4
Presence 3

Powers(32 points)
Stamina of Shu:
Shu's Advantages: Enhanced Advantages 2 [Defrnsive roll 2],
Protection 5,
Immunity (Life Support): Immunity 10,
Stamina: Enhanced Stamina 5,
Fortitude: Enhanced Fortitude 5
Swiftness of Heru: (24 points)
Flight 7 [Dynamic]
Alt: Quickness 6/ Speed 6: Quickness 6 [Linked to Speed at rank -1[/1]; Improved Initiative 2]
Alt: Unstoppable: Burrow 7 [Penetrating]
Heru's Advantages: Enhanced Advantages 3 [[i]Interpose, Takedown 2
], Enhanced Dodge 5
Strength of Amon: (30 points)
Enhanced Strength 9
Alt: Thunderclap: Affliction 9 [Resisted by Fortitude, Overcome by Fortitude/ Dazed & Vulnerable, Defenseless & Stunned; Extra Condition, Burst Area; Limited Degree]
Super-Strength: Power-Lifting 2,
Unarmed Prowess:
Enhanced Advantages 3 [Close Attack 3],
Fighting Prowess: Enhanced Fighting 3
Wisdom of Zehuti: (21 points)
Enhanced Awareness 3, Zehuti's Advantages: Enhanced Advantages 5 [Assessment, Eidetic Memory, Jack-of-all-Trades, Second Chance (being lied to), Skill Mastery (Insight)],
Gift of Tongues: Comprehend 3,
Divine Presence: Enhanced Presence 2
Courage of Mehen: (5 points)
Enhanced Will 5

Equipment

Enhanced Advantages
Assessment,
Second Chance [Being Lied to],
Eidetic Memory
Jack-of-all-Trades,
Skill Mastery [Insight],
Close Attack 3,
Improved Initiative 2,
Interpose,
Takedown 2,

Advantages
All-Out Attack,
Defensive Roll 2,
Power Attack,
Fast Grab

Skills
Acrobatics 3 (+5),
Athletics (+9),
Close Combat: Unarmed 2 (+9),
Close Combat: (Jack-of-All-Trades) (+7),
Deception (+3),
Expertise: Mythology 1 (+1),
Expertise: (Jack-of-All-Trades) (+0)
Insight 5 (+9),
Intimidation (+3),
Investigation (+0),
Perception 1 (+5),
Persuasion (+3),
Ranged Combat: Throwing 6 (+7),
Ranged Combat: (Jack-of-All-Trades) (+1),
Sleight of Hand (+1),
Stealth (+2),
Technology (+0),
Treatment (+0),
Vehicles (+1)

Offense
Initiative +10
Unarmed +9, Damage 9
Throwing +7, Damage 9

Defense
Dodge 7,
Parry 6
Toughness 11 (Def Roll 2),
Fortitude 9,
Will 9

Power Points
Abilities 10 + Powers 112 + Advantages 5 + Skills 9 + Defenses 2 = Total 138

Complications
"Like Father/ Like Daughter - Sekhmet has displayed temper issues
Disability - Thea's mortal form is wheelchair bound
Power Loss - She loses her powers and reverts to her mortal form when she speaks the name Black Adam
Power Loss - When failing a Toughness check versus a Lightning Bolt or electrical attack of DC 25 or more
Legacy - She wears the colors and bears more than a passing resemblence to the Black Marvel Family"

Design Notes
:arrow: Lack of travel to the Rock of Eternity is intentional
:arrow: All of her advantages should technically be in the enhanced category, and for the sake of game play are. It's a spreadsheet issue (it's getting clunky by putting them in the powers).
:arrow: Sekhmet is not dependant on any of the other Marvels (Black or otherwise) for her powers.
:arrow: With Horsenhero's approval, I've banked that last PP.
:arrow: Spent the Last Power Point and the two earned points on increasing her Insight Score and giving her two more Advantages as gifts from Zehuti (Skill Mastery and Second Chance)

Background

Theodora Adam is Black Adam's daughter. More accurately, she is Theo Adam's daughter.

Just a few short months ago in our time, Mary Batson and her friend Theadora Adam, were accompanying Mary's parents on an archaeological dig in the modern day Khandaq where they had discovered the tomb of Shazam. Although forbidden from entering the site itself, Mary and Thea nonetheless followed the Batsons into the site where they were preparing to enter the seemingly unperturbed inner chamber. Compelled by some unknown force, Mary's father put his hand to a strange stylized lightning symbol, a glyph unknown in all of the Egyptian writings discovered until that point.

Lightning flashed from somewhere - a huge static electric charge was Mr Batson's immediate thought - and the ceiling began to cave in. The Batsons were caught and immediately crushed, Thea instictively pushed Mary, saving her friend but was gravely injured in the process.

Recovering months later, Mary would visit Thea daily in the hospital. Mary's brother Billy had since become Captain Marvel as Mary became Mary Marvel soon after. With all her power, Mary felt immense guilt over Thea's condition. Later, when Billy fought Black Adam the resemblence to Thea's father was evident but as the Black Adam persona become more prominent, the former champion saw his daughter more as an innocent bystander and outwardly ignored the family connnection.

Or so it seemed. Someone was paying Thea's bills and ensuring her therapy and comfort...

Finally, a package came to Mary, her parent's personal effects. She was showing pictures of the site in Khandaq to Thea, discoveries made by her late parents before the collapse of the tomb. One picture held Thea's attention, and she held Mary's hand with a strength not shown since before the accident... broken vocal chords fought to say three syllables as Mary looked on in amazement.

Speaking the name Black Adam, Thea was transformed. Broken flesh was healed, damaged nerves restored, and memory of a past life as a champion of good corrupted by tragedy stood tall. Garbed in black, the lightning-glyph proudly displayed on her torso, Thea was reborn as Sekhmet...

Although, with the help of the Wisdom of Zehuti, Thea knows Billy's and Mary's secret, it's one that she wisely chooses to keep to herself... for now she has not sought out her father or the rest of the so-called "Black Marvel Family" as she prefers to make her own name... But the confrontation is inevitable... and although her form as Sekhmet adds several years to her appearance, she is still Theo Adam's daughter and only time will tell what effect her abilities will have on her father...
Last edited by Bladewind on Wed Jan 15, 2014 5:23 pm, edited 1 time in total.

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Coyotzin
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Re: Injustice Games

Postby Coyotzin » Tue Jan 14, 2014 11:19 am

The Muscle (Injustice Gang) - PL 9
Image
Art by Jake Wyatt (http://jakewyattriot.tumblr.com/)

Abilities - 24pp
Strength 2, Stamina 2, Agility 1, Dexterity 0, Fighting 4, Intellect 10/2, Awareness 1, Presence 0

Advantages
Accurate Attack, Eidetic Memory, Equipment 5, Fast Grab, Great Endurance, Improved Hold, Improved Smash, Improvised Weapon, Interpose, Inventor, Languages 2, Second Chance: Mind Control, Skill Mastery: Technology, Speed of Thought, Tech-savvy*, Throwing Mastery
*Custom: Roll Technology to recognize identity and operation of encountered technology; like Well-Informed.

Skills
Athletics 2 (+4), Close Combat: Unarmed 4 (+8), Expertise: Physics 6 (+16), Investigation 3 (+13), Perception 10 (+11), Ranged Combat: Throw 6 (+6), Sleight of Hand 6 (+6), Technology 9 (+19), Treatment 2 (+12), Vehicles 6 (+6)

Powers
Garage Key: Burst Area Movement 1 (Easily Removable, Dimensional: The Garage 1: one dimension, 50 lbs.; Affects Others, Burst Area: 30 feet radius sphere, Precise)

Mechamorphic Field (Activation: Free Action; container for Forced Interface, Psionic Cognitive Matrix array) - 53 pp
. . Forced Interface: Mental Communication 1 (Linked; Affects Objects Only, Rapid 5; Increased Action: move) + Comprehend 2 (Linked; Machines / Electronics; Activation: move action, Limited: to touch) + Enhanced Trait 16 (Traits: Strength +7 (+9), Advantages: Improved Hold; Limited: Grabbing does not impose Hindered/Immobile or Vulnerable/Defenseless on target, Limited: to holding onto machines) -15 pp
. . Psionic Cognitive Matrix (psychic array, base 33 pp) - 37 pp
. . . . Psionic Synapses: Enhanced Trait 22 (Linked; Traits: Intellect +8 (+10), Will +3 (+11), Advantages: Second Chance: Mind Control, Skill Mastery, Speed of Thought) + Quickness 2 (Linked; Perform routine tasks in -2 time ranks; Limited to One Type: Mental) + Senses 10 (Linked; Detect Technology (Ranged, Acute, Analytical, Extended, Penetrates Concealment), Awareness: Technological) - 33 pp
. . . . Be the Controls: Enhanced Trait 26 (Traits: Intellect +8 (+10), Vehicles +13 (+19), Perception +5 (+16), Advantages: Skill Mastery: Vehicles) + Cumulative Mind Reading 12 (DC 22; Accurate: +2, Affects Objects Only, Cumulative, Sensory Link; Limited by Language, Limited to Sensory Link, Reduced Range 2: close) - 1 pp
. . . . Override Operations: Concentration Cumulative Affliction 12 (Linked; Entranced, Compelled, Controlled, Resisted by Will DC 22; Accurate: +2, Affects Objects Only, Concentration, Cumulative, Insidious; Grab-based) + Cumulative Mind Reading 12 (Linked; DC 22; Accurate: +2, Affects Objects Only, Cumulative, Sensory Link; Grab-based, Limited by Language, Reduced Range 2: close) - 1 pp
. . . . Reprogram and Repurpose: Concentration Cumulative Affliction 12 (Linked; Impaired, Disabled, Transformed, Resisted by Will DC 22; Accurate: +2, Affects Objects Only, Concentration, Cumulative, Insidious, Precise; Grab-based, Quirk: Transformed traits must be supported by target's structure) + Cumulative Mind Reading 12 (Linked; DC 22; Accurate: +2, Affects Objects Only, Cumulative, Sensory Link; Grab-based, Limited by Language, Reduced Range 2: close) - 1 pp
. . . . Restore Operations: Enhanced Trait 17 (Traits: Intellect +8 (+18), Advantages: Skill Mastery: Technology) + Healing 7 (Affects Objects Only, Persistent, Restorative, Feature: Recharges small battery power; Distracting) - 1 pp

. . Psionic Mech Construct (Alternate of Psionic Cognitive Matrix; Activation: Standard Action)
. . . . Diluted Sense: Senses 5 (Acute, Analytical, Ranged Detect Technology; Awareness: Technological)
. . . . Somatic Barrier: Immunity 6 (Disease, Environmental Condition 2: High Pressure and Radiation, Poison, Suffocation (All))
. . . . Propulsion: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Aquatic)
. . . . . . Burrowing 5 (Alternate; Speed: 2 miles/hour, 30 feet/round)
. . . . Psychogenic Chassis: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
. . . . Psychogenic Systems: Enhanced Trait 19 (Traits: Strength +4 (+10), Intellect +3 (+5), Dodge +2 (+6), Parry +2 (+6), Advantages: Improved Hold)
. . . . Solid-State Plating: Protection 6 (+6 Toughness)


Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, The Garage, The Gangway (shared), The Hideout (shared), Toolkit (Basic)

Offense
Initiative +10
Override/Reprogram: Concentration Cumulative Affliction 12 + Cumulative Mind Reading 12, +6 (DC Will 22/22)
Grab, +4 (DC Spec 12, DC 19 vs. machines being interfaced)
Throw, +6 (DC 25)
Unarmed, +8 (DC 17/DC 25 with Psionic Mech Construct)

Languages
English, French, Japanese

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 2, Will 10/8

Power Points
Abilities 24 + Powers 56 + Advantages 16 + Skills 27 (54 ranks) + Defenses 18 + Saved experience 1 = 142

The Garage - PL 9

Toughness 6, Size Medium

Features:
Computer, Dimensional Portal, Isolated, Sealed

Powers
Remote Sensing: Remote Sensing 9 (Affects: Visual Senses, Range: 2 miles)
Teleport: Teleport 9 (Carry 50 lbs.; Extended: 500 miles in 2 move actions, Dimensional (physical world), Portal; Check Required (Technology), Limited: to teleport out, Limited to Extended, Unreliable (5 uses))

Power Points
Abilities 1 + Powers 2 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7


The Gangway-63 pts (shared) + 11 pts contributed (in italics)
Size: Huge Str: 8 Speed: 8 (Flight) Def: 8 Tough: 9 Features: Alarm 3 (DC30), Navigation System, Remote Control, Swimming 6( 30mph), Immunity 10(Life Support), Ranged Damage 10, Feature 1(skywire, allows movement from Gangway to ground while airborne), Enhanced skill 12 (Investigate +6, Ranged Combat-Heavy Weapons +8), Solid Light Camouflage: Morph 2 (any aircraft, Activation (move) [Stealth Screen: Concealment 10 (Alternate; All senses; Activation (move), Passive)]

Once known as "The Bug", the craft belonging to the second Blue Beetle, after his murder by Maxwell Lord, it was acquired by the team and redesigned by The Muscle to serve as the team transport.


The Hideout- 31 pts (shared) + 2 pp contributed (in italics)
Size: Huge Tough: 16 Features: Combat Simulator, Communications, Computer, Concealed 3, Defense System, Dimensional Portal (The Garage), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel (robot drones), Power System, Security system 4 (DC35), Workshop.

Formerly a Cadmus facility abandoned and assumed destroyed after, Hank Henshaw (Cyborg Superman), Superman and Doomsday had a battle within it, it is now the hidden Metropolis HQ for the team.



Complications
Known Cipher: Claw made a big show of her departure; all members of the Brotherhood of Evil know who she is, as does Nick "The Chief" Caulder and the Doom Patrol, who see her as just another villain.
Psionic Brain Functions: Claw's brain is biologically dead and normal medical scans record no higher functions whatsoever. Her meta-powers created a psionic copy of her mind that basically performs the same functions, only based on psychic energy rather than biological synapses. Her presence registers to psychic senses, and if the her Psionic Cognitive Matrix or any of its alternates is nullified, she immediately falls into a coma.
Responsibility: Head of research: Claw has a job as head of a R&D taskforce team at GlobalGreen Corp that will develop her contribution to the world of medical prosthetics. Not only must she work with people now, she has management duties and she can't just crush interns who annoy her.
Summon Focus: In order to activate the Psionic Mech Construct, Claw must be able to access the Garage in order to summon the parts and structural template.

Real Name: Claudette "Claw" Blanchard
Age/Gender: 18/Female
Nationality/Ethnicity: American/French
Profession: Engineer in applied physics

Appearance
Often mocked as "Snow White", Claw is tremendously pale and with a hair of the deepest black, worn long and tied either in a ponytail or a variety of scarfs while working, or loose and lanky when relaxing. Her clothes are grungy and mostly Salvation Army or thrift-store in origin. Under the right conditions of lighting and angle, a subtle ring of glowing violet light can be seen inside her irises, emitted by her psionic brain analog. When manifested, her Psionic Mech Construct is a shimmering violet shape forming a giant, clunky battle suit with some stylized touched, with some actual metal parts floating inside.

Personality
She wears a sullen, snarky and terse facade on top of a driven, caring and even hopeful personality. She's hardworking and not afraid to skirt the edges of the law to help her mother survive from day to day. She has a passion to fix things, which manifests in her talent for mechanics but extend to her outlook in life. Part of her She bears a strong resentment against supervillains, even more so the mad scientist types, who build only tools for destruction and squander tons of money that she sorely needs. She has a special spot of hate for The Brain and his Brotherhood of Evil. With the final death of her biological brain, she's free from constant and crippling migraines, which has improved her disposition.

Powers & Abilities
Claw is a gifted mechanic and engineer, as well as a scrappy fighter. Infected with a condition that slowly correded her brain, Claw's metagene triggered to create a psionic backup copy of her mind that now runs her body in lieu of her biological gray matter, now useless. Thanks to her affinity to machines and technology, her "psionic cognitive matrix" can expand and treat machines as part of her own body, which means she can assume control, delve into their records and tap their sensors, if any. She disassembled the The Muscle Suit she stole from The Brain in order to assemble its parts psionically around her, giving her tremendous strength and resilience, as well as the ability to fly, travel underwater and even underground, although a lot of her mental capacity dilutes while manifested as a physical psionic machine. She also has a small device that allows her to shift herself and nearby allies into a small private dimension she calls The Garage (because that's what it is), as well as accessing The Muscle's parts.

Background
Claudette's family hails from France via Canada before they moved to Detroit. They were always dirt-poor, which is the reason they kept moving around, following her father's many jobs, until a factory accident cost him his life when she was 8 years old. Since then, her mother struggled hard to keep their little family afloat, and during high-school Claudette worked several part-time jobs to help out, one of them was at a video rental store, where she was exposed to Japanese animation and its wonderful, marvelous giant robots. She applied herself and learned Japanese in order to understand the websites with all the specs and instructions for custom robotics kits.

Always a bright student, Claudette won a scholarship to study a year in Europe. Out of curiosity she chose France, because she wanted to discover her family's roots. In preparation she dug around her family tree and hit a particular blind spot that her mother was unable to clear up. Once in France, Claudette (by now called "Claw" due to an unfortunate incident with a clamp and a workshop teacher chiding her for being a girl), followed the leads she already had and found her way into a burned down mansion. Much to her surprise, she came face to face with a gorilla wearing a beret, who promptly shocked her by asking her what she was doing there.

She stammered about her search for her family roots and, intrigued, Monsieur Mallah took her to meet his master, The Brain. They performed DNA testing and ascertained that Claw was related to the man who The Brain had once been, and more tests discovered her potential for genius. The Brain was pleased, and altered her records so that she could complete her exchange student year with him as her teacher. The tests allowed The Brain to identify her metagene and performed an experiment on her without her knowledge. The metagene activated well-enough, but the experiment also infected her with a disease that was killing her brain cells. Only her triggered meta powers kept the disease at bay in a state of equilibrium, so The Brain filed the experiment as failed and thought nothing more of it.

It was a very strange year, where Claw was exposed to the rest of the Brotherhood of Evil and the assorted associates The Brain kept. She was enthusiastic about being allowed to work on hyper-advanced machines, especially technology she believed to be destined to create advanced prosthetic limbs. She even considered going the super-villain route herself, seeing it as a grand adventure where she could enjoy all the luxuries she had lacked in life.

That is, until the Doom Patrol stormed The Brain's current headquarters. She tried to do her part in defending her Uncle (or whatever... The Brain never disclosed the actual degree of parentage), and suddenly she found herself alone, holding a death ray rifle and facing the oddball heroes, and with the hangar doors slamming shut behind her as The Brain used her as a decoy to make his own escape. Rather than try and fight with her non-existent combat skills, Claw overloaded the rifle's batteries and tossed it at the Doom Patrol, overriding the blast door's controls in the confusion and making her way into a secret hangar. She found a giant robot and recognized the memory metal muscle technology she had been working on in its mighty limbs. The weapons package was not installed yet, but it was obvious that it was a weapon for war. Incensed at her Uncle's abandonment and betrayal, she climbed on the robot and blasted her way towards freedom, and back home.

Eventually she discovered the extra-dimensional garage that The Brain had attached to the robot as an additional smuggling measure, and jury-rigged it so that only she could access it. Still, the situation back home was the same, and Claw never told her mother what she had experienced the year before. She remembered well all the things her family could have enjoyed had their rich and insane relative not be an insane super-criminal, and also blamed the Doom Patrol's Chief Caulder for triggering the rise of The Brain from the anonymous scientist he used to be.

Claw and her mother moved to Metropolis after her graduation, chasing after another job that barely paid the bills. Claw decided not to attend college to get a full-time job as a mechanic to help her mother, and to help her with the supply of parts she needed to keep the power suit in operation. In mockery of The Brain, she calls herself The Muscle when piloting the robot and fighting crime to spite other insane squanderers.

After her first adventure as part of the Injustice Gang, The Brain's experiment finally took its toll and put Claw in a coma, but then her psionic backup mind took over and now she enjoys the full extent of her genius intellect.
Last edited by Coyotzin on Thu Feb 20, 2014 12:39 pm, edited 1 time in total.

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Undertow (Young Injustice)

Postby Tattooedman » Tue Jan 14, 2014 11:48 am

Image
Undertow:
PL:
9
Strength 8
Stamina 9
Agility 4
Dexterity 3
Fighting 6
Intellect 0
Awareness 1
Presence 0

Skills: Acrobatics 2 (+6), Athletics 2 (+10), Expertise [Magic] 8 (+8.), Insight 6 (+7), Perception 6 (+7), Stealth 4 (+8.)

Advantages: Accurate Attack, Close Attack 2, Improved Initiative, Language [Base: Atlantean; English], Ranged Attack, Ritualist

Powers: Aquatic Physiology:
Communication 1 [mental (close range - 100 ft)]
Immunity 3 [Environmental Cold, Suffocation (Drowning), Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 2 [Darkvision]
Swimming 6

Mystic Energy Array:
Concentrated Beam: Ranged Damage 13
-Force Beam: Move Object 13 (Flaw: Limited [Away Only])
-Rapid Fire Blast: Ranged Damage 8 (Extra: Multiattack)
-Wide Angle Blast: Damage 8 (Extra: Area [Cone] 2)

Offense: Initiative +8
Melee Attack +8
Ranged Attack +4

Defense: Dodge +8
Parry +8
Toughness +9
Fortitude +9
Will +7


Costs: Abilities 62+ Skills 12+ Advantages 7+ Powers 46+ Defenses 12= 139 pts.


Real Name: Marius
Height: 5'8"
Weight: 120 lbs
Hair: Black
Eye Color: Green


Complications:
Burning Bright: Undertow inherited the power that the Ocean Master got when he made a deal with the demon Neron but that energy can build up inside Undertow, causing him great pain unless he periodically releases some of it.

Sins Of The Father: Undertow’s dad is the Ocean Master, in some circles that means he’s the son of a joke villain while in others it means he’s the son of a ruthless madman. Neither is a good legacy to be attached to.

Temper: Between the way his own people treated him growing up and containing the constantly burning mystic energies inside his body have left Undertow on the edge of lashing out at others in anger with little provocation.


Background: When the Ocean Master conquered the Dreaming City, one of several “lost” Atlantean cities, he took many rites of conquest; including having his way with the daughters of different members of the ruling council of the Dreaming City with Marius being the product of one of those many trysts.

Marius’ birth was odd as he was conceived and born within a six month period of time but he showed none of the usual signs of a child born premature, in fact he seemed to be the picture of health. Eventually after almost a year of being ruled by the Ocean Master, the Dreaming City was freed by Aquaman and his allies who had come seeking to reunite the “Lost Cities of Atlantis” to combat an alien threat but nothing was said of Marius to the heroes and the boy was raised by his mother and her family.

Things wouldn’t go smoothly as many of the cities’ people knew of Marius’ connection to the Ocean Master and treated him with scorn and contempt due to his connection to their former conqueror in addition to his unique lifespan; which had him aging faster than normal and by the age of three Marius had physically aged into a child of around ten (fortunately his mind seemed to be maturing just as fast). Eventually city mystics contributed his rapid aging to be related somehow to the growing energies his body was starting to produce, which in fact were very similar to the energies his father manipulated (and had been expanded upon by the demon Neron in exchange for the Ocean Master’s soul) and they announced that they would teach Marius how to control that energy.

Not only was this for his own well being, but they mystics sought to teach Marius several lessons of morality that they feared he would need to temper the influence of the power he’d inherited from his corrupt father. What they ended up doing was turning Marius into an angry young man with a frighteningly large amount of power that bucked authority, so much so that eventually Marius was cast out of his home out of a fear he would follow his father’s path and eventually conquer the city and he soon came to the surface world with a purpose. Say what you want about Atlanteans, but they are a proud people and Marius is no different in that regard and so he now works to prove he is not his father’s son and instead of causing destruction and pain he would stop those who followed his father’s path thus proving he isn’t the monster his people thought he was.
Last edited by Tattooedman on Tue Mar 04, 2014 4:18 pm, edited 1 time in total.
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Re: Injustice Games

Postby Heritage367 » Tue Jan 14, 2014 1:19 pm

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Name: Deep Freeze
Birth name: Anna Fries
Occupation: Engineer/Adventurer
Base of Operations: Coast City, CA
Affiliation: Young Injustice
Age: 23
Height: 5’2”
Weight: 113 lbs.
Eyes: Pale blue
Hair: White-blonde
Power Level: 9

ABILITIES
Strength 0
Stamina 0
Agility 0
Dexterity 2
Fighting 0
Intellect 5
Awareness 2
Presence 0

POWERS
'Snowsuit' (Removable Device, -8 pp, 33 pp total)
• Protection 10 (Impervious 9) – 19 pp
• Radio Communication 2 - 8 pp
• Immunity 10 (Life support) - 10 pp
• Senses 4 (Direction Sense, Infravison, Low-light Vision, Time Sense) - 4 pp

Cryokinesis (Array, 31 pp total)
• Continuous Precise Create 9 – 28 pp
AP: Penetrating Precise Ranged Damage 9 - 1 pp
AP: Selective Environment 4 (Cold 2, Impede Movement 2, Visibility 2) - 1 pp
AP: Ranged Cumulative Affliction 9, Extra Condition, Resisted by Dodge, Limited
Degree (Hindered and Vulnerable, Defenseless and Immobilized) - 1 pp

Altered Physiology
• Immunity 1 (Cold) - 1 pp

EQUIPMENT
Laptop computer– 1 ep
Smartphone (camera, Internet) – 3 ep
Tool kit - 1 ep

ADVANTAGES
Attractive
Eidetic Memory
Equipment 1
Improvised Tools
Inventor
Skill Mastery (Technology)

SKILLS
Deception 0 (+0/+2)
Expertise: Cooking 1 (+6)
Expertise: Eidetic Memory 0 (+5)
Expertise: Engineering 10 (+15)
Expertise: Science 5 (+10)
Insight 3 (+5)
Investigation 1 (+6)
Perception 3 (+5)
Persuasion 0 (+0/+2)
Ranged Combat (Cryokinesis) 7 (+9)
Technology 14 (+19)

OFFENSE
Initiative +0
Ice Blast +9 (Multi-Attack Penetrating Ranged Damage 9)
Ice Prison +9 (Ranged Cumulative Affliction 9)

DEFENSE
Dodge 6
Parry 6
Fortitude 6
Toughness 10/0
Will 8

APPEARANCE
Anna is an attractive young woman with a number of unusual physical attributes; her skin is extremely pale and noticeably cool to the touch, her blonde hair is so light that it's practically translucent, and she's typically surrounded by an aura of cold, at least when she's outside her 'snowsuit'. Normally she dresses in dark colors and shades, such as black, charcoal gray, eggplant and deep maroon or burgundy. She's very self-conscious about her pale skin, so she tries to cover it up with jeans, long-sleeved shirts and sweaters; she has to be very comfortable with a person to wear a T-shirt, halter top or dress in front of them.

Her 'snowsuit' is an armored protective garment of her own design, one of the first things she worked on a GlobalGreen Corp; the basic elements have been made available to the public for a wide variety of industrial and scientific applications, but Anna's suit is lighter, more durable and built from the ground up to work with her cryokinetic powers. The full head helmet is constructed so that it can automatically fold up into a storage area area between the shoulder blades.

PERSONALITY
Prior to her transformation, Anna was a fairly normal young woman, if a bit guarded; nowadays, the walls are definitely up. She doesn't make friends easily, but is fiercely devoted to them once the bond is created. Her sense of humor is fairly dark and sarcastic, but rarely cruel; she remembers what it was like to be ostracized by her peers. She enjoys reading (mostly books on scientific subjects), watching movies and a spirited game of ping-pong.

BACKGROUND
With her mother dead and her father a criminal, the courts awarded custody of young Anna Fries to her mom's sister; Philip and Claire Fontaine had no children of their own and raised her well, but she had a tough go of it at school, due to other kids giving her grief over her dad's crimes. The Fontaines suggested she should take their name, but Anna stubbornly refused; Victor Fries was her father, and she could take care of herself.

Anna threw herself into her studies and after graduating from Gotham Prep, she got into Gotham University on a full academic scholarship, majoring in electrical engineering and computer design. She was part of the team assigned to maintaining GU's supercomputer, the cores of which are super-cooled with liquid nitrogen.

One night, her criminal father dragged himself into the computer lab, badly injured by a fight with Batman; though they'd been estranged for years, she took pity on him and helped repair his damaged suit. But it was a temporary fix only, and he needed to get back to his super-cooled lair; she was deeply conflicted about this, but her father appealed to her sympathy, apologizing for never being there for her when she was young. She reluctantly agreed, sneaking him into a campus maintenance van and driving him to his remote lab.

Her father started doing much better once he was in a chilled environment; Anna was amazed to see some of the technology he'd been working on, and they began to exchange eager shop talk. For a little while, she was able to forget the many horrible things he'd done over the years, and they actually connected for the first time as father and daughter. She was, however, horrified to come upon the special coffin he kept the remains of Nora frozen in; seeing her mother, beautifully preserved in sub-zero cold, was extremely traumatic. Victor sadly extolled the many virtues of her departed mother, stating he could never be without her.

Just then, a special police unit surrounded the lab and demanded that Freeze and his 'accomplice' come out; Anna was about to turn herself in, but Victor forbade her and grabbed her with his powerful suit. The police began to fire gas rounds into the lab, one of which struck a critical component of the cooling equipment, which led to a rupture. The lab was soon full of a weird mix of ice and fire! Anna became pinned under a piece of wreckage, and called out to her father for help, but given the choice of saving his living daughter and his frozen wife, with heavy heart he chose the latter. Anna cursed his name as she passed out, her father's experimental coolant seeping over her unconscious form...

She awoke in Gotham Memorial Hospital, in a room with the thermostat set as low as possible; the doctors explained that contact with her father's unusual coolant, which had been absorbed into her skin, had fundamentally changed her physiology. Her core body temperature now hovered around 50 degrees Fahrenheit, and she had only returned to consciousness once they cooled the room enough for her body to function properly. During her physical therapy, she began to discover that her father's 'curse' also granted her amazing control over ice and cold.

The young metahuman finished her graduate studies at GU with some difficulty, now more a pariah than ever; with a master's degree in computer and electrical engineering in her hand, she tried to enter the job market with little success. Finally a mysterious email from GlobalGreen Corp brought her face-to-face with Andre Luthor, her new employer.

COMPLICATIONS
Motivation: Acceptance. Anna can't change who she is, or the fact that her dad is a psychotic criminal jackass, but she can prove to the world that she is NOT her father, is NOT going to 'turn evil' and IS capable of making the world a better place. She also wouldn't mind sticking it to her dad every now and then...

Relationships: Adoptive Family. Anna loves her aunt and uncle, and frequently worries about their well-being. Since her transformation, the Fontaines have gone into hiding under a new name, but a clever criminal could probably still track then down.

Reputation: Daughter of Mr. Freeze. Despite her many heroic and scientific endeavors, many people only see her father when they look at Anna.

Weakness: Heat. Any temperature about 50 degrees F (10 degrees C) begins to make Anna physically ill, and she is more susceptible to heat-based attacks.

The Big Chill: Her altered physiology doesn't make close personal relationships impossible, but it does make them much more challenging.

"I'll have the salad.": Anna can no longer consume hot food or beverages; she does, however, get very creative with salads, sandwiches and cold soups, and eats lots and lots of leftovers.

POWER POINTS
Abilities 18 + Powers 65 + Advantages 6 + Skills 22 + Defenses 24 = 135 Total
Last edited by Heritage367 on Tue Jan 21, 2014 2:39 pm, edited 11 times in total.

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Walking Dad
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Re: Injustice Games

Postby Walking Dad » Tue Jan 14, 2014 2:07 pm

Velocity Young Injustice

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PL 9 (135)
STRENGTH 2 STAMINA 2 AGILITY 4
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 4 PRESENCE 0

POWERS
Speedforce Tricks:
Mach 5 Punch: Damage 8, Strength-based, Inaccurate 1 • 7 points.
• Multi-Punch: Damage 0, Multi-Attack 2, Accurate 3 • 1 point.
• Channeling to heal: Regeneration 5 • 1 point.
• Room Sweep: Damage 1, Strength-based, Burst Area and Selective on 3 Damage • 1 point.
• Reduce Speed: Affliction 7 (Perception Range, limited degree 2, Instant Recovery, resisted by will, extra condition, hindered & dazed) • 1 point.
• Bend light and sound: Concealment 5 (all visual, normal hearing; blending) • 1 point.

45
Fast Defense: Enhanced Dodge 7, Enhanced Parry 7 • 14 points.
Force Field: Protection 5, sustained • 5 points.
Super-Speed (22 point container):
Enhanced Traits (Improved Initiative 3) • 3 points.
Speed 15 (64,000 MPH), dynamic • 16 points.
• Quickness 15, dynamic • 2 points.
Run On Water: Movement 1 (Water Walking), Limited to While Moving • 1 point.
Run Up Walls: Movement 2 (Wall-crawling 2), Limited to While Moving • 2 points.
Run Through Walls: Movement 2 (Penetration 2), Limited to While Moving • 2 points.

ADVANTAGES
Acrobatic Feint, Evasion 2, Improved Initiative 3, Instant Up, Luck 1, Move-by Action, Power Attack, Set Up, Takedown 2, Uncanny Dodge (Vision)

SKILLS
Acrobatics 4 (+8), Close Combat: Unarmed 6 (+10), Deception 6 (+6), Expertise: (Speed Force) 6 (+6), Insight 8 (+9), Perception 8 (+9), Technology 6 (+6)

OFFENSE
INITIATIVE +16
Mach 5 Punch: +8, Close, Damage 10
Multi-Punch: +16, close, Damage 2, multiattack
Room Sweep: Selective Burst, Close, Damage 3, Parry DC 13
Reduce Speed: -, Perception, Affliction 7, Will DC 22

DEFENSE
DODGE 11 FORTITUDE 9
PARRY 11 TOUGHNESS 7 (2 without Force Field)
WILL 9

CHARACTER POINT TOTALS: ABILITIES 36 • POWERS 59 • ADVANTAGES 11 • SKILLS 22 • DEFENSES 10 = 137

Complications:
Motivation: Thrill-Seeker
Reputation: Son of supervillains, wearing a supervillain costume.

Name: Michael Alexander (born: Alexandrova)
Family: Christina Alexandrova (mother, deceased), Savitar (father (?), deceased)

He is a cypher, one of the best hidden secrets in the speedster history, the son of Christina Alexandrova aka Lady Flash aka Lady Savitar. Just conceived before his supposed father got trapped in the speedforce, his long anticipated union with his father ended in a tragedy, as the machinations of Professor Zoom caused the death of his returned father and his mother.
He went into hiding, honing his inborn abilities and studying texts his father left him to uncover his birthright secrets about manipulating the speedforce. Still in training, he snatched the Inertia costume, but took a new name: Velocity, as in "terminal velocity".
Last edited by Walking Dad on Thu Jan 23, 2014 3:56 pm, edited 1 time in total.
English isn't my native language. Have patience, please.

WD's PbP characters (3e)
Martian Manhunter builds

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Re: Injustice Games

Postby EnigmaticOne » Tue Jan 14, 2014 2:29 pm

Lex Talionis / Andre Luthor

Image
(The one on the left is the desired image)

PL: 9 (140 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 0, INTELLECT 10, AWARENESS 5, PRESENCE 2

SKILLS: Deception 7 (+9), Expertise [Business] 6 (+16), Expertise [Science] 6 (+16), Insight 8 (+13), Investigation 6 (+16), Perception 8 (+13), Persuasion 7 (+9), Technology 6 (+16), Vehicles 6 (+8)

ADVANTAGES: Benefit (5) (Wealth 5 [Billionaire]), Connected, Contacts, Eidetic Memory, Inventor, Languages (4) (Spanish, Japanese, French, Mandarin, Kryptonian, German, Arabic, Latin, Base: English), Power Attack, Skill Mastery (3) (Expertise [Business], Expertise [Science], Technology), Well-Informed

POWERS:
Talionis Suit (Removable -8 points)
Energy Blasters: Ranged Damage 10 (Accurate 3, Variable Descriptor 2: Energy)
- Alt: Servo-Muscle Motor System: Enhanced Strength 10; Enhanced Skills (Close Combat: Unarmed +8)
Acceleration Jets: Flight 3
Armor: Protection 9

OFFENSE:
Initiative +2
Close Attack +0
Unarmed +0/+8 [Toughness DC 15/25]
Ranged Attack +2
Energy Blaster +8, [Toughness DC 25]

DEFENSES:
Dodge +7 [DC 17] Parry +7 [DC 17]
Toughness +11, Fortitude +8, Will +10

COMPLICATIONS:
Arrogance: Andre still has a bit of a swelled head at times, arguably running in the Luthor blood.
Motivation - Payback: Andre wants to make his father Lex pay the price for the lack of parenting and neglect.
Relationships: 'Legs' Luthor and Irv are probably the closest thing to family Andre has ever had.
Responsibility: The CEO in fact, if not in name of GlobalGreen Corp, so Andre spends a fair amount of time running his mega-corp business.
Reputation: The Luthor name carries a clear weight in some places and stigma in others. Though Lex's influence has ensured it is not widely known he has a son.
Secret Identity: Andre Luthor

Money never is a substitute for loving parents. Bruce Wayne found that out at age 10, but Andre Luthor has known that his whole life. His father, the infamous mogul of Metropolis, had an affair, and upon learning the mother was pregnant, gave her a substantial incentive to say nothing and give the baby over to him and him alone.

Of course, being his heir didn't mean Lex bothered to give real time to his son, and Andre Luthor grew up starved for parental attention and love. Worse, due to Lex's obsession with Superman and blind avarice, Andre didn't really even reap the benefits of wealth, expected to earn much of what he had. And Andre, dangerously intelligent like his father, did so.

Since age twelve, through ex-LexCorp employees as figureheads for legal purposes, Andre took over an agribusiness and turned it into the fair-trade supporting GlobalGreen Corp, in the industries of clean energy, green cars and household goods as well. The environmental bent served as good publicity as well as for practical reasons of economics.

Of course, he still didn't have his father's attention, wasted on a so-called crusade against Superman and the JLA. Without friends in his isolated world, the closest thing he ever had to a family was 'Legs' Luthor and Irv, and perhaps some of the drinking other villain children in Darkside.

Whoever it was though that suggested the Injustice Gang? That was a golden idea. Fashioning himself Lex Talonis, after the eye for an eye principle (and to poke at his father) Andre went to work gadgetry and planning on providing resources for the Injustice Gang (though an HQ is still in progress).

:arrow: Update One: Spent the 2 pp awarded (adding Power Attack and 1 rank each to Persuasion and Deception)
:arrow: Update Two: Spent the 2 pp awarded (adding 1 rank each to Expertise: Business, Expertise: Science, Technology & Investigation)
:arrow: Update Three: Spent bonus 1 pp on Servo-Motor AP
Impeach the peach!

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EPIC
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Re: Injustice Games

Postby EPIC » Tue Jan 14, 2014 3:27 pm

Warchild
Image
"You bring the bodies, I'll bring the violence."
"There's no problem I can't solve by blasting the everloving $#!+ out of it."


Name: Lisandra Drakos
Alias: Warchild
Gender: Female
Age: 19
Height: 5'9"
Weight: 143lbs
Eyes: Blue
Hair: Black
Skin: Caucasian
Power Level: 9
Power Points: 137 +5 unused
Hero Points: 1
[32]ABI [20]DEF [18]SKI [6]ADV [61]POW

[32]Abilities
Strength: 1
Stamina: 2
Agility: 4
Dexterity: 2
Fighting: 3
Intellect: 0
Awareness: 2
Presence: 2


[*]Combat[*]
Initiative: +4
Unarmed: +3 DC16 Tgh (Bluedgeon)
Force Manip: +8 DC25 Tgh (Energy, Concussive)
Bullet Hell: +10 DC23 Tgh (Energy, Concussive)


[20]Defenses
Toughness: +11(2+9)
Dodge: + 7(4+3)
Parry: + 6(3+3)
Fortitude: + 9(2+7)
Will: + 9(2+7)


[18]Skills(36sp)
Acrobatics 5(+9), Athletics 8(+9), Insight 6(+8), Intimidate 8(+10), R.C: Energy Control 6(+8), Perception 3(+5)


[6]Advantages
Agile Feint, All-Out Attack, Attractive, Extraordinary Effort, Great Endurance, Power Attack


[61]Powers
[32] Force Manipulate: Damaging Move Object 10, Precise, Variable Descriptor
*[ 1](32) Bullet Hell: Ranged Damage 8, Accurate, Homing 2, Indirect 4, Multiattack, Ricochet
*[ 1](32) Energy Construct: Continuous Create 7, Increased Mass 3(25 tons), Movable, Stationary, Tether
*[ 1](32) Dimension Tunnel: Enhance Teleport 0, (Adds the following extras/flaws to Teleport 7; Affects Others Also, Area:Burst, Easy, Extended(120 miles), Increased Mass 4(200 tons total), Selective, Limited to Extended)

[23] Force Field: Protection 9, Sustained Linked to Flight 7 (250mph)
*[ 1](23) Dimension Slide: Teleport 7 (1/2 mile), Increased Mass 9(13 tons)

[ 2] Absorb: Immunity 2 (Dimensional Descriptor), Sustained


Complications:
Motivation: While she'll claim she just likes to fight, Lisa is in truth preparing to oppose her father, Ares, to prevent him from setting in motion events that will end all life on Earth. That would be a bad thing for everyone involved.

Scrapper: And while her true motivation isn't fighting, Lisa does love a fight and cannot turn down a personal challenge to fight as a point of pride. She does not however, hold any antiquated notion of fair play and will take every advantage she can, fully expecting the same of her opponent.

Powerloss: While Lisandra's energies are drawn forth from extradimensional space, opening the way for them and manipulating them requires personal reserves of energy. Lisandra absorbs ambient energies through her skin naturally that recharges her, but particularly intense battles or expenditures of energy can find her feeling drained to the point of being unable to use her powers until she can recharge a bit.


Background:
Lisandra Kaya was born to a mortal woman, a former priestess of Althena who was seduced by a mysterious stranger for a brief affair. This man turned out to be none other than Ares in disguise in a petty scheme to slight his sister Althena. Learning of this, Althena influenced the child, to prevent her from taking on the monsterous appearance of Ares' other children, and to gift her with wisdom, feeling no child should be punished for simply having Ares as a sire.

Unfortunately, Ares came to learn that this daughter would hold vast potential. For what exactly remained to be seen, but he felt he could mold her into a weapon, despite being a mere demi-goddess half mortal. Lisa grew up with the emnity of her siblings, the other children of Ares, jealous of her appearance, though she eventually earned a begrudging respect for her raw power that was years from peaking at her prime. Despite her brutal training, life was not all that bad, after all, she loved a good fight.

During a brief, rebellious escape from her father's training, Lisa found herself in Delphi and met an oracle there. The strange seer told Lisa that her father, unchecked, would bring about through his actions, the end of all life on Earth. Besides having a vested interest in life being half mortal, it would also mean no more worshippers for the Gods, which would put a great many of them, her father included, out of a job.

The oracle could not, however, tell her exactly which plot would ultimately be the lynchpin that brought the end. With insight from the gift of wisdom from Althena, Lisa resolved to stop her father and save him from his own stupid self, since he would never heed her words, and even had he, he could not alter his nature any more than a fish or a bird.

Opposing one of the most violent, and in these modern days, rather powerful for all the wars in the world, Olympian gods was tantamount to suicide, so she took a cue from the superheros of the world...when an adversary was too powerful for one, they gathered their numbers to bolster their power.

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Re: Injustice Games

Postby Shadowbourne » Tue Jan 14, 2014 5:46 pm

Eddie Swift/Gloom
ImageImage

Appearance
Eddie Swift has a small wiry build at only 5'5” and 135 lbs. With dark hair and extremely pale skin, Eddie's brilliant green eyes shine like emeralds. Mostly content to slink in shadows, when he is seen he shows a unique mash up of Victorian and Modern styles which seems to be the result of his umbral abilities amorphous qualities. As a result of this, he fluctuates between a tattered Victorian great coat with a high collar/cowl, vest and ascot to a Modern Hoodie ensemble , or even a combination of the two. However, no matter the style, all forms stay within the monochromatic palette favoring more grays and blacks sporting a weird swirl/paisley like patterning.

Much like his appearance, Eddie's speech mannerisms seem to be a combination of Victorian and Modern slang. Initially shy, Eddie can become quite cocky after extended interactions, a definite inheritance from his Father.

Abilities
Str 2, Sta 2 , Agl 6, Dex 4, Fgt 4, Int 3, Awe 2, Pre 4

Powers
Umbrakinetics
Blackout[Ranged Burst Area Visual Concealment Attack with Expanded Area 1]
**AE:Shadowslide[Insubstantial 3, Move Action w/Slither and Wall Crawling. Concealment: All Visual, Darkness/Shadows Only]
**AE:Shadowdiving[Extended Easy Teleportation 5, Medium: Shadows w/Change Direction, Subtle 2 and Turnabout]
**AE:Shadow Slam[Accurate Teleportation Attack 1, Medium: Shadows w/Change Direction linked to Damage 8 w/ Variable 2, Indirect 4, Improved Critical 2, and Takedown 2]
**AE:Shadowgrasp[Move Object 9 with Precise]
**AE:Wrapshadow[Cumulative Ranged Affliction 5, Resisted by Dodge, Overcome by Will, Dual Condition, Limited Degree: Hindered/Vulnerable and Defenseless/Immobile. DC15 and Ranged Combat 4]
Power Stunts
***Shadow Boxing[Damaging Move Object 10, limited to Shadow Interactions. DC25]
***Blackout Blast[Ranged Affliction 8,Resisted by Dodge, Overcome by Will, Limited to Vision: Impaired, Disabled, Unaware. Ranged Combat 4 DC18]
***Umbral Undertow[Ranged Dimensional Movement Attack 8, Resisted by Dodge, Overcome by Will DC18. Ranged Combat 4]
***Night Terrors[Selective Burst Area Affliction 6, Resisted and Overcome by Will, Limited to Fleeing or Cowering in Fear: Entranced, Compelled, Controlled. DC16)
***Umbral Misdirection(Accurate Teleportation 1 w/Change Direction and Subtle 2 linked to Visual Illusion 4: Limited to Self Double linked to Concealment: All Visual, Darkness/Shadows only)

Shadoweyes
Darkvision, Counters Illusion
Power Stunts
***Shadowspy[Remote Sensing 4, Visual. Medium: Shadows.]


Umbral Nature
Immunity: Aging, All Suffocation

Advantages
Agile Feint, Close Attack 4, Defensive Roll 7, Evasion, Hide in Plains Sight, Improved Trip, Improvised Weapon 6, Redirect(Bluff), Uncanny Dodge

Skills
Acrobatics 4(+10), Athletics 4(+6), Deception 4(+8), Expertise: Streetwise 4(+7), Insight 4(+6), Perception 4(+6), Sleight of Hand 6(+10), Stealth 4(+10)

Offense
Initiative +6
Unarmed +8 DC17
Improvised Weaponry +8 DC21
Shadow Slam +8 DC23
Wrapshadow +8 DC15
Shadowgrasp: 12 Tons Capacity
Shadowdiving: 900 ft Short Range/30 Miles Long Range

Defense
Dodge 9, Parry 9
Toughness 9/2 without Defensive Roll
Fortitude 6
Will 6

Complications
Pinocchio Syndrome: Being an essence fragment of The Shade, Eddie is in fear of being absorbed back into The Shade. Eddie is looking for ways to make sure that that don't happen.

Lost in the background:Like his powers, Eddie often goes unnoticed in the background.

Bleeding heart: Eddie is a softy when it comes to emotions. And a very easy mark.


Abilities: 54
Powers: 32
Advantages: 23
Skills: 17
Defenses: 16

Eddie sat back and let the others do the gripping. He was just fine sitting there and just being part of the group. Not that they even paid attention to him. Most people didn't. Certainly his father didn't. Well, more to the point Eddie's father didn't even know he existed...that is if you can call him his father. To this day, Richard Swift, AKA The Shade, literally has no idea that he has a “son”.

It all happen at a heist that The Shade was pulling with the Injustice League. It should have bee an easy one...get in, get out and get rich. This one crime had been about getting money...not ruling the world. Crimes like that usually don't pull in the Justice League. Individual heroes...from time to time, yeah. So when the JLA showed up, Shade did his best to get his team and him away...which is to say he simply tried to leave everyone in the dark. But as he was skulking away while leaving a shadow duplicate to take the blame, Swift was laid low by Batman, who is never lost in the dark. The blow that knocked Swift out, also had a strange effect on the shadow duplicate. Instead of dissipating, it suddenly found itself aware of...well, itself. Like his “father”, the splintered essence sought to escape. But, unlike his father, Eddie was successful. Once free of the confrontation, the young shade took off as fast as he could.

The next few weeks taught the newborn shadow a hard lesson about life...that it wasn't easy. For the first time, it felt many things...happiness, joy...hunger and cold...terror and loneliness. All of these “human” things had never existed while he was a part of his father's power. In truth...nothing existed except to do his father's bidding. Now, free and with a will of his own, the teen shade set out to find what life was about. Learned on the streets, the lessons were ones that will always be there for Eddie. It was these that gave him his name(just sounded right...Eddie). Showed him that there was more in the World besides heroes and villains...that plain people did exist. And that life was more often unfair than fair. That sometimes it was good to go...unseen.

The idea was good...let them know that they were here. That they shouldn't be ignored. Eddie thought it might just be a good way to also meet one's father.


http://www.tlucretius.net/Sophie/Castle ... slang.html
Last edited by Shadowbourne on Mon Feb 24, 2014 7:17 am, edited 2 times in total.

Shock
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Re: Injustice Games

Postby Shock » Wed Jan 15, 2014 12:53 pm

For one of his rare subtle capers, Clayface used a trick he infrequently uses. He detached a part of himself to serve as a scout/spy. But things went wrong and that piece of him was separated for much longer than he intended. By the time he was able to catch up to it, he found he was unable to reabsorb it. He tried to make this work to his advantage but it didn't take long before he found that it was too independent for his purposes. Clayface wanted to use it as a pawn, like the other things he had spawned. But the spawn rebelled against that and left. Clayface tried to track it down but, again, had other things to worry about and eventually gave up.

This spawn, which took to calling itself Putty, has been on its own for a while, using its abilities of disguise and deception to lay low and carve out a meager existence. It mostly steals what it needs to survive but has avoided breaking the law any more than is necessary. More recently, it is starting to become more resentful of its place in life and is looking for a way to change that.

Putty - 142 points - PL 9

Abilities - 50 points
Str - 4 - 8 points
Sta - 9 - 18 points
Agi - 2 - 4 points
Dex - 3 - 6 points
Fig - 7 - 14 points
Int - 0 - 0 points
Awr - 0 - 0 points
Pre - 0 - 0 points

Defenses - 16 points
Fortitude +10 (+9 Sta +1 bought)
Will +6 (+0 Awr +6 bought)
Toughness +9 (+9 Sta)
Parry +9 (+7 Fig +2 bought)
Dodge +9 (+2 Agi +7 bought)

Powers - 37 points
Shapeshifter - 22+1 points
-Morph 4 (Feature 2, Can change size by 1 rank up or down)
-AP Malleable form:
--Insubstantial 1 (Precise)
--Extra Limbs 2 (Sustained)
--Movement 3 (Slithering, Swinging, Wall-crawling)
--Damage 5 (Strength based, Variable descriptor(melee weapons), Improved Critical)

Feature 3 (Mimicry, Iron Stomach, Internal Compartment) - 3 points
Immunity 4 (Disease, Poison, Critical Hits) - 4 points
Regeneration 3 - 3 points
Movement 1 (Safe Fall) - 2 points
Elongation 2 - 2 points


Skills - 28 points
Acrobatics 2(4)
Athletics 4(8)
Deception 11(11)
Expertise(Streetwise) 6(6)
Insight 4(4)
Intimidation 5(5)
Perception 8(8)
Persuasion 4(4)
Sleight of Hand 6(9)
Stealth 6(8)

Advantages - 11 points
Benefit 2 (No legal identity, Ambidexterity)
Chokehold
Close Attack 2
Fast Grab
Improved Hold
Instant Up
Skill Mastery(Deception)
Takedown
Taunt

Combat
Close Damage - Attack +9 Damage +9
Initiative +2

Complications
-Weakness: Water. Putty's resistances work at half strength against Water and it cannot regenerate any damage received. Even a heavy rain can cause problems for him.
-Motivation: Acceptance
-Enemy: Clayface
-Prejudice: The spawn of Clayface would face all sorts of challenges if its true origin is known
-Quirk: Putty has no identity of its own and typically uses the looks of a random stranger, which varies from day to day, to conceal its true nature
Last edited by Shock on Thu Feb 27, 2014 7:36 pm, edited 1 time in total.

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Re: Injustice Games

Postby Plan B » Fri Jan 31, 2014 9:37 am

Image
Atomic Skull III
Aka Alice Mason
Age: 18
Gender: Female
Height: 5'6”
Weight: 120lbs

Abilities

Strength 12, Stamina 12, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 0

Powers

Enhanced Strength 3, Limited to Lifting (lifting Str 15; 800 tons) • 3 points

Energy absorption: Regenerate 5 • 5 points

Immunity: Energy (limited half effect) • 10 points

Atomic Fire Blasts: Ranged Damage 9 accurate 2 • 20+2 points
AE: Atomic fire Breath: Damage 9 Cone
AE: Radiation blast: Weaken Stamina 9 Ranged accurate 2
AE: Atomic Rocket: Flight 10

Advantages

All-out Attack, Fast Grab, Languages 1 (spanish), equipment 2 (motorcycle)

Skills
Close combat (unarmed) 2, Insight 8 (+10), Intimidation 7 , Perception 8 (+10), Ranged Combat: energy blasts 5 (+9), vehicles 4, technology 4

Offense
Initiative +0
Unarmed +6 Close, Damage 12
Atomic Fire +9 Ranged, Damage 9

Defense
Dodge 6 Fortitude 12
Parry 6 Toughness 12
Will 6

Complications

Obvious Meta:

Glow in Dark: Having a flaming skull for head makes stealth and wearing hats difficult

Motive: Acceptance

Motive: Good

Enemy: (The Atomic Skull) The previous Atomic Skulls arn't too happy about the damage to thier rep she's causing by help others.

Power Points
Abilities 58 + Skills 19 + Powers 51 + Defences 12 + Advantages 5 = Total 135

Background

Growing up things were relativity normal for Alice, she lived with her mother and never knew father. When she was 12 her mother died of cancer and she moved in with her grandparents. A few years later her powers started to emerge, at first glowing eyes, then the strength increased, then the face.

She started lashing out, until one fateful night there was car crash, she stopped and pulled people out the wreckage. It wasn't much but she was thanked. Since then she decided to find acceptance though helping others.
Last edited by Plan B on Tue Feb 18, 2014 4:33 pm, edited 2 times in total.
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Hound
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Re: Injustice Games

Postby Hound » Mon Feb 03, 2014 3:29 pm

Carson Mercer A.K.A. "The Boomer" or "The Boomerang Kid"
Age: 17
Gender: Male
Height: 5'11”
Weight: 180lbs
Eyes: Blue
Hair: Black
Image
PL 9, 142 PP
Abilities 50 PP
STR 03
STA 03
DEX 05
AGI 07
FGT 05
INT 00
AWE 02
PRE 00

Combat:
Initiative: +7
Melee Attack: +12 Unarmed (DC 18), +12 Unarmed with Tricks (DC 21)
Range Attack: +12 Throw (Boomerangs DC 21, Improvised DC 19)

Defences 25 PP
Dodge +12
Parry +12
Toughness +3/+6
Fortitude +8
Will +10

Skills 35 PP
Acrobatics (AGL) 3+7=10
Athletics (STR) 5+3=8
Close Combat (FGT)[Unarmed] 7+5=12
Deception (PRE) +6
Insight (AWE) 8+2=10
Intimidate (PRE) +6
Perception (AWE) 8+2=10
Ranged Combat(DEX)[Throw] 7+5=12
Slight of Hand (DEX) 5+5=10
Stealth (AGL) 7+7=14
Technology (INT) +5
Vehicles (DEX) 3+5=8

Advantages: 11 PP
Evasion 2
Improved Aim
Inventor
Move-by Action
Power Attack
Takedown 2
Throwing Mastery 1
Tracking
Equipment 1
Equipment: 1 PP = 5 EP
Gas Mask, Rebreather, Phone, (3 EP)
Bullet Proof Vest: Toughness 3, Noticeable (2 EP)

Powers: 21 PP
Speed 2:(8 mph, 120ft/rnd) (2 PP)
Quickness 2: (2 PP)

"Unstable Connection" Speed 2 Stacks to become Speed 4, Unreliable(50% work Rate) (1 PP)

Tricks, Gadgets, and Unarmed Combat Array (Main Power 10 + 6 Alts 16)
    "Boomerangs": Strength Based Damage 2, Increased Range(with 3 extra ranks for strength), Indirect, Improved Critical 2 (18-20) (10 PP) "Counts as throwing"
  • ALT: "Ground then Pound" Affliction 6: Hindered/Dazed, Prone/Stunned, Limited Degree, Extra Condition, Feature 1: Master Trip(Like Improved Trip the user can choose to make the defender resist with Athletics or Acrobatics) Linked with Strength Based Damage 3 (1 PP) "The user sweeps the legs, or performs some other stunt to knock the target off balance or flat on the ground, then lands a powerful blow when they are unprepared"
  • ALT: "Flash Trick with a Kick" Affliction 6: Visually Impaired/Vulnerable, Visually Disabled/Defenseless, Cumulative, Limited to Visual Sense, Limited Degree, Extra Condition, Resisted by Dodge, Linked with Strength Based Damage 3, Improved Critical (19-20) (1 PP) "The user tosses a small device, about the size of a quarter at the target, the device explodes in a flash of blinding white light. While blinded, the user takes the chance to land a massive blow"
  • ALT: "Cheap Shot" Strength Based Damage 3, linked with Affliction 6: Fatigued, Exhausted, Cumulative, Limited Degree, Resisted by Fortitude. Improved Critical (19-20) (1 PP) "Knocks the wind out of you!"
  • ALT: "Snare-rang" Ranged Affliction 6: Hindered/Physically Impaired, Immobile/Physically Disabled, Extra Condition, limited Degree, Limited to Physical actions(For example, if you fly with Mental powers, you are not affected by this, however if you fly with wings, it does work), Cumulative, Unreliable(5 Uses), Resisted by Strength (1 PP) "The User throws a boomerang at the target, when it hits, it does no damage, but instead explodes in a tangle of steel wires which wrap around the body of the target."
  • ALT: "Climbing Gear" Movement 8: Swinging, Wall Crawl 2, Trackless(Visual) (1 PP)
  • ALT: "Small Concealable Cutting Laser" Damage 4, Weaken Toughness 4, Resisted by Fortitude, Precise Tool (1 PP)
Complications:
Power Loss[Strip Search/Nude]: Carson is a master of concealing weapons on his body, making it nearly impossible to disarm him in combat, or find them all on a quick pat down, however a full strip search or being left naked will leave him with out any weapons at all. Cheap Shot and Ground and Pound are the only exceptions.

Criminal Record: His criminal record is as long as his arm, including but not limited to grand theft, petty theft, break and entering, trespassing, assault, assault on an officer, and littering.

Hatred(Exploitation of Women and Children): Carson knows his mother literally died working to support him, she was exploited, beaten, abused, and drugged. His mother was the only one who cared for him, so when he sees the abuse of women, he literally sees his mother being abused in their place, and will fly into a rage, attacking the abuser.

Father Issues: Carson feels Owen abandoned him in his greatest time of need, and blames him for all his faults and problems, even when a problem is impossible to be blamed on his father.

Good at the core, but a bad temper: While Owen has committed many crimes, the only violence he has ever committed was in self defences of himself or others, though he has taken it too far. Owen has never killed, and in his heart he never wants to. Despite this, his hatred for women and child abusers is so great, he has put many men in the hospital, some of which could have died had they not received prompt medical treatment.

History:
Carson was a third Generation trouble maker. His grand-father, the original Captain Boomerang, George Harkness, was a well known Rogue to the Flash. At one point in his career he had been trapped in the 30th century where he fathered his son, Carson's father, Owen Mercer, the second man to be named Captain Boomerang. While both Captain Boomerangs had dealt with issues of reform, his grand father, George could never quite be a hero, and died at the hands of a man named Jack Drake. His father, Owen, had dealt with many issues, but currently fought on the side of the law.

Despite his father being a some what decent reformed hero, that didn't mean he earned father of the year. Though that can't all be blamed on him. Owen didn't even know of Carson until he was thirteen when his mother died due to an over dose. His mother, Megan, had struggled with cocaine addition for years. To make ends meet, she had been working as an escort ever since Carson was born, her employer was the one who got her hooked on the drug, to keep her skinny and motivated.

Owen wasn't prepared, or capable of taking care of a teenage boy, and with no other living family, Carson was sent to a foster home. Owen felt that he just didn't live a normal enough life for a growing boy, and he would be better off with a normal, loving family who could properly provide for the boy. So while Owen began sending birthday and Christmas gifts, he never visited, always off globe trotting for the better good.

Angry from both his mother's death, and his father's unwillingness to be in his life, Carson began to cause trouble, lashing out at those around him. He became so trouble no family wanted to foster him. Eventually he even robbed a store, which resulted in him being sent to a Juvenile detention centre. There, the boy had little better to do than to train his muscles and become a better criminal. He also found he had a talent, like his old man, and his before him, for boomerangs.

He met a handy little tinkerer who had been arrested for constructing various high tech weaponry from toasters, and other house hold things. Carson convinced him to teach him how to craft hand weaponized boomerangs.

Once Carson was a free teen again, his connections through "Juvy" allowed him to make some like-minded and similarly skilled friends. Then one night while drinking with his friends, they came up with the craziest idea...
Last edited by Hound on Thu Feb 20, 2014 11:29 am, edited 1 time in total.
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King of Spades

Postby Evolución » Tue Feb 04, 2014 10:16 am

Name: King of spades Height 1.80mt
Skin: Pale Weight 70 kg
Hair: Black
Eyes: Black Age: 19

Image

Bio
The Royal Flsuh gang is a established gang or criminal syndicate, that underwent many changes in members composition, usually involving murder. Jack was recruited as the Jack of Clubs by the original gang, and taught the trade of robbery and fighting by Amos Fortune the ace of clubs. Amos even exposed Jack to dangerous cosmic radiation, hoping to increase his powers. Using him as a guinea pig, he then empowered the rest of the members of the gang. The cosmic radiation seemd to take some of Jack's humanity from him, leaving him more stoic, pale, almost as if he was made of ivory, like a chess piece. His head often played tricks to him, and he thought he was an actual medieval servant of sorts. However, when Fortune recklessly assassinated the second Royal Flush gang (with the spades suit), something clicked in Jack's head. How could he follow such a monster, and why did he thought he was safe at his side? His scoundrel abilities allowed him to silently evade the gang and melt with the population long enough for them to stop searching for him. Jack now takes the name of King of Spades, in honour of the defunct members of the second gang. Despite that Amos didn't do anything "bad" to him, Jack holds a vendetta against the Ace of Clubs, and aims to fix the name of the Spade Royal Flush.


Complications
A little off...: "Do you even know who you are speaking with? I'm a King!"
Reputation: The knave of thieves he was nicknamed.
Ivory : Jack looks odd and scary with his ivory skin and fixed gaze.


Abilities ( 38 pp)
Strength 4 , Stamina 5 , Agility 3 , Dexterity 4 , Fighting 4 , Intellect 1 , Awareness 0 , Precence 0 .

Powers ( 36 pp)
- Otherwordly aura ( Energy aura 4 : 0 ) · 16 point/s

- Ivory void ( Energy absortion 8 : Absorbs magical energy, enhances growth ) · 8 point/s

- Otherwordly Ivory ( Growth Density 1 : Str and Sta +1 ) · 2 point/s

- Ivory heart ( Immunity 10 : Emotion, interaction skills, Flaw: Uncontrollable ) · 5 point/s

- Magic proof ( Immunity 5 : Magic damage ) · 5 point/s
- Force proof ( AP: Immunity 5 : Force damage ) · 1 point/s
- Fire proof ( AP: Immunity 5 : Fire damage ) · 1 point/s

Advantages ( 29 pp)
Imp. Aim 1 , All out attack 1 , Close attack 6 , Takedown 2 , Ranged attack 5 , Equipment 2 , Imp. Initaitve 1 , Throwing mastery 8 , Move by action 1 , Power attack 1 , Teamwork 1.

Skills ( 13 pp)
Acrobatics 4 (+ 7 ), Deception 0 (+ 0 ), Athletics 0 (+ 4 ), Expertise( Nature ) 0 (+ 0 ), Insight 6 (+ 6 ), Treatment 0 (+ 1 ), Persuacion 0 (+ 0 ), Technology 0 (+ 1 ), Vehicles 0 (+ 4 ), Sleight of Hand 0 (+ 4 ), Perception 8 (+ 8 ), Intimidation 0 (+ 0 ), Investigation 0 (+ 1 ), Stealth 8 (+ 11 ),

Offence
Initiative: 7
Throw + 9 Attack for DC: 24 Range: Ranged ( )
Unarmed + 10 Attack for DC: 19 Range: Melee ( )
Spades (Shuriken) + 9 Attack for DC: 24 Range: Multiattack ( )
Otherwordly aura + 10 Attack for DC: 19 Range: melee ( )
Sword + 10 Attack for DC: 22 Range: Melee ( )

Defence ( 19 pp)
Dodge: 8 Parry: : 9
Toughness: 8
Fortitude: 8
Will: 6

Equipment Cost Bonus
Chain mail 3 0
Sword 4 0
dagger 2 0
Shuriken 3 0

Horsenhero
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Re: Injustice Games

Postby Horsenhero » Wed Feb 05, 2014 1:43 pm

"Legs"

PL 7 96PP


Identity: Alexandra Luthor
Gender: F
Age: 28
Height: 6' 5"
Weight: 180lbs
Eyes: Blue
Hair: Red

Game: Injustice Gang
First Appearance: Injustice Gang #1

Strength 10 Agility 4 Fighting 2 Awareness 2
Stamina 7 Dexterity 3 Intellect 4 Presence 2

Advantages-

Attractive, Close Combat 1, Favored Environment 1(Bars/Saloons), Improvised Weapon 2

Skills-

Athletics 4(+14), Deception 2 (+4/+6), Expertise: Business 2(+6), Expertise: Bartending 4(+8), Insight 4(+6), Persuasion 3(+5/+7), Sleight of Hand 3(+6)

Powers-

Speed 1
Leaping 1

Defense-

Dodge 7 Parry 7 Fortitude 7 Toughness 7 Will 4

Offense-

Initiative +4
Close Combat +3 +10 Damage
Improvised Weapon +3 +11 Damage

Totals-

Abilities 68+ Powers 2+ Advantages 5+ Skills 11+ Defenses 10= 96pp

Complications-

Relationships- Irv, Andre' Luthor, Lex Luthor, Injustice Gang
Secret- Artificial Lifeform
Enemy- Mercy. Lex Luthor's bodyguard still carries a grudge over the reason for Legs creation.

History-

Alexandra Luthor is an artificial lifeform created by blending the DNA of Wonder Woman and Lex Luthor. She was created in a LexCorp laboratory under orders from Lex himself in an attempt to create a superior bodyguard. Unfortunately, she turned out to be emotionally unsuited to the task as well as being substantially less powerful than her genetic "mother". She escaped LexCorp before she could be destroyed. She worked for various criminals as a super-powered henchman until she was able to arrange for a legal identity to be created and she had the money to open the tavern she always dreamed of. As it turned out, her career as a mook lent her a degree of respectability in the super-villain community and her bar became a frequent hangout for jobber villains, henchmen and unaligned meta-humans. She quickly gained the nickname "Legs" due to her height, looks and her tendency to run around in "Daisy Duke" shorts, no matter the weather.

Her first employee was a renegade parademon from Apokolips. Within a few years, her most trusted employee became her lifelong love. Another watershed event in her life came when Lex Luthor's illegitimate son, Andre' and his friends started hanging out at her bar. The discovery of her "brother" gave Alexandra a family and all seemed well with her world, until an attack by Darkseid to punish Irv destroyed her bar. After that, she and Irv went to work directly for her "brother" and his friends, maintaining their secret hideout under Metropolis (see Injustice Gang #3).

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Re: Injustice Games

Postby roguescribner » Tue Feb 18, 2014 12:27 pm

Injustice Gang

Image

Sarvak (Selran Flinders) - PL 9 135 pp
Gender Male
Age 19
Height 6' 6"
Weight 250 lbs
Hair Black
Eyes Gray
Personality Brooding, with occasional temper flare ups

Strength 10, Stamina 8, Agility 3, Dexterity 0, Fighting 2, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Close Attack 5, Fascinate (Intimidation), Improved Grab, Improved Hold, Improved Initiative, Startle, Takedown

Skills
Athletics 0 (+10), Close Combat: Grab 1 (+3), Intimidation 11 (+11), Perception 7 (+7), Persuasion 7 (+7), Stealth 0 (+3)

Powers
Acid Array [42]
. . Acid Reflux: Cone Area Damage 9 (acid, DC 24; Cone Area: 60 feet cone, Penetrating 9, Secondary Effect) [1]
. . Acid Touch: Damage 7 (acid, DC 22; Accurate 2: +4, Multiattack, Penetrating 7, Reach (melee) 2: 10 ft.) [1]
. . Corrosive [39]
. . . . Damage: Damage 5 (Linked; DC 20; Accurate: +2, Secondary Effect) [11]
. . . . Weaken: Weaken 9 (Linked; Affects: toughness, Resisted by: Fortitude, DC 19; Accurate: +2, Affects Objects, Secondary Effect) [28]
. . Transmutate Being: Cumulative Progressive Affliction 11 (acid, 1st degree: Dazed, 2nd degree: Immobile, 3rd degree: Incapacitated, DC 21; Alternate Resistance (Dodge), Cumulative, Progressive; Grab-based) [1]
Acidic: Immunity 2 (Uncommon Descriptor: chemical effects; Limited - Half Effect) [1]
Strong Legs [3]
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour) [2]
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round) [1]
Thick Skin: Protection 3 (+3 Toughness) [3]

Offense
Initiative +7
Acid Reflux: Cone Area Damage 9 (DC 24)
Acid Touch: Damage 7, +11 (DC 22)
Corrosive (Damage: Damage 5, +9 (DC 20) + Weaken: Weaken 9, +9 (DC Fort 19))
Grab, +8 (DC Spec 20)
Throw, +0 (DC 25)
Transmutate Being: Cumulative Progressive Affliction 11, +7 (DC Dodge/Fort 21)
Unarmed, +8 (DC 25)

Complications
Motivation: Recognition: Wants to garner the attention of his parents, even if it's negative. The more press he gets as a "hero' the better.
Prejudice: It's hard not to be noticed. People naturally fear him due to his lineage and chemical abilities, so he's not exactly a welcome presence in most situations.
Relationship / Enemy: Parents are the villain siblings Mammoth and Shimmer (Baran and Selinda Flinders). They have cut him out of their lives (after trying to kill him), disappointed that he did not follow in their footsteps.
Temper: He grew up angry, so anger is what he knows. If he feels he's being controlled: watch out! If he feels someone is manipulating him: watch out! If he feels a situation isn't fair: watch out! Basically, don't make him angry. You wouldn't like him when he's angry.

Languages
English

Defense
Dodge 7 [4], Parry 7 [5], Fortitude 8, Toughness 11, Will 6 [6]

Power Points
Abilities 46 + Powers 49 + Advantages 12 + Skills 13 (26 ranks) + Defenses 15 = 135

Background
Selran Flinders was like other boys: he had two loving parents, Selinda and Baran; he liked to play; he was adequate in his studies. His family would often go on amazing adventures, hopping from one part of the world to the next. He had eccentric aunts and uncles that went by funny names: Doctor Sivana, Gizmo, Jinx. When they were around, Selran's parents also had funny names: Shimmer and Mammoth. The boy never cared much for what his family talked about. They would sometimes argue, but it always worked out in the end.

It wasn't until he entered puberty that Selran realized how different he and his family were from typical children. For one, superhuman abilities weren't commonplace. His own powers didn't manifest until he was 12 years old. His parents gave him some guidance with his newfound abilities and even took him on "ride alongs" where they would "get paid" or "wreak havoc." Initially, these outings were fun. It was like playing a video game, only it was real! Who wouldn't love to chase down and rob an armored car, bust through the walls of some bank, or go on a shopping spree in the middle of the night? Only, after watching some news reports and seeing how other people looked at them, Selran wasn't sure he was comfortable with their outings anymore. In fact, TV and other kids he encountered made frequent mention of his parents being brother and sister! What??? He tried to talk to his parents about it, but that didn't go so well. They explained how they created him in a lab to represent the best of both his parents in power and intelligence. He was their legacy. "So man up, Sarvak or be punished!" The newly christened Sarvak tried to "man up." But he proved a disappointment to his parents, Shimmer and Mammoth. No matter how hard they pushed him to revel in their wanton destruction and greed, if people were at risk of getting hurt, Sarvak pulled away. He lacked that killer instinct.

The years between 12 and 17 Sarvak refers to as "my time in hell." Soon the punishments were commonplace. Soon, they did it just because they could. Because Sarvak refused to be their little toy. The more they abused him, the more anger he bottled up inside. His parents tried abandoning him in foreign lands. They tried beating him into submission. They tried isolation. They tried having their gang destroy the places Sarvak loved most. They tried killing him, thinking that they "could do better next time." That was Sarvak's worst day. The day his parents coldly chained up their only son and dropped him in the middle of the Atlantic. As he sank into the dark depths of the ocean, he was full of despair. His own parents have murdered him. The more he thought about it, the more his despair turned into hatred. That hatred powered his breaking the bonds that shackled him. He furiously swam to the surface and gasped for air. No one was around. With a newfound determination, Sarvak swam for shore. He didn't make it the first day or the second. But eventually, he powered through the shark infested and storm-ridden waters of the Atlantic to make it home.

"Home." No, he didn't return home. Let them believe he was dead. Sarvak no longer cared. He was still growing in strength and power. He wasn't strong enough to face his parents yet, but one day he would be. And when that day arrived, he would kill them. But until then, he wanted some payback. He saw reports of a new gang in Metropolis causing his kind of trouble. They helped people, but not because they're goody-goodies. Because their parents suck and this is the biggest bird they could flip them. Sarvak liked that idea. Maybe they could help him develop his powers too. He'd ride that wave as long as he could. Until that wave came crashing down on Mammoth and Shimmer's heads.

Yeah, that would be his best day.

Notes
I mixed, matched, and newly created the powers and abilities for Mammoth and Shimmer to create Sarvak. He has his father's strength and stamina and his mother's acidic abilities and smarts. He's not as powerful as either of them and there's some things they can do that he cannot, but being the byproduct of two mutants has its advantages in new resistances and power effects. I originally had him with a burrowing power (acid eating clearing the way), but to save points I relegated that to a power stunt. I also had him with impervious toughness to match his dad, but since ranks are halved to determine the threshold, I thought it was a waste of points. He's damage and toughness shifted, not having had the training to hone his abilities quite yet. Acid Reflux is exactly what you think: he will literally spew acid on people as an attack. :lol: Otherwise, he's very combat oriented. He can use acid and grapple attacks and lift heavy objects. He's got decent intimidate, but otherwise isn't very skilled.
GM - Age of Heroes Chapter 2
Sarvak - The Injustice Gang


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