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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Kerevision: Josiah X, Confessor II, Black Lantern Superman

Postby kerianvalentine » Thu Feb 15, 2007 7:30 pm

Click. The brand-new Kerevision you just purchased turns on, and a handsome, white-haired young man drawn in anime style is staring out at you, smiling.

"Good evening, my friends! Thank you for tuning into Kerevision. I am your host, and I hope you will enjoy all the wonderful programming we provide. If you want to find a particular episode, please use your remote to find it in the index. If you'd like to see a particular character program added to our program listings, feel free to make a mention of it - we're always listening, I assure you. And now, I will turn it over to my humble servant, The Announcer, who will introduce the Rules of Kerevision..."

The white-haired man steps aside, revealing an old man in a large chair.

"Good evening, gentle viewers. I am the Announcer, the honored servant of your host. It's my pleasure to present the rules of Kerevision to you - those guidlines you should use while using your Kerevision.

1. Please do not add your own character programs to the channel. It is not appreciated.

2. Feel free to make suggestions and comments - the Master and I are always listening, and we will give feedback. But do not begin a fight over the programs...that's all we ask."


The old man stands up and moves over to a book.

"It is now my great honor to leave you with our channel guide. Peruse at your leisure - I certainly hope you find something you're looking for."

Your Lord And Master
The Announcer
The Ascendant Master
KVBE Agents
The Master Of Kerevision
The Reporter

Marvel:
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(Template) Herald of Galactus
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(Template) The Uni-Power
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Annihilus (Mangaverse)
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Doctor Strange (Mangaverse)
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Sioux Storm (Mangaverse)
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Apocalypse
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Graviton
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Human Torch (Golden Age)
Iron Man
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Julie Powers
Khn'nr (Captain Mar-Vell)
Lord Pumpkin
Luke Cage
Mahr Vehl
Miss Marvel
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Morph
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Spot
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DC:
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Archie Comics:
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Image Comics
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Freedom City
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Heritage Comics
Eligos

Astro City
Confessor I
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Dark Horse Comics
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Karl Ruprecht Kroenen
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Roger

Video games

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Reeve Tuesti, Cait Sith, A Mog Doll
Rufus Shinra
Sephiroth (Build 100!)
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Guilty Gear
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I-No
Jam Kuradoberi
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Ky Kiske
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Slayer
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That Man
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Halo
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Phantasy Star:
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Capcom
Balrog (Vega in America)
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Atlus
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Nintendo
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Starcraft

Protoss Units
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Anime

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Digimon:
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Other

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Scrubs
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JD/John D'Everyman
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Dominic Deegan
Dominic Deegan
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Transformers: 2007
Bumblebee
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Red vs. Blue
Sarge
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Mystery Men
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D&D
Beholder
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Original (Marvel: Revelations)
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Justice/Daredevil
Khonshu/Moon Knight
Tether/Cable
The Necromancer/Deadpool
The Spider/Spider-Man
Titan/Hank Pym

Original (Disciples of the Sacred Dragon Arts)
Hoshiko Kimi, Kazeryujutsu Disciple
Midori Haruko, Moriryujutsu Disciple
Oki Hotaru, Suiryujutsu Disciple
Sakura Nariko, Hiryujutsu Disciple
Yama Daisuke, Gansekiryujutsu Disciple
Shinryujutsu-Nin [PL 8/PP 100 Mooks]

Original (Misc):
Aaron Knight
Ace McRex
Argentum
Atlantean (Template)
Aurum
Battle Bug
Black Knight Racer
Captain Shara Hattori
Despair
Donovan Jett
Doomsday (Mangaverse Doctor Doom)
Electrum
Ghost (Marvel-Based)
Inspector Ramirez
Jacob Whyte
Johnny Knocks
Kerian Valentine
King Crab
Lykourgos
Mister Faceless
Oberon
Reverend Brimstone
Skye Valentine
Ted The Terrible
The Brawler
The Chain
The Earthen
The Four
The Gambler
The Gimmick
The Grand Inquisitor
The Guardian
The Master
The Rewrite
The Wire
Turbo
Xaos (Marvel-Based)
Unison
Xu, The Invincible East Reborn

Misc:
A Grue
Aladdin
Arthur P. Spudinsky/Spud
Carmen Sandiego
Cho Hakkai
Crypto The Furon
Danny Phantom
Doctor Faustus
Doctor McNinja
Duck Dodgers
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Freakazoid
Gale Dorban (Rogue Galaxy)
Go Mifune/Speed Racer
Hercules
Lagann
Neo
Rainbow Brite
Raistlin Majere
Sherlock Holmes
Sky Captain
Ted Turner as Captain Planet
Tendo Rushuna
The Doctor
The Hunstman
Turok (Josh Fireseed)
Void Hunter (to be revised)
Yoh Asakura

Fights:
Lykourgos vs. Johnny Knocks
Lykourgos vs. The Chain
Kenshin vs. Faust XIII
Ace McRex vs. Ted The Terrible
The Slingers vs. The Loners
Bane vs. Terry McGinnis
Batman vs. The Ascendant Master
Nightwing vs. Superboy
Justice Friends vs. Avengers
EVA-01 vs. Starscream
Super-Allies vs. Super-Axis [In Tandem With Kreuz Control]

Faces of Justice
Faces of Justice, Prologue: The Beginning [Joker vs. Rorschach]
Faces Of Justice, Chapter 1: Vigilante Tales [Rorschach vs. Batman]
Faces Of Justice, Chapter 2: Terror In Arkham[Interlude]
Faces of Justice, Chapter 3: The Foe [Interlude]
Faces of Justice, Chapter 4: Devestation [Captain Marvel vs. Zod]
Faces of Justice, Chapter 5: Secrets [Interlude]
Faces of Justice, Chapter 6: Asylum [Rorschach vs. Question]
Faces of Justice, Chapter 7: Endgame, Part One [Interlude]
Faces of Justice, Chapter 8: Endgame, Part Two [Darkseid vs. Superman]
Faces of Justice, Epilogue: A Whole New World[Epilogue]

Darkseid: Deadly Designs
Darkseid: Deadly Designs, Chapter 1: Hunger
Darkseid: Deadly Designs, Chapter 2: Willpower

Design Diaries:
Gunslingers
Kenshin Villains
Limit Breaks and Super Moves, The Fighting Game System
The Cardinal Detectives
Transformers: G1 Guidelines
Last edited by kerianvalentine on Mon Aug 17, 2009 10:42 pm, edited 548 times in total.
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Postby kerianvalentine » Thu Feb 15, 2007 7:42 pm

Jacob Whyte (Red Tango 77)
"YEEEEEEEEHAW!"
PL 10/150
Attributes: STR 15, DEX 30, CON 18, INT 15, WIS 16, CHA 15

Skills:
Acrobatics 12+10 = 22
Bluff 8+2 = 10
Climb 4+2 = 6
Computers 4+2 = 6
Concentration 12+3 = 15
Diplomacy 4+2 = 6
Disable Device 4+2 = 6
Disguise 4+2 = 6
Escape Artist 12+10 = 22
Gather Information 4+2 = 6
Handle Animal 4+2 = 6
Intimidate 4+2 = 6
Investigate 12+2 = 14
Knowledge (Current Events, History, Streetwise, Tactics, Technology) [all] 8+2 = 10
Notice 12+3 = 15
Profession (Soldier) 4+3 = 7
Ride 4+10 = 14
Search 12+2 = 14
Sense Motive 4+3 = 7
Sleight of Hand 12+10 = 22
Stealth 12+10 = 22
Survival 4+3 = 7

Feats:
Accurate Attack, Acrobatic Bluff, Ambidexterity, Assessment, Attack Specialization [Pistols] 7, Connected, Contacts, Dodge Focus 15, Equipment 4, Evasion 2, Fearless, Improved Aim, Improved Critical 10 (Pistols), Improved Initiative 3, Move-By Action, Precise Shot 2, Quick Draw 2, Stunning Attack, Uncanny Dodge 2 [Sight, Hearing], Well-Informed

Equipment:
Camo Clothing
Heavy Pistol x2
Knife x1

Init/Defense: +22/25 (Capped)
Saves: FORT +4, REF +10, WILL +3, TOUGH +4
Attack/Damage: +14 (Pistols)/+4 (Pistols, +9 on a critical)


Characters:
A soldier for a conspiracy-laden secret paramilitary organization known as the Malta Operatives, Jacob's a special kind of guy. A gunslinger. He's a man who can take on a comparitive superhuman and still win, a man who can bring a pair of pistols up to an actually dangerous standpoint in a world of spandex and supervillains. A simple villain, a simple rival, a guy who'll go in guns a-blazin' or quiet as a mouse, the cowboy mentality and ego are certainly well-deserved.

Tactics:
Crit, Crit, Crit, Crit, Crit. Jacob's all about the crits. He needs to make those dual pistols count, and considering he'll hit most equal-level heroes 70% of the time and crit 50% of his rolls, he can make them count. Stealth can also be used to get the drop on an enemy - nothing like a surprise attack to make -sure- he hits, just for that extra edge. A crit-immune hero will mess him up, though, so he has the skills and the know-how to either figure out a way around that crit immunity or get away from the situation with minimal problems. He can't stand up to somebody like Skye easily, but Jacob's more than willing to wait for the opportunity. He's also able to feint his way into a great set-up if he really needs to, and boy howdy does the damage stack up. Keep them at a range, because if they grapple, Jacob's dead. Stunning attack exists for the sole purpose of the "get-away punch" - he has a crappy attack bonus, so it's a hit-or-miss deal, and if it misses, he's in trouble, but if it hits, it gives Jacob the round he needs to duck away from melee.
Last edited by kerianvalentine on Wed Feb 21, 2007 7:02 pm, edited 1 time in total.
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Postby kerianvalentine » Thu Feb 15, 2007 10:35 pm

The Brawler
PL 10/PP 100
Attributes: STR 20, DEX 10, CON 20 [Impervious], INT 12, WIS 16, CHA 10

Skills [14]:
Bluff 12+0 = 12
Concentration 8+3 = 11
Notice 8+3 = 11
Search 4+1 = 5
Sense Motive 4+3 = 7

Feats [18]: All-Out Attack, Assessment, Attack Focus [Melee] 5, Fearless, Power Attack, Taunt, Improved Initiative 1, Defensive Roll 10


Powers:
Immovable 10

Initiative/Defense: +4/10
Saves: FORT +5, REF +0, WILL +3, TOUGH +15
Attack/Block: +5/+5

Defense -5/Tough +5

Character: The Brawler is a hero, despite his total lack of honor or regret for excessive force. He's under charges for brutalizing a large number of gang members 'unnecessarily' (They have a great lawyer I'll be statting up sometime soon - he's a doozy of a lowbie villain to run, I think). He's the sort of guy you want to be behind, because everything in front of him is getting -pulverized-. Plus, the whole Immovable thing means he's a walking meatshield.

Tactics: Charge. Don't think. Just fight. Will saves are the Brawler's bane - he'll get sucked down easily. He's not even streetwise, really - he's a low-level goon turned low-level anti-hero, and his stats reflect it. Pound the heck out of everything in sight. You're slow, but you're deadly.


Notes: He's rather one-trick when you compare him to Jacob and Skye, but then, he's also substantially weaker than Jacob or Skye. His build draws off Dwarf-form Skye's, actually - the Battle Beetle was my original name for him, but somewhere "The Brawler" just started sounding better and he became a brutal war machine instead of a cool insect-themed caped crusader. But he's fun - he's almost like a heroic Rhino. He doesn't have any really complex combat moves, so he's good for beginning players, I think.

Edit: Totally embarassed, I mischecked the math. Edited and changed to reflect his wild punching style.
Last edited by kerianvalentine on Wed Feb 21, 2007 6:49 pm, edited 1 time in total.
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Postby kerianvalentine » Fri Feb 16, 2007 7:57 am

A Grue
"*drooling in the dark*"
PL 10/150
Attributes: STR 20, DEX 18, CON 14, INT 2, WIS 18, CHA 2

Skills:
Climb 12+5 = 17
Notice 12+4 = 16
Stealth 12+5 = 17
Survival 12+4 = 16

Feats:
Favored Environment [Darkness] 13, Improved Grab, Improved Grapple, Power Attack

Powers:
Immunity 80 [Toughness Saves, Power Loss: Sunlight]
Strike 5 [Mighty]
Growth 1 [Innate]
Insubstantial 1 [Permanent]
Super-Senses [Acute Radius Blindsight]

Initiative/Defense: +4/10
Saves: FORT +5, REF +5, WILL +4, TOUGH +2
Attack/Damage: +5/+10

Drawbacks:
Common Vulnerability [Light, Intense +5]
Common Weakness [Light, Intense, +5]


Character: You have been eaten by A Grue. No, seriously. What you see above is my personal stat-block for a garden-variety Grue. It's scary, but only in the darkness, and so A Grue will go to great lengths to hide in said darkness and wait for one of its favored enemies (a hapless adventurer or enchanter) to come along so it can snack. It will above all else run away from light.

Edit:
3/01/07: Big changes for our li'l A Grue.

5/17/07: Another revisit, A Grue has been upgraded and made even -more- powerful. Now A Grue is fully immune to damage - fear it.
Last edited by kerianvalentine on Thu May 17, 2007 8:58 am, edited 2 times in total.
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Postby kerianvalentine » Fri Feb 16, 2007 8:28 am

Turok (Comics)
PL 10/PP 150
Attributes: STR 18, DEX 16, CON 17, INT 14, WIS 15, CHA 17

Skills:
Acrobatics 12+3 = 15
Bluff 4+3 = 7
Climb 12+4 = 16
Diplomacy 8+3 = 11
Drive 4+3 = 7
Escape Artist 8+3 = 11
Intimidate 4+3 = 7
Investigate 4+2 = 6
Notice 8+2 = 10
Search 8+2 = 10
Sleight of Hand 8+3 = 11
Stealth 4+3 = 7
Survival 4+2 = 6
Swim 8+4 = 12

Feats: All-Out Attack, Attack Focus [Melee] 5, Attack Focus [Ranged] 5, Attractive, Beginner's Luck, Critical Strike, Defensive Roll 3, Dodge Focus 5, Evasion 2, Favored Enemy (Savage Lands Denizens) 5, Favored Environment [City] 5, Improved Initiative 1, Luck 5, Move-By Action, Rage 5, Power Attack

Powers:
Light Burden ["Gadgets" 3/rank, easy to lose, Magic and Technology descriptors, can acquire any power, uncontrolled] 20

Init/Defense: +7/15
Saves: FORT +3, REF +3, WILL +2, TOUGH +6
Attack/Block: [+5 Melee/+5 Ranged] / +5


Notes: Turok (Comics Version) is really wonky. The guy's a college boy, a jock, and heir of a mystical legacy he can't quite control, and I tried to represent that as completely as possible. The Luck gives him a total of five hero points, however, which he can often use to force the Light Burden to give him something useful, or just get out of a bad scrape when the Savage Lands come a'knockin'. He's a head-in-over-his-heels kinda guy, and his defense makes that painfully obvious. Plus his All-Out Attack - which is the only way he can bring his ranged attack up to cap - demonstrates just how much of a rush-in-and-kick-butt sort he is. He's interesting to play, if you don't mind the GM having almost total control over your godbox.


Notes:
2/17: Changed his Light Burden to Gadgets to represent how easy it is for him to lose pieces of it instead of just using Generic Variable Power. Updated feats, added Favored Enemy, Critical Strike, Favored Environment, Rage, and others.
Last edited by kerianvalentine on Sat Feb 17, 2007 11:44 am, edited 1 time in total.
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Postby kerianvalentine » Fri Feb 16, 2007 9:34 am

Despair (Doctor Desmond Paris)
"I'm putting you away for a long, long time, Mister Brawler."
PL 10/150
Attributes: STR 10, DEX 12, CON 12, INT 30, WIS 25, CHA 30

Skills:
Bluff 12+10 = 22
Diplomacy 12+10 = 22
Gather Information 4+10 = 14
Intimidate 12+10 = 22
Knowledge (Behavioral Sciences 12, Business 4, Civics 12, Current Events 12, Theo/Philosophy 4, Streetwise 12, Tactics 4) + 10
Notice 4+7 = 11
Profession (Lawyer) 4+7 = 11
Sense Motive 12+7 = 19
Sleight of Hand 8+1 = 9


Feats:
Attractive, Benefits 2, Connected, Contacts, Fascinate 2 [Bluff, Diplomacy], Inspire 2, Jack-Of-All-Trades, Luck 2, Master Plan, Minions 5 [Ten 30-points thugs], Ultimate Effort 5 (Sense Motive, Profession, Notice, Knowledge: Civics, Bluff), Well-Informed

Powers:
Subtle Emotion Control [Limited: Hate, Trail] 10
Subtle Mind Reading 10

Benefits:
Wealth +2

Init/Defense: +1/10
Saves: FORT +1, REF +1, WILL +7, TOUGH +1
Attack/Block: +0/+0


Character:
Doctor Desmond Paris is the only man (in my personal comicsverse) who could get Hannibal Lector off scot-free and sentence Mahamata Ghandi to the death penalty. He is -the- go-to lawyer for criminals, thugs, gangsters, and supervillains, and as such, Doctor Paris has a lot of connections and favors in all the right places. He has a personal vendetta against The Brawler, too, though his motivations for that are unknown, and it takes the form of his super-villain alter-ego, Despair. Despair/Paris is a consummate mastermind - keep him OUT of the fights.

Tactics: Run. Don't walk. Get as far away from the fight as you can. You're at home in a court of law or behind a row of thugs and gangsters. Use your trailing Emotion Control effect when in the boardroom - walk around often, gain the audience's support by making them hate your opposition, get the jury on your side with the same power, and you've got yourself a win for the books. Check what your opponents are thinking with mind reading - nobody'll notice it anyway, and it'll give you the edge you need to set up your Master Plan. Ultimate Effort to really stick it to your opponents in a non-courtroom setting, because you don't need it in the courtroom - you are the king, baby, and your opponents will Despair.
Last edited by kerianvalentine on Wed Feb 21, 2007 8:47 pm, edited 2 times in total.
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Postby kerianvalentine » Fri Feb 16, 2007 10:42 am

The Gambler (Jack Benson)
"Lucky Me!"
PL 10/PP 100
Attributes: STR 12, DEX 15, CON 14, INT 15, WIS 12, CHA 16

Skills:
Acrobatics 12+2 = 14
Bluff 12+3 = 15
Escape Artist 4+2 = 6
Notice 4+1 = 5
Search 4+2 = 6
Sense Motive 4+1 = 5
Sleight Of Hand 12+2 = 14

Feats: Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (melee) 5, Attack Specialization (Pistols) 5, Beginner's Luck, Defensive Roll 4, Dodge Focus 5, Equipment 2, Grappling Finesse, Improved Grapple, Improved Initiative 2, Improvised Tools, Jack-Of-All-Trades, Luck 5, Move-By Action, Redirect, Seize Initiative, Set-Up, Sneak Attack 5, Taunt, Ultimate Effort (Ultimate Skill: Acrobatics, Ultimate Skill: Bluff, Ultimate Skill: Escape Artist, Ultimate Skill: Sleight Of Hand, Ultimate Save: Reflexes), Uncanny Dodge 2 (Sight, Auditory)

Powers:
"Lucky Me" 2 (Selective Area Luck Control: GM Fiat and Forced Reroll, Alternate Power: Luck Control [Single-Target] GM Fiat and Forced Reroll)

Equipment:
Brass Knuckles
Caltrops
Commlink
Mini-Tracer x2
Hold-Out Pistol


Init/Defense: +10/15
Saves: FORT +2, REF +2, WILL +1, TOUGH +6
Attack/Block: +5 (+10 Pistols)/+5

Motivations: Thrill-Seeker

Character:
Good Ol' Smilin' Jack Benson. Lucky Jack. Jack Of Hearts. That's what they called him, back in The Day, back when card games thrilled him and women flocked to his side. And then, Ol' Smilin' Jack got bored.
Along came The Brawler. The Brawler was a hero - sort of - and his brand of street justice was exactly what Smilin' Jack needed to get back in his game. He donned a black mask shaped like an upside-down spades - his favorite suit, really, even though "Jack of Hearts" was his nickname - and became The Gambler. And he's just that.

Tactics: As varied as the possible hands in a card game, The Gambler relies wholly on his phenomenal luck to influence every situation he's got. Sure, he can play with his attacks and give himself a little extra oomph, but in the end, the Gambler's best ability is his luck. Not even his "Lucky Me" power can really be said to be the kick in his arsenal, because his "Lucky Me" power just lets him make you Unlucky. No, the real key is his Ultimate Efforts, his tricksy fighting style, and his ability to Set-Up for the Brawler to come barreling in. He's a dog with lots of bark, too - he can taunt and feint six ways to sunday and Ultimate Effort his Acrobatics all over the place. Luck is the perfect feat for him, Beginner's Luck doubly so. No matter what The Gambler does, it's always flashy.
Last edited by kerianvalentine on Wed Feb 21, 2007 6:51 pm, edited 1 time in total.
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Postby kerianvalentine » Fri Feb 16, 2007 11:20 am

The Rewrite (Lauren Brooks)
"Let's try this again, shall we?"
PL 10/PP 100
Attributes: STR 14, DEX 16, CON 14, INT 18, WIS 16, CHA 17

Skills:
Acrobatics 12+3 = 15
Climb 12+2 = 14
Disguise 8+3 = 11
Gather Information 12+3 = 15
Intimidate 12+3 = 15
Investigate 8+4 = 12
Notice 8+3 = 11
Search 8+4 = 12
Sense Motive 12+3 = 15
Stealth 4+3 = 7

Feats: Accurate Attack, Acrobatic Feint, Attack Focus (Ranged) 5, Attractive 2, Assessment, Defensive Roll 1, Dodge Focus 10, Eidetic Memory, Equipment 8, Improved Aim, Improvised Tools, Inventor, Jack Of All Trades, Move-By Action, Precise Shot 2, Quick Draw 2, Ranged Pin, Well-Informed

Equipment:
Hold-Out Pistol (+2)
Heavy Pistol (+4)
Submachine Gun (+4 Autofire)
Smoke Grenade (Obscure: Visual)
Tactical Vest
Sports Car


Init/Defense: +3/20
Saves: FORT +2, REF +3, WILL +3, TOUGH +8
Attack/Block: +5 (Ranged)/+0


Character:
Lauren Brooks was never one to really follow too many rules. Even when she was a police officer, she often went out of her way to try and impress (and hence win the approval of) her chauvanistic co-workers. One day, it went too far, and Lauren shot and (supposedly) killed an innocent man during a violent gang fight. She was fired immediately and convicted.
The "innocent" man, however, was neither dead nor innocent. He was in fact one of the pawns of the dangerous Doctor Desmond Paris, a.k.a. Despair, and he had been equipped with very powerful body armor - strong enough to survive the impact. Despair's contacts in the police and medical facilities were enough to fake the death, and he personally handled the law case - an open and shut one rigged as soon as he entered the courtroom.
The Brawler and The Gambler, ever ones to tick off Despair, broke her out and explained to her what had happened. She agreed to help them bring Despair to justice, and donned a full black mask to become The Rewrite, so called because if you don't give her the answer she wants, she'll threaten you until you do.

Tactics: The ranged member of the Brawler's crew, the Rewrite plays somewhere between a beat cop detective and Rorschach, totally willing to use excessive force if need-be. As for tactics, the Rewrite has incredible accuracy on her side, and enough defense to really play with her attacks without being brough to vulnerability. She relies on her guns to make her work, though, so avoid being disarmed and avoid close-ranged combat. The Rewrite also happens to be the MacGuyver of the team - she can and will build anything they need, even if it's just jury-rigged, to get out of a situation. Use that to her advantage.
Last edited by kerianvalentine on Wed Feb 21, 2007 6:54 pm, edited 1 time in total.
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Postby kerianvalentine » Fri Feb 16, 2007 11:59 am

Yoh Asakura
"I'm not finished yet!"
PL 10/PP 150
Attributes: STR 10/20, DEX 12/22, CON 18/28, INT 14, WIS 16, CHA 12

Skills:
Acrobatics 8+1 (+6)
Diplomacy 12+1 = 13
Escape Artist 8+1 (+6)
Gather Information 8+1 = 9
Knowledge (Arcana 12)+2 = 14
Notice 12+3 = 15
Search 8+2 = 10
Sense Motive 4+3 = 7
Stealth 4+1 (+6)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (Melee) 10, Beginner's Luck, Defensive Attack, Defensive Roll 1, Diehard, Dodge Focus 4, Endurance, Evasion 2, Favored Opponent (Shamans), Improved Critical 2 (Sword), Inspire 2, Leadership, Luck 2, Move-By Action, Power Attack, Second Chance, Teamwork, Weapon Bind, Weapon Break

Powers:
Harusame 14 (Device, Hard To Lose, Restriced: Shamans, Accesses: Enhanced Strength 10, Enhanced Dexterity 10, Enhanced Constitution 10, Boost: Defense 6, Deflect 10 [Slow Projectiles, Automatic], Regeneration 4 [Recovery Bonus 4], Mighty Strike 1)

Init/Defense: [+1/+6]/[14/Boosted 20]
Saves: FORT [+4/+9], REF [+1/+6], WILL +3, TOUGH [+2/+10]
Attack/Block +10/+10


Notes: After all that street heroics I needed a little break. Yoh Asakura proved kinda cool to stat out - he's Potential Boy all over the place. The kid's got a great attack, but he's a slouch on his initiative, toughness, and pretty much everything. Lots of cool feats means he doesn't -totally- rely on Amidamaru for his attacks (and it's true - he uses Shockwave Buddha-Giri on Horohoro without being fused with Amidamaru!), but he needs a lot of help.

The sword represents Amidamaru in Oversoul mode, not Amidamaru's sword specifically. However, since it -is- Amidamaru's sword they're using, I figure I can just call it that.

Shockwave Buddha-Giri is not represented as part of Yoh's attacks or the sword's benefits simply because I find that he's got enough to play with and I don't know how often he uses the Shockwave anyway.

The Sword makes him uber. The sword gives him huge boosts, the ability to buff his Dodge bonus to cap, and a cool little regeneration so he can recover from those ridiculous hits he seems to take so often. He can also go all Jedi on stuff like throwing stars, knives, arrows, what have you, because I figure Amidamaru could.

Without the sword, remember, he can still do some nasty stuff. But it's the Sword that saves him every time. Harusame - Spring Rain in Oversoul mode is a scary thing.
Last edited by kerianvalentine on Wed Feb 21, 2007 6:59 pm, edited 1 time in total.
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Postby kerianvalentine » Fri Feb 16, 2007 1:20 pm

Reverend Brimstone (Brian Stone)
"O Cleansing Fire!"
PL 10/PP 150
Attributes: STR 12, DEX 14, CON 10, INT 25, WIS 30, CHA 19

Skills:
Bluff 12+4 = 16
Concentration 4+10 = 14
Diplomacy 12+4 = 16
Drive 4+2 = 6
Escape Artist 4+2 = 6
Intimidate 12+4 = 16
Knowledge (Arcana 12, Theology 12) +7 = 19
Language (Latin)
Medicine 4+10 = 14
Perform (Prosetylize) 12+4 = 16
Notice 8+10 = 18
Profession (Reverend) 12+10 = 22
Search 4+7 = 11
Sense Motive 12+10 = 22

Feats: All-Out Attack, Attack Specialization 5 (Hellfire) Defensive Roll 2, Distract [Intimidate], Dodge Focus 4, Eidetic Memory, Fascinate, Fearless, Fearsome Presence 10, Inspire 5, Master Plan, Minions 10, Power Attack, Ritualist

Powers:
Magic 10 (Mystic Blast [Hellfire], Alternate Power: Variable Power [3/rank, powers only])

Init/Defense: +2/14
Saves: FORT +1, REF +2, WILL +10, TOUGH +2
Attack/Block: [+0 Base/+10 Hellfire]/+0

Motives: Revenge, Hatred

Character:
Reverend Brian Stone is the greatest minister the city's ever seen. He's smart, funny, handsome, everybody likes him and everybody wants to be like him.
Unfortunately, Reverend Brian Stone also has a very dark underside, built from a desire for revenge. Reverend Brimstone, his alter-ego, the 'holy magic'-wielding crusader, has declared a jihad on the Brawler and his gang for their reckless behavior and violent actions. He's not quite a supervillain - more of an anti-hero. But he's easily manipulated by Despair and he has a lot of minions (his 'holy crusaders', a flock of mostly mundane thugs loaned to him by various people).

Tactics: At home in the back ranks, Brimstone is a blaster and a mastermind. He can inspire countless troops with a fiat, fling masses of 'holy' fire at his foes, and just generally cause havoc. That Variable Alternate Power is what makes him -REALLY- dangerous though, as well as his Ritualist feat. He can get some pretty nasty effects going, and with Master Plan he can set up for a nice long fall. Like Despair, his powers rely on other people around him to help him soak the damage, but unlike Despair, he's got some pretty powerful attacks on his own. He has a huge glass jaw, it's like a giant bullseye - punch him and he's going down, use a Fortitude effect and he's REALLY going down.
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Postby Taliesin » Fri Feb 16, 2007 1:42 pm

Welcome to the boards (as a poster at least). Originals are always great and appreciated by posters who like myself aren't as gifted in creativity who generally do conversions.
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Postby kerianvalentine » Fri Feb 16, 2007 1:47 pm

Heh, I'm glad to hear they're appreciated and I'm glad to be posting. Of them, I have to say that Gambler and Despair are my two favorites of my originals - A Grue and Turok totally take the cake for just downright fun.

Feel free to use my characters in any game - that's why they're nice PL 10-based builds, even if some of them (*ahem* Skye...) are a little over the top.

As a note, you can't kill A Grue with anything but light or nonlethal energy, and that's kinda messed up my hopes for doing a fight between A Grue and (*insert character here*) - all of my characters can either generate light or not generate light, and so it's a totally uneven match.

Like Jacob. He can't make light, he does lethal damage - he has to lure the Grue out and then he wins. But Turok or Reverend Brimstone? They can use their variable powers to create light and then just blow the thing away with an easy shot.

It's a little frustrating, but then, it perfectly represents A Grue, I think.
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Postby kerianvalentine » Fri Feb 16, 2007 3:11 pm

The Battle Bug (Wally Cricket)
"Time to chirp you up!"
PL 10/PP 100
Attributes: STR 11, DEX 12, CON 14, INT 18, WIS 10, CHA 10

Skills:
Craft [Mechanics] 12+4 = 16
Knowledge [Technology 12, Insects 12]+4 = 16
Notice 4+0 = 4
Search 4+4 = 8

Feats: Assessment, Attack Focus [Ranged] 3, Attack Focus [Melee] 4, Beginner's Luck, Inventor, Minions 5 [Battle Bug Battalion Boys]

Powers:
Battle Bug Bionic Battlesuit 15 [Devices, Hard-To-Lose, Restrictedx2. Powers: Cricket Chirp [Sonic Blast] 10, Super-Dooper Cricket Leap [Leaping 3], Cricket Charge [Speed 2], Enhanced Abilities 25 [Str/Dex +10, CON +5], Comprehend 2 [Narrow Type: Crickets], Capable Cricket Kick [Power Attack], Capable Cricket Chop [Attack Focus: Ranged 10], Confusing Cricket Concerto [Area Confuse 5]. ALTERNATE POWERx3!

((Battle Bug Bionic Beetle Battlesuit [Devices, Hard-To-Lose, Restrictedx2, Enhanced Ability 25 [Strength/Con +10, DEX +5, Beetle Bash [Mighty Strike 5], Battle Beetle Bolt [Acid Blast 10], Comprehend 2 [Narrow Type: Beetles], Battle Beetle Battle-Wingjet [Flight 3, Immovable 5, Protection 3]

((Battle Bug Awesome Arachnid Armor [Devices, Hard-To-Lose, Restrictedx2, Enhanced Ability 30 [Strength/Con/Dex +10], Awesome Arachnid Anti-Escape Attack [Snare 10: Tether. Alternate Power: Area [Burst] Snare 5], Awesome Arachnid Armor Ascension Activator [Jump 4], Awesome Arachnid Armor Attackers [Additional Limbs 4], Awesome Arachnid Armor Attacker Ambidexterity Accessor [Ambidexterity], Awesome Arachnid Armor Anti-Attack Alteration [Impervious Protection 5], Awesome Arachnid Armor Attachment Activator [Super-Movement 2 = Wall-Crawling x2], Awesome Arachnid Armor Anti-Attack Alert [Super-Senses 1: Danger Sense]


((Battle Bug Aerial Attack Armor [Devices, Hard-To-Lose, Restrictedx2, Enhanced Ability 10 [Dexterity], Aerial Attack Armor Ascension [Flight 3], Aerial Attack Armor Assault [Autofire 2 Acid Blast 10], Comprehend 2 [Narrow-Type: Flies], Aerial Attack Armor Anti-Attack Alert Array [Super-Senses 1 Danger Sense, 1 Direction Sense, 1 Distance Sense, 1 Low-Light Vision, Precognition 4, Scent 1, Tremorsense 1, Ultrahearing 1, Ultravision 1], Battle Bug Aerial Attack Armor Anti-Attack Automation [Dodge Focus 9]]

((Battle Bug Aerial Arson Assault Armor [Devices, Hard-To-Lose, Restrictedx2, Enhanced Ability 10 [Dexterity], Aerial Arson Assault Ascendance [Linked Flight/Area [Trail] Fire Blast 3], Aerial Arson Assault Array [Fire Control 10, A.P.: Blast, Obscure, Snare, Stun, Suffocate, Area [Burst] Blast, Area [Burst] Obscure, Area [Burst] Snare, Area [Burst] Stun, Area [Burst] Suffocate], Aerial Arson Anti-Attack Automation [Dodge Focus 9], Aerial Arson Anti-Attack Activation Armada [Visual Dazzle 10], Immunity 1 [Own Powers]))

Init/Defense: [+0/+5/+0/+0/+5]/[10/10/10/10/19]
Saves: FORT [+2/+4/+7/+7/+2], REF [+1/+6/+1/+6/+1/+6], WILL +0, TOUGH [+2/+4/+7/+7/+2]
Attack/Block: [(+4/+3[Ranged])/(+4/+10(Ranged)/(+4/+3[Ranged])/(+4/+3[Ranged]/(+4/+3[Ranged])]/[+0/+0/+0/+0/+0]



Character:
Wally Cricket. A down-on-his-luck inventor with a creepy attraction to bugs, Wally was inspired to become a hero by the legendary Brawler and his team. Seeing the Brawler and Reverend Brimstone rampage through the Museum of Natural History in the city, Wally decided, Hey, I Could Do That, and built the B.B.B.B. [Battle Bug Bionic Battlesuit] to help him out, basing it on his namesake insect, the humble cricket. As time went by, Wally got more proficient in making insect-armor attachments for his B-4, and soon the beetle, arachnid, and fly all had a place in his arsenal of awesome modules. He even attracted some cohorts, the three Battle Bug Battalion Boys, a group of guys in toned-down versions of each of his non-cricket armors [Beetle, Arachnid, and Fly] who hang out with him and help him out. They're all a bunch of yutzes, but they mean well and they don't get in the Brawler's way, so who cares?

Tactics:
You're a piss-poor meleer. Seriously, you'll miss nearly every shot you take as the B.B.B.B., and that's the way it should be. You're a semi-incompetent bug-loving whackadoo in bug-themed power-armor, not a well-trained fighter or even a wild swing-style hero like the Brawler. You won't hit much. Your Cricket Armor's probably your best bet for combat; however, you have a Battle Bug Battlesuit for every eventuality.


Notes:
Wally's a b-grade hero with an a-grade power armor at d-list thematics. With a little time and improvement he could be a great superhero, but right now, he's second to the street-hunting Brawler and his gang. Still, he and the Battle Bug Battalion have a lot of potential and a lot of variablity. But Wally's a little crazy, and definitely great comic relief.


Edit: Cleaned up his build, spent 13 (!!!) extra points lying around, channeled them into his "non-Battle Bug" stuff.
Just for reference: There's ONE point left over on the original Battle Bug Bionic Battlesuit. Use it for an Alternate Power: Devices for his super-nifty fifth bug-themed armor.

Notes:
2/17: Added the Battle Bug Aerial Arson Assault Armor. Uses the same stats as the Battle Bug Aerial Attack Armor.
Last edited by kerianvalentine on Sat Feb 17, 2007 12:00 pm, edited 1 time in total.
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Postby kerianvalentine » Sat Feb 17, 2007 10:28 am

The Earthen (Jamie Rhodes)
PL 10/PP 100

Attributes: STR 14/24, DEX 12, CON 12/22, INT 16, WIS 14, CHA 12

Skills:
Bluff 8+1 = 9
Climb 4+2 = 6 (+7 = 11)
Handle Animal 4+1 = 5
Knowledge (Earth Science 8, Streetwise 4, Pop Culture 8)+3
Notice 8+2 = 10

Feats: Attack Focus: Melee 4, Beginner's Luck, Favored Environment 5 (Mountains)

Powers:
The Earthen 12 [Alternate Form: Density 5, Enhanced Strength 10, Enhanced Constitution 10, Impervious Protection 4, Immovable 1, Mighty Strike 5]

Init/Defense: +1/10
Saves: FORT [+1/+6], REF +1, WILL +5, TOUGH +1/[+10, 4 Impervious]
Attack/Block [+4/+4]/+0


Character:
Jamie Rhodes is one of the more unusual heroes in the city. Unlike The Brawler or the Battle Bug, Jamie's powers are wholly magical. What's more, Jamie's...fourteen.
The youngest hero-on-the-block, Jamie's powers come from the mystical Earthen, an ancient spirit of rock that came to Jamie in a dream. Jamie can transform into an admittedly weaker version of the Earthen at any time by shouting his magic phrase, 'Spirits of the Earth!', or in an extreme case by inspiring himself to reach across the void and pull the spirit to him when he can't talk [simulated by a hero point].


Tactics:
A rock that hits people, Jamie's a brick and a tank all at once. Unfortunately, if The Earthen form isn't activated, Jamie's just a fourteen-year-old boy with a preference for mountain-climbing and no unusual powers, so he should stay off the battlefield if he's lacking a hero point and unable to speak. When in Earthen form, he's a bruiser - get up, get personal, and get pounding.
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Postby Setothes » Sat Feb 17, 2007 11:43 am

Battle Bug is a freakin' riot! I love it.

Nice to see the Kheld inspired build. I've statted up one of my CoH heroes (a broadsword / invulnerable Scrapper) as well, and am fiddling around with a conversion for my Bot / FF Mastermind.
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