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Half-Breed

Postby Praetorian » Thu Mar 12, 2009 6:18 am

Half Breed
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I can feel it coming in the air tonight!!

PL: 10
PP: 157

Abilities: STR 22 (*29); DEX 19; CON 21 (*28); INT 13; WIS 12; CHA 9
*=Adrenal Surge

Saves: Tough 5 (*11); Fort 5; Ref 4; Will 1

ATK: 6 (11 melee)
DEF: 15
INI: 8

FEATS: All-out Atk; Ambidex; Atk Focus (5 ranks, Melee); Fearless; Fearsome Presence (3 ranks); Improved Crit (3 ranks; Strike); Improved Ini (2 ranks); Improved Sunder; Power Atk; Stunning Atk; Takedown Atk (2 ranks); Weapon Bind; Weapon Break

POWERS: Enhanced Str (11 ranks)
Enhanced Dex (7 ranks)
Enhanced Con (9 ranks)
Super Senses (4 ranks; Scent; Tracking-olfactory, Darkvision)
Super Movement (3 ranks; Slow Fall; Wall Crawling; Sure-footed)
Speed (2 ranks)
Leaping (2 ranks)
Blast: Fire Breath (6 ranks; Extras: Area-Cone; Flaw: Fatigue)
Adrenal Surge (7 ranks)
Impervious protection (6 ranks)
Strike: claws (6 ranks; Extras: Penetrating)

Skills: Climb 13; Intimidate 12; Language (English, spanish {Puerto Rican Dialect}); Notice 14; Survival 14; Swim 13

Back Story: Antonio Colmantino was born in Toa Alta, Puerto Rico. At the age of 8, his parents moved the entire family to Miami, in hopes of a better life. However, when he was 15, his father ran afoul of a dealing that a Puerto Rican gang, the King Snakes. The gunned down his mother, his father, and his sister in front if Antonio's very eyes, right in the street. It would be the last drive-by that the King Snakes would make. His sorrow formed rage, and his rage manifested long dormant abilities that laid in his family tree for ages. Antonio became faster, stronger, more durable, and developed heightened senses.
He also learned that he could breath fire, though it would tire him more then anything else. He took out his rage on the King Snakes, wiping out the gang in under an hour. Suddenly, Antonio relized what he had done...and scared for his freedom, he fled Miami.
He eventually ended up in St. Louis. For a roof over his head, and a chance to redeem himself, he helped form a group of teen heros called Street Team. He took on the name Half Breed after it was discovered that the closest thing the other half of his genes came to was an actual Dragon!!!.

**Antonio is my angry latino powerhouse. He is the front line man of the Street Team, hitting their enemies hard and heavy. When things get a little too hairy for him (not something he will actually admit too); he hits enemies with his fire breath. He doesn't prefer to use it, as it tires him out greatly. He can also track down any stray villians, and is highly resistant to injury.
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Jump

Postby Praetorian » Thu Mar 12, 2009 6:21 am

Jump
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hey now...gotta go!!

PL: 7
PP: 113


Abilities: STR 11; DEX 16; CON 13; INT 13; WIS 16; CHA 12


Saves: Tough 1; Fort 4; Ref 7; Will 5


ATK: 4
DEF: 12
INI: 11


FEATS: Acrobatic Bluff; Beginners Luck; Dodge Focus (6 ranks); Evasion (2 ranks); Improved Ini (2 ranks); Instant Up; Move-by action; Taunt; Ultimate Save (3 ranks: Ref)


POWERS: Teleport (2 ranks; Extra: Linked {Displacement}, Accurate; Flaw: Short Rng; PF: Change Direction; Change Velocity; Moving Feint)
Displacement (4 ranks; Extra: Linked [Teleport}) [23]
Quickness (2 ranks)

Skills: Acrobatics 9; Bluff 11; Disable Device 8; Knowledge (pop culture) 12; Notice 13; Sense Motive 11; Sleight of Hand 12; Survival 12

Back Story: Abigail Manse was 5 years old when she discovered that she had the ability to teleport. She could do it very quickly, moving from palce to place in a few seconds, but could never go farther then 200 ft in one "jump". She never really felt out of place in school, as she grew up in small town and not many people there didn't find her ability frightening. In fact, they found it rather helpful, as she could catch a falling jar before it hit the ground, or even take the elderly across the street past traffic.
However, in her late teens, Abigail was growing restless, like many people her age do, and wanted out of her little corner of the world. Her family, however, thought the outside would corrupt her. So, in the middle of the night in mid summer, Abigail Manse teleported from her house to the front yard, and "jumped" her way to the "big city", St. Louis!!. There, she soon joined a rag-tag group of teen heros known as Street Team, and started calling herself Jump.

** This is the lowest character I've done since I statted up the members of Metal Band Mushroomhead. I got inspired by watching the trailers for the movie "Jumper", but I didn't want her to go anywhere, so her max is 200 ft, enough to make her fun to play, but no-where near as destructive as..well...pretty much everyone else I've done so far.

Her displacement is linked to her Teleport, so at the initial point and the destination, there is a period of time where you see a double of her. She has nice quickness for a character, but she spent more pp's in feats n skills combined then I did in powers.

I like her..simple..effective...clean...and fun.

I will probally be doing other members of "Street Team" soon, as i like the "run-aways" idea that Marvel did.
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Mage

Postby Praetorian » Thu Mar 12, 2009 6:24 am

Mage
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I can make you believe that anything is possible

PL: 8
PP: 111

Abilities: STR 12; DEX 14; CON 12; INT 15; WIS 16; CHA 14

Saves: Tough 1; Fort 3; Ref 6; Will 7

ATK: 4
DEF: 14
INI: 6


FEATS:Accurate Atk; Attractive (3 ranks); Fascinate (2 ranks); Improved Ini (1 ranks)

POWERS: Magic (11 ranks; Drawbacks: Powerloss (unable to gesture))
-Base: Blast (7 ranks)
-AP: Illusion: All senses (4 ranks; PF: Selective, progression x3)
-AP: Super Movement (5 ranks; Air walking x2, water Walking, Permeate x2)
-AP: Dazzle: Visual (7 ranks)
-AP: Invisibility: normal sight (5 ranks)
-AP: Telekinesis (1 rank; Extras: Perception; PF: Subtle, Progression x2)
-AP: Morph: humanoids (12 ranks; Flaw: Move Action)
Super Senses (2 ranks: Detect Magic, Magical Awareness)

Skills: Bluff 12: Concentration 13; Escape Artist 12; Knowledge (Arcane) 12; Notice 10; Perform (Prestidigitation) 14; Profession (Street Magician) 14; Sleight of Hand ; 13

Back Story: Matthew Wilson Prince discovered at a young age that he had a knack for magic tricks. He started out like every young person, with a few simple card tricks, but he was later going up to levitation, disappearing acts, daring escapes, even larger scale illusions. He, and the audiences, thought he was very, very talented, but no-one, not even Matthew, would have guessed that what he was doing wasn't due to any kind of device (though he employed all the same tricks and devices), but rather the fact that Matthew was "ACTUALLY" doing what everyone always claimed he would do. It wasn't until a trip to St. Louis that Matthew would relize his full potential. It was during a bank robbery, with himself as a hostage, that matthew, on a whim, conjeured up what seemed to be SWAT team members, and got the crooks to surrender. They were apprehended and handed over, and at that point, the SWAT officers dissappeared before everyone's eyes. Matthew was just as shocked as everyone, but said nothing. He would later play with a few hunches, and discovered that he could ACTUALLY do magic: illusions; walk through wall, on water, air; conjoeur bright lights; move small objects with a greate degree of control; change his appearance at will, and even becoem completely invisible to the normal human eye.
He was approached months later by a young, eccentriclly dressed girl by the name of Raven Thomin, who persuaded him to help her gather a team of young heros, all outcasts in one way or another. Together, they recruited Half-Breed, Riot, and later Jump, Sprint, and the Red Panda, forming the teen hero group of Street Team!!

**Mage isn't big on atk or defense in any way, shape, or form, but he is an "effects horse", being able to bring about amazing visuals, and other magical effects that you would see at any stage magician's acts, except for the fact that Mage can ACTUALLY do these effects. His skills are concurrent with an average stage magician, and he can bolster any of those with his magical abilities.

His TK is low because he can't move heavy objects, but he can move all 52 cards in a deck seperately...so thats a decent trade off for what i want him to be like. He relies on characters like Half Breed and Riot to take the front line, and ppl like Sprint and Jump to play second line, while he aids the battle with illusions and dazzle effects.

For a magic user on the boards...yes...he's weak...but it's more about effect then size or power.
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Rave

Postby Praetorian » Thu Mar 12, 2009 6:25 am

Rave
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36YT-2GBR%, then multiply the the equalibriam of base quantam physics...it's simple mathematics really.

PL: 9
PP: 166

Abilities: STR 11; DEX 18; CON 12; INT 27; WIS 15; CHA 12

Saves: Tough 1; Fort 1; Ref 4; Will 2

ATK: 2
DEF: 5
INI: 4

FEATS:Beginners Luck; Eidict Memory; Equipment (3 ranks); Fascinate (2 ranks); Improvised Tools; Inventor; Luck (2 ranks); Skill Mastery ( );
Teamwork; Ultimate Skill (2 ranks; craft{mechanical}; Craft{}); well-informed

POWERS: Gadgets (8 ranks; Extras: Move Action; flaws: distracting) [56]
Quickness (10 ranks; Flaws: Limited {Mental}) [5]
Comprehend Machines (6 ranks) [13]
-Datalink (10 ranks)
Device "Liquid Nanite Sphere" (3 ranks; easy to loose; Flaw: power required {Comprehend machines}) [9]
-Shield (10 ranks; Flaws: move action) [5]
-Create Object (2 ranks; Flaws: full round; PF: Subtle, precise) [4]
-Duplicate (3 ranks; Extras: Touch; Flaws: Full rnd) [6]

Skills: Computers 13; Concentration 11; Craft (mechanical) 12; Craft (Electronic) 12; Gather Information 11; Knowledge (technology)13; Notice 8;

Drawbacks: Disability (ADHD)

Complication: Obsession (technology)
Secret (Time Traveler)

Back Story: Raven Thomin is the wacky, whiz kid genius inventor for Street Team. Little is known of her past, as she has told several versions of the same story. She is high-strung, tech obssessed, curious about pretty much anything, and shows signs of advanced ADHD.
The reality of it all is that Raven Thomin is from the future, a future where the Street Team dissappeared due to some unknown event, and without their help, the state of the world changes drastically, as an alien invasion force settles in St. Louis, and spreads their power outward in a series of powerful, dynamic battles. Thomin is convinced that, if she can prevent the team from dissappearing, she can prevent the alien invasion and save her time from coming into being during a state of unrest and slavery.

**very simple character. Little genius with ADHD, obsessed with technology. Not that hard to do. She can comprehend things about 1,000 times faster then any normal human, as well as literally talk to machines. She also has a device she calls the "liquid nanite sphere". It's a ball of intelligent liquid metal, able to create any thing she wises, shield her from damage, and even duplicate anything of equal mass to itself. It can't duplicate itself, but it can duplicate any object it touches of equal mass.

She IS NOT A front line character, least not without running her Gadget power first to give her some kind of weapon or offensive/ defensive device. While incredibally smart, her curiousity and ADHD will get her into trouble, as she will be more interested in an adavanced piece of armor, or get into creating a half ton of options on a device rather then just finishing the device.
Last edited by Praetorian on Thu Mar 12, 2009 6:36 am, edited 1 time in total.
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Red Panda

Postby Praetorian » Thu Mar 12, 2009 6:29 am

Red Panda
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Us? Into Mischeif??

PL: 8
PP: 131

Abilities: STR 13; DEX 17; CON 13; INT 16; WIS 17; CHA 12

Saves: Tough 1; Fort 4; Ref 7; Will 4

ATK: 4
DEF: 9
INI: 8

FEATS: Acrobatic Bluff; Ambidexterity; Animal Empathy; Defensive Roll (3 ranks); Distract (2 ranks); Elusive Target; Evasion;
Grappling Finese; Improved Disarm (3 ranks); Improved Ini (2 ranks); Improved Trip; Improvised Tools; move-by action; Sidekick: Kako (8 ranks);
Sneak Atk (4 ranks); Startle; Taunt; Teamwork (2 ranks)

POWERS: Leaping (2 ranks)
Super Movement (2 ranks; Trackless, Sure-footed)
Super Senses (6 ranks; Communication Link-mental {Kako}, Ultra-hearing, Low-light, Scent)
Quickness (3 ranks)
ESP (5 ranks; Simultanious)

Skills: Acrobatics 13; Climb 15; Excape Artist 12; Handle Animals 13; Notice 12; Sleight of hand 13; Stealth 14

Kako (Sidekick)

PL: 2
PP: 40


Abilities: STR 6; DEX 15; CON 10; INT 3; WIS 11; CHA 5


Saves Tough 0; Fort 2; Ref 4; Will 1

ATK:3
DEF:4
INI:2

Feats: N/A


Powers: Shrinking (4 ranks; Extra: Normal Str; Flaws: Permanent; PF: Innate) [5]
Additional Limb: Tail (1 rank) [1]
Super Senses (4 ranks; Communication Link-mental {Red Panda}, Low-light) [4]
Leaping (2 ranks)
Possession (2 ranks; Extras: linked {boost}; Flaws: Limited {Red Panda})
Boost: Ability Scores (2 ranks; Extras: Linked {Possession}; Flaws: Personal)


Skills: Acrobatics 7; Climb 15; Disable Device 5; Notice 12; Stealth 13



Back Story: *still in the workz*

**ok, so this is something of a milestone for me, as this is the FIRST character I've done with a sidekick, in this case , Kako, a Red Panda.
For those that are not aware, the Panda family aren't related to bears, but rather racoons. The red Panda is a pretty sweet looking animal, and very much like a monkey, cept bigger. That being said, Kako is created off the monkey template in MnM 2ed. The changes I made are rather simple. Kako is larger then the monkeys in the book, as he is a small creature, and they are tiny. He has leaping, something I was surprised the monkey didn't have, as well as super senses, another thing I am shocked he monkey didn't have. (I'm convinced the monkey was poorly constructed). I also gave Kako higher str, cha, and int as a monkey, but thats not to represent all red pandas. Kako also has the ability to possess the "Red Panda" character, and in doing so, boosts the ability scores each by 2.

The Red Panda character himself is one of the least offensive characters i've done in a while, being more of the sneak-theif type, choosing his attacks when he does fight. He has several abilites that let him talk to Kako and understand him, but also give him that "animal" edge over a regular human. He is more of a "drop and surprise, then taunt" character then straight out fist fight. He is also one of the 5 founding members of Street Team.

:arrow: Edit: Feb 6th, 2008: Due to some things that Superdad pointed out *thanks*, I refined some stuff on Red Panda. I removed Animal Control...cuz I didn't need it if Kako is a sidekick. He also suggested putting in Simultanious ESP, which I did, at 5 ranks...got to save 6 pp's!!...WOOT!!
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Riot

Postby Praetorian » Thu Mar 12, 2009 6:38 am

Riot
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I'm the real thing, carbon steel sting...Got a god damned gun and it makes me Queen

PL: 10
PP: 151

Abilities: STR 14; DEX 18; CON 15; INT 17; WIS 19; CHA 14

Saves: Tough 2 (*6); Fort 4; Ref 5; Will 5
* Ballistics Suit

ATK: 6 (10 rng)
DEF: 17
INI: 8

FEATS: Accurate Atk; Ambidex; Atk Focus: Rng (4 ranks); Combat Reflexes (2 ranks); Dodge Focus (3 ranks); Equipment (5 ranks); Evasion; Improved Aim; Improved Ini; Leadership; Power Atk; Precise Shot; Quick Draw (2 ranks); Sneak Attack; Well Informed

Powers: Device: Ballistics Suit (10 ranks, hard to loose, restricted 2)
-Communication: Tactile (6 ranks; PF: Selective, Subtle) [8]
-Weapon Summoning (9 ranks;) [19]
-AP: Arsenal (SEE EQUIPMENT)
-Protection (4 ranks; Flaws: Ablative)
-Concealment (2 ranks; Flaws: Limited to Electronics)
-Immunity (5 ranks; ballistics)
-Tactical Adaption (2 ranks; Flaws: Move; Sustained; Drawback: Noticeable) [12]

Equipment: Arsenal (25 EP)
-Machine Pistol x2 (2 EP)
-Blaster Pistol x2 (2 EP)
-Blaster Rifle (1 EP)
-Bola (1 EP)
-Knife (1 ep)
-Studded Gloves (1 EP)
-Flashbang (1 EP)


Skills: Acrobatics 10; Disable Device 12; Drive 10; Excape Artist 12; Gather Information 10; Knowledge [tactics]12; Notice 12; Search 12; Stealth 12

Complications Enemy (Bone Hunter, Pariah Agents)

Back Story: Jackie Marquise has been a rouge agent since her escape 6 years ago...at the age of 14. She was raised in a secret facility, ran by the Pariah Agency, to train children as high-end assassins. Her memory wiped, she was trained, along with 100's of other children, in the art of combat, mostly Krav Ma. She excelled in armed combat, however, having amazing aim and a rather natural way with fire-arms. At the age of 14, however, it al; became real, as jackie was sent out on her first real mission. Killing in a simulator and killing in real life are two very different things. Simulators don't back for mercy. They don't fight for their final breath. Simulators have no sense of fear. Simulators don't bleed. All the "war-games" became all too real as Jackie watched her first victims bleed from wounds she made.
Jackie escaped that night, and was on the lamb for 3 years, finally settling down in St. Louis, where she met another character that was schocked by death from his hands: Antonio Colmantino, a.k.a Half-Breed. Along with whiz-kid inventor Raven Thomin (a.k.a. Rave), and Matthew Wilson Prince (a.k.a Mage), they formed the teen hero group Street Team. Jakie took the code name of Riot, and also took point as leader, being the most tactically trained. With a special ballistics suit specially designed for her by Rave, she leads the team into battle against some really devilish characters, like Plauge, Bone Hunter, and various others.

*ok, so..lemme explain a few things before anyone gets confused. The Ballistics Suit is specially created hardware.
Yes, it has weapon summoning, because thats what I view the tech-weapon stuff from the movie Ultraviolet. Thats the basic effect, as she can pull anything from her arsenal up to 18 EP, so both machine pistols can come into play at the same time, since they are 9EP a piece. The visual that I think of is the exact same as that from the movie.
The stun strike is because she has low lvl taser sap gloves. They pack a punch in two ways: they add to her punch, and they stun you in the same hit.
The suit is concealed against electronics, giving her a bit of an edge on inflitrations.
It is TRUELY bullet proof, making her hell of an opponent in a fire-fight, though her protection is albative when it comes to melee combat.
the Tactile Communication I view as the stuff the army has been using for a couple years now, where you can move your throat to form words n such without actually making a noise, and it relays the actual words over a special frequency. I like that idea with her alot, as she can sit still and wait while making tactical commands to the other team.

I got a couple complications that I will be giving her later, but nothing that I want to write up right now, as I want to develop some of the villians before I do that with her....I got a couple in mind that will have shared secrets with her.

anyway, enjoy...I had alot of fun with the idea of this build!!

:arrow: EDIT: Feb 4; 2008: Took out her strike/stun atk, and lowered her Dodge Bonus feat by 2, giving me 14 pp's to play with. I then in turn gave her Ballistics Suit what I am calling Tactical Adaption. This is 2 ranks (10 pp) of Adaption that she can use for her suit to gain certian abilities when she needs it, like Dark vision or Immunity (suffocation). It's a Standard action, rather then full, and it's also sustained, keeping it at a nice round 6 pp per rank. I also gave it the drawback of Noticeable, as it would be...considering it what it does is her suit kinda...expands over part of her face to give her the abilities she needs, ala Stargate guards or Lost in Space armor.

I also changed a good portion of her arsenal, taking out the frag gernade, and the heavy pistol. I upped her Equip by 2 pp, giving me 10 more points to play with, on top of the 21 I got back. I reverted those points into a tonfa, a blaster rifle, a blaster pistol, and adding two "studded gloves" (those don't come with weapon summoning...their part of the uniform, bought within the arsenal.) It takes down her over-all damage abilities..specifically the frag gernade, but it ups her overall combat choices, which I would rather have
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Sprint

Postby Praetorian » Thu Mar 12, 2009 6:41 am

Sprint
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watch out...coming through..hey, move it ROAD HOG!!!!

PL: 8
PP: 123

Abilities: STR 12; DEX 14; CON 13; INT 15; WIS 14; CHA 13

Saves: Tough 1; Fort 4; Ref 3; Will 4

ATK: 4
DEF: 11
INI: 22

FEATS: Accurate Atk; Defensive Roll (2 ranks); Dodge Bonus (2 ranks); Endurance (3 ranks); Evasion (2 ranks); Fast Overrun; Improved Overrun; Improved Trip; Interpose; Move-by action; Take-down Atk (3 ranks); Ultimate Effort (4 ranks; Ref save)

POWERS: Superspeed (5 ranks; PF: Water Run, Wall run, Moving Feint)
-Spinning (6 ranks; PF: Radius Sight)
Super Movement (1 rank; Sure-footed)
Drain: Speed (6 ranks; Extras: Linked {Boost}) + Boost: Speed (3 ranks; Extras: Linked {Drain})
Immunity: Fatigue Effects (5 ranks)

Skills: Bluff 8; Investigate 11; Search 13; Swim 8

Back Story: Tobie Gawron always loved to run, making the track team in her middle school. She became fast...REALLY fast...as in one day she completed a 2 mile lap in a second!! She was just as shocked as anyone else, as she never knew such things were possible. She was cut from the track team, because the school board felt that this "burst of speed" incident that she had was going to give them an obvious unfair advantage...and also they were scared of any possible mutations that might occur. She went into a bout of depression, and feeling that her parents and friends might turn on her like her school has, she ran from home, and ended up in St. Louis, where she heard about a group of "misfit" teen heros known as Street Team.
She was asked to be a member after intervening in a battle that the Street Team was having against one of their deadliest foes: Bone Hunter. She ran circles around him, making him dizzy enough for the team member Half-Breed to leap in and tackle the villain. She now goes by the name of Sprint, and is a much welcome member of the Street Team

**It's been a LONG time since I've done a proper speedster. Sprint is the latest edition to my teen hero squad, Street Team. Like the rest of the team, she is a run-away, taking home up in the metropolis that is St. Louis.
Besides her speed, Sprint's best ability is her drain, where she basically "steals" speed from other objects/ characters, and boosts her own speed. With it, she can go from a max of 250 mph to a whooping 2,500 mph!!! She has little in the way of skills, being more of a flat runner then any kind of skill monkey, and while her atk is low, she is impressive as hell when it comes to ref saves, and starting a battle.
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Postby baixiwei » Thu Mar 12, 2009 9:30 am

These are some really sweet characters. The backstories and personalities are compelling and the builds are compact and simple but still interesting and original. Keep 'em coming!
Baixiwei's Character Builds and Conversions

If only you could see what I've seen with your eyes.
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Postby Praetorian » Thu Mar 12, 2009 10:00 am

baixiwei wrote:These are some really sweet characters. The backstories and personalities are compelling and the builds are compact and simple but still interesting and original. Keep 'em coming!


lol...wait till I transfer the villians
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Anarchist Blue

Postby Praetorian » Thu Mar 12, 2009 10:04 am

Anarchist Blue
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I just shot your mother-in-law....no matter how angry you are now...you'll thank me later

PL: 9
PP: 110

Abilities: STR 14; DEX 15; CON 13; INT 17; WIS 16; CHA 12

Saves: Tough 1 (7 w/ suit); Fort 3; Ref 5; Will 3

ATK: 7
DEF: 18
INI: 6

FEATS:Accurate atk; Assessment; Atk focus (3 ranks, Rngd); Blind fight (Infravision); Evasion; Improved Aim; Improved Ini (1 rank); Move-by action; Precise Shot;

POWERS: Device: Tactical Suit (14 ranks, Hard to loose)
-Blast (10 ranks; Feats: Split atk)
-Protection (6 ranks)
-Concealment (8 ranks; Flaws: Limited {Machines})
-Immunity (15 ranks; dazzle effects, entrapment, ballistics)
-Super Senses (2 rank; Darkvision, infrared vision)
-Mindshield (7 ranks)
-Confusion (10 ranks)

Skills: Concentration 10; Disable Device 12; Escape Artist 8; Notice 10; Search 12; Survival 8

Back Story: Malcom Werner is an underling of the man known as The Solution. Trained by The Solution, Werner has taken up the name "Anarchist Blue" and wrecks chaos where-ever he goes, wearing a specially constructed suit given to him by the Pariah Agency.

**Very simple build....very simple concept...very simple story. Anarchist Blue is a poor man's Deadshot, except for the fact that he has a Tactical power suit that gives him some powerful abilities, like the fact that he can use it to confuse his enemies.
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Arinak, The Bone Hunter

Postby Praetorian » Thu Mar 12, 2009 10:07 am

Arinak, The Bone Hunter
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Your end is my beginning

PL: 10
PP: 149

Abilities: STR 27; DEX 13; CON -; INT 14; WIS 15; CHA -

Saves: Tough 10 (3 imperv, +5 from armour); Fort--; Ref 1; Will 2

ATK: 7
DEF: 17 (5 dodge)
INI: 5

FEATS: All-out Atk; Atk Focus (2 ranks; Melee); Atk Spcl: Reaver Axe; Defensive Atk; Diehard; Equipment (3 ranks); Finishing Strike;
First Blow (2 ranks); Improved Ini; Improved Sunder; Power Atk; Tough (2 ranks); Weapon Break

POWERS: Density (6 ranks; Extras: Continious; Flaws: Permanent)
Immortality (3 ranks)
Immunity (35 ranks; disease, fatigue, poison, suffocation, Will Saves)
Device: Reaver Axe (5 ranks; easy to loose; Restricted x3, indestructable, Improved Crit)
-Strike (5 ranks; PF: Mighty)
-Spirit Control (6 ranks)
-Super Senses (12 ranks; Magical Tracking, True Sight)

Equipment: Sword (5 EP)
Plate Mail (5 EP)
Med Shield (4 EP)

Back Story:Arinak, Lord of St. Vermains' Hollow, a knight in the service of Vladamir Tsepes....a cursed soul in a modern world. He WAS...and is...dead, and the infernal events that led to his resurrection are unknown, but he seems to be of one purpose: the destruction of the Street Team and the start of Armegeddon itself!

**The undead villian Bone Hunter is something of a mix of Jason and Spawn, with the dial turned down. His Density provides him with good bonus's of STr, some Super Str, protection, and immovablity, while his Immortality ensures that, even if severly defeated, you can't keep an evil zombie down for long. His immunity grants him immunity to pretty much any mental effect, as well as disease, fatigue, poison, and suffocation...which he kinda has anyway, cuz he has no Fort score.

However, it's the Reaver Axe that really bring this villian home. It's like Mjolnir's evil twin, because only those of immense evil can lift it, but only Arinak can weild it properly. It's indestructable, and has an improved Crit on it. Couple that with his Mighty Strike on it, and the fact that he gets a +2 from Atk specl, and a +2 for melee combat...and you got one deadly axe weilding SOB. The axe also gives him the ability to track his target through magical means, gives him True Sight, as well as Spirit Control.

I pulled Finishing Strike, First Blow, and Tough feats from the Masterminds Manuel. Finishing Strike allows Bone Hunter to coup de grace an opponent even if not disabled. First blow gives him a bonus against flat footed opponents, and tough actually is a bonus to his Toughness score, which is also bolstered by his Plate Male Armor.
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Blackmoore

Postby Praetorian » Thu Mar 12, 2009 10:11 am

Blackmoore
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Heres comes Peter Cottontail...Hopping Down the Bunny Trail....CRUNCH!!!

PL: 15
PP: 241

Abilities: Str 16; Dex 20; Con 17; Int 17; Wis 16; Cha 14

Saves: Tough 4; Fort: 7; Ref 7; Will 7

ATK: 8 (melee: 8; rngd: 13)
DEF: 10
INI: 17

FEATS: Accurate Atk; Ambidexterity; Atk Focus: Rngd (5 ranks); Defensive Atk; Distract (3 ranks);
Dodge Focus (4 ranks); Elusive Target; Fast Overrun; Hide in Plain Sight; Improved Inititave (3 ranks);
Improved Trip; Stunning Atk; Uncanny Dodge: Touch (3 ranks)

Powers:
Darkness Control (17 ranks, Power Loss: Moderate Light source (3 pp))
-AP: Shadow Form (14 ranks, Move action, Limited: only in unlit areas)
---Concealment: Visual (2 ranks, Limited: shadows)
---Immunity (13 ranks, technological, Gravity, own powers)
---Snare (8 ranks, Rng:touch, Extras: Engulf, Regen, Block Visual)
---Regeneration: Recovery Rate (3 ranks)
-AP: Teleport (10 ranks, Extra: Portal, Flaw: Shadow Medium)
-AP: Forcefield (14 ranks, Impervious)
Immunity (9 ranks, Life Support)
Dimensional Movement (3 ranks)
Supersenses (7 ranks)
-Darkvision
-Direction Sense
-Distance Sense
-Tremorsense
Summon: Shadow Beasts* (5 ranks, Full rnd, Rngd, Progressive x 6, Extras: Horde, General Type)

Skills: Acrobatics 17; Bluff 16; Craft (artistic) 20; Disguise 15; Escape Artist 15; Notice 17; Sleight of Hand 13

Back Story: An imp from the Dimension of Shadows, Blackmoore is more then just a mischevious trickster, he is an escaped criminal from his home plane. Punished for multiple counts of homicide, Blackmoore was sentenced to life in the Illuminare Asylumn, a prison built of light. Unable to touch the bars, or pretty much anything else within his cell, Blackmoore spent centuries within the prison, waiting for either some kind of release, or death.
Release came when the Projection Engine, the very thing that powered the Illuminare, was damaged in a Shadow Storm. Blackmoore made his move and, with his powers renewed by the failing of the prison, sidestepped the one of the many dimensional barriers that seperate the realms from one another. He sidestepped right into our reality.
Finding quickly that there were no prisons made of light, and a whole reality full of people with no powers to stop him, Blackmoore has resided in our reality for much of the past decades. He enjoys to torment and torture his randomly chosen victims until finally killing them with his darkness manipulation.


* Shadow Beast Template
(34pp, can be applied to any creature template)

Powers:
-Darkvision (2 ranks, 2pp)
-Tracking (1 ranks, 1pp)
-Permeate (3 ranks, 15 pp)
--Extra: Drain Con (+ 3, Ref save places Atk roll, 1 pnt drain type)
-Regeneration (14 ranks, 14 pp: 10 ranks Resurrection, 4 ranks Recovery Rate: 6 seconds/1 rnd)

Feats:
-Metal Link (1 pp, a constant for this creature)
-Swarm (1 pp, taken from Golden Age Force Atk rule, gives DC bonus dependable on how many creatures atk at once, Requires Progression 4)



** Blackmoore got a much needed update. Out with the create/animate powers, blast ability, Morph, Atomic seperation, enhanced Dex (the 20 is all natural for him), flight...basically almsot everything.

what I did give him is SCARY. His darkness control gives him teleport, a pumped forcefield, and an all new Shadow Form array (concealment, immunity, body-bag like snare, and a regeration rate), some much needed supersenses, and..his REALLY nasty new power: summon: shadow beasts.

why is it so scary, well...it comes with a custom 34pp "Shadow Beast" template that can be applied to any creature, in Blackmoore's case, to anything that won't have over a total pp cost of 75.
the template gives the minions Darkvision, tracking, crazy regen abilites, and permeate with a custom made drain attack.

The drain atk works like this...the creatures charge you with the intention to go THROUGH you. Going through you is what causes them to drain 1 pnt of Con from you. The Atk roll got replaced with a Reflex save for the whole event.
the feats given to the template are Mental Link...making it available to communicate with your shadow minion from any distance, and the Swarm Atk feat, which is the Force Atk rule from Golden Age, used as a feat. A bonus is added to the DC for the attack, depending on how many creatures atk at one time. I made it a requirement of Progressive 4 because the lowest I know the rule being is 12 creatures...which is around prog 4.

now...all 50 minions...using Swarm with the permeate-drain atk....Mucho Oucho!!!!

Again, thanks to JoshuaDunlow for the help. It's almost like having a Gilligan, without the "hey, lets somehow mess this all up" ability!!!
The Permeate Drain atk can be used in a few differnt ways, but he designed the playable formula off my concept.
you should take a look at it here: Permeate Drain Atk
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Black Orchod

Postby Praetorian » Thu Mar 12, 2009 10:14 am

Black Orchid
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Some things are just better left unsaid

Name: Camillia Ysuki

PL: 12
PP: 180

Abilities: STR: 13; DEX: 15; CON: 14; INT: 17; WIS: 19; CHA: 14

Saves: Tough: 4; Fort: 4; Ref: 5; Will: 10

Atk: 10 (melee: 10, rngd: 12)
Def: 8
Ini: 3

Feats: Atk Focus: Ranged (2 ranks); Atk Spec: Mental Blast (3 ranks); Attractive (3 ranks); Benefit: Wealth (4 ranks); Benefit: Yakuza Status (6 ranks); Contacts; Equipment (2 ranks); Precise Shot (2 ranks); Well Informed; Fighting Style: Judo (7 pnts: Accurate attack, Defensive attack, Improved Disarm, Improved Grab, Improved Pin, Imrpoved Trip, Stunning attack)

Powers:
Telepathy (12 ranks, Perception, Move, Concentration)
--Mind Control (20 ranks, Flaw: Tiring)
--Mind Switch (16 ranks, Flaw: Side Effect: Stun)
--Mind Shield (10 ranks, linked: Mental Deflect) + Mental Deflect (10 ranks, linked: mind shield)
--Mental Blast (8 ranks, +6 bonus)

Equipment:
-Heavy Pistol
-Taser Stick

Skills: Computers: 13; Diplomacy: 15; Gather Information: 14; Intimidate: 15; Knowledge (Criminal Organizations): 18; Language (Japanese, English, Mandrian, Russian, Spanish): 5; Perform (Singing): 19; Search: 17; Sense Motive: 18; Swim: 8

Backstory: There are few women in the heirarchy of the Yakuza, but there is one that stands out, not only among women, but among the Yakuza in general. Camillia Ysuki is the eldest child of Mishawro Ysuki, leader of the Kabuki-mono, the largest recorded yakuza gang in history. She has been many things in her life: daddy's little princess, rebelious teen, and world hopping jet-setter. Now in her late 20's, Camillia Ysuki has bloomed into something no-one ever thought possible: the position of Orchid.
The position of Orchid is the top enforcer and most trusted advisor of the Kabuki-mono gang. There are men that have spent decades trying to win the coveted title, and now Camillia has done in 3 years what most men can't do in a life time.
Much of her placement as Orchid is due to her development of astonishing mental powers. At the age 23, Camillia was hospitolized for migraines so severe they were almost paraliyzing her in pain. After numerous prescriptions didn't work, her father resorted to the last choice: a series of electrical shock sessions.
During on of the last sessions, Camillia began to scream at the top of her lungs. Several attendees rushed in to quite her, only to fall to the ground screaming and clutching their heads. After Camillia quieted down, doctors noticed a severe change in her brain waves. It almost seemed as if she had an increased mental activity of 3x her normal readings.
3 more years of tests and hospitalization saw Camillia Ysuki return home with incredible mental abilities. Her first act home was to shut down the brain activity of every single guard her father had, including the current Orchid at the time. She "convinced" her father that they were trying to weaken him by convincing him of her terrible headaches. She clouded his mind and inserted lie after lie.
After installing herself as the new Orchid, she relized that none of the other gangs would accept her as leader of the Kabuki-mono. She has been content to play the puppeteer to her fathers' marionette, and has vowed to the other families be ever watchful, ever-loving, and ever obediant to her father, while she promises herself that she will be powerful beyond any of their wildiest imaginations.
She has since then grown tired of being behind the scenes, and has ordered several attacks on some of the other Yakuza families. With her father's political and finacial power, she has severe plans on ruling the Kabuki-mono, no matter the costs.

* Black Orchid got a revision just like everyone else. Pushed her up a few lvls, which helped in boosting somethings, but not alot.
I lowered the lvl of her Mind shield, and linked it to a Deflection: Mental. It's gonna be fun trying to get into her head!!!
I also added a Side Effect: Stun flaw to her Mind Switch, as well as slapping a Tiring flaw to her Mind Control. She isn't the most powerful mentalist on the planet, but she is still very dangerous.
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Chess

Postby Praetorian » Thu Mar 12, 2009 10:18 am

Chess
Image
...and just like the great white shark....he's never had to evolve

PL: 12
PP: 174

Abilities: STR 13; DEX 15; CON 15; INT 17; WIS 18; CHA 17

Saves: Tough 2; Fort 3; Ref 2; Will 4

ATK: 3
DEF: 13
INI: 3

FEATS: Attractive; Benefit (5 ranks, Status: {Pariah Agency}); Benefit (4 ranks, Wealth); Contacts; Diehard; Editic Memory; Equipment (5 ranks); Fascinate (3 ranks); Leadership; Masterplan; Speed of Thought; Ultimate Diplomancy (1 rank); Well Informed.

POWERS: Mental Blast (8 ranks; Extras; Mental Feedback, Vampiric, Linked {drain}; Drawbacks: Full Power)
Drain Wis (6 ranks; Extras: Percpetion, Linked {mental blast})
Metamorph: Vampire Form (10 ranks; Flaws: Limited {Successful Drain}; Drawbacks: Involuntary Tranformation, One-way Transform)
Immunity (5 ranks; Aging, Disease, Poison, Critical Hits)
Quickness: Mental (2 ranks)
Immortality (2 ranks)

Skills: Bluff 10; Diplomancy 10; Gather Information 8; Intimidate 10; Knowledge (business) 12; Languages 4; Profession (executive) 12; Sense Motive 10

Equipment: Rook Industries Corp.Headquarters, St. Louis, MO, USA (Skyscraper-5 floor template-16 EP)
Armour plated Maybach Exelero {Luxery sports coupe} (YOU NEED TO SEE THIS CAR!!!! 9 EP)

Back Story: Markum Rook is probably one of the most influential industrialists of the century. Head of Rook Industries, he has influence all over the world, and had made connections that will propell the sucess of Rook Industries, and Markum Rook, well into the next century. Rook Industries makes several different products that you can find in just about every weathly person's inventory, and because so, If he doesn't get it at discount, Markum Rook is usually gifted many, many things. He owns the worlds only, post concept Maybach Exelero, a car that Maybach hasn't even put into production past the one gifted to Rook.
What many, MANY people don't know is that, while they believe they have the say over what they do in their companies, Rook secretly runs about 30% of the worlds top companies, and reaps everything he sows. He has planted people in high ranking business postions all over the world, and suppliments plans and descisions all the time.
Another things that many people don't know is that Markum Rook has been doing this for the past 250 years...and yet the man doesn't look a day past a very healthy 32.

**Chess is a nasty, NASTY character at lvl 12. The only active powers he really has access too are the mental quickness, Immunity, and immortality. The Mental Blast is re-actionary..and can only be used as such....you have to hit him first for him to hit you...but when he does...OUCH...becuase your getting blasted AND drained. His Drain activates his Metamorph...and thats when things REALLY start to get dangerous, as you will see below.

The vampire form of Chess is a lvl 11 beast at it's finiest. It has higher immunities, gains a draining, mighty, penetrating strike in it's right arm (as per picture), has super str, flight (with an AP of speed), a mentalblast mindshield (deadliest combo for a mental character, IMO), wall crawling and super senses. Also, there is an increase in ATK, Def, InI, his saves, and his stats. What saves him is that the Mental Blast, Drain going buh-bye in the vamp form saves a nice chunk of points, plus therie are a few less feats and skills to worry about.

Anyway...the reason WHY he is STILL the mastermind behind Pariah Agency is that only the higher echilion on the organization have seen his other form...and their scared crapless....what they DON'T know is that it can only be triggered by a drain that he can only use is someone mentally atks him.

I really wanted to go Sebastian Shaw meets something really nasty with this character...and hopefully, I pulled it off. I was browsing over the picture...and thinking ...and thinking....WTF do I give a villian named Chess. I don't want to make it an obvious power. I don't really want to make him ALL POWERFUL...just dangerous enough to stay on the top...and then it hit me...PSYCHIC VAMPIRE!!!!

Vampire Form
Image

PL: 12
PP: 174

Abilities: STR 22; DEX 17; CON 20; INT 13; WIS 15; CHA 7

Saves: Tough 5; Fort 5; Ref 5; Will 9

ATK: 7
DEF: 18
INI: 13

FEATS: Accurate Atk; All Out Atk; Atk Focus (2 ranks, Melee); Combat Concealment; Crushing Pin; Diehard; Elusive Target; Fearless; Fearsome Presence (2 ranks); Improved Crit: Strike (2 ranks); Improved Ini (2 ranks); Power Atk; Startle;

POWERS: Metamorph: Vampire Form (10 ranks; Flaws: Limited {Successful Drain}; Drawbacks: Involuntary Tranformation, One-way Transform)
Immunity (12 ranks; Aging, Life Support, Critical Hits)
Quickness: Mental (2 ranks)
Immortality (2 ranks)
Strike (6 ranks; Extras: Penetrating, Linked {drain}; Limited: Right arm only; PF: Mighty) + Drain Wis (6 ranks; Extras: Linked {Strike})
Super Str (2 ranks)
Flight (3 ranks; Flaws: Limited {Gliding})
-Speed (3 ranks)
Mindshield (7 ranks; Extras: Linked {Mental Blast}) + Mental Blast (3 ranks; Extra: Linked {Mindshield}, Mental Feedback)
Super Senses (4 ranks; Darkvision; Ultra-hearing, scent)
Super Movement (2 ranks; Wall Crawling)

Skills: Climb 12; Intimidate 15; Notice 10; Search 10; Stealth 12; Survival 13
Last edited by Praetorian on Tue Sep 01, 2009 9:30 pm, edited 1 time in total.
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Donatello " Boom, Boom" Berrilia

Postby Praetorian » Thu Mar 12, 2009 10:22 am

Donatello "Boom, Boom" Berrilia
Image
Comon, Jimmy.....I GAVE you that gift

PL: 9
PP: 123

Abilities: Str: 13; Dex 14; Con 13; Int 17; Wis 16; Cha 14

Saves: Tough ; Fort 4; Ref 3; Will 5

Atk: 3
Def: 2
Ini: 2

Feats: All-out Atk; Atk Spcl (3 ranks, blast); Attractive (3 ranks); Benefit: Status (4 ranks, Mafia boss); Connected; COntacts;
Equipment (5 ranks); Fascinate (3 ranks); Leadership; Masterplan; Well-Informed

Powers: Blast (7 ranks, Area: Explosion; Penetrating; Tiring, Unreliable)
---Immunity (1 rank, Own abilities)

Skills: Bluff 14; Climb 13; Craft (Electronic) 16; Diplomacy 15; Intimidate 15; Notice 16; Search 16; Sense Motive 15

Equipment: Variable: mass of electronics, chemicals, and tools to build explosives of varible sizes.

Back Story: Donatello Berrilia is one of the most notorius criminals to exist in years. Currently head of the Berrilia Mafia, Donatello has been charged with over 200 bombings in the Chicago area in the past 10 years, not to mention growing records in New York City, Miami, and Los Angeles. However, with all the charges against him, "Boom, Boom" Berrilia has been able to slither out of conviction every time, due to an extensive team of lawyers, and probaly a good amount of pay-offs. He personally has hands in several things, from union control to drug delivering.
Not only a talented explosives export, "Boom, Boom" Berrilia also has another talent thats been recently documented: he can produce his own explosive blast. It's not an ability that Donatello has exhibited before the last year, and many lay claim that it is a recently emerged ability. Others simply find it a way to balance everything out: Forcefield is protection, and Berrilia is destruction.
The differance is that Berrilia's ability isn't the product of chemical mutation, but rather other-worldly sources. A year ago, while on a "vacation" to Kyoto, Berrilia ended up with a rare type of Malaria. After several days of an unchanged condition, one of the doctors suggested the use of an old priest from one of the nearby temples. Before he would treat Berrilia, he forced the crime boss to take a blood oath to his god, Orochi-naga, Berrilia agreed, just wanting to be free of the illness. It was only 2-3 days passing before Berrilia was up and about, ready to leave and go home. He put the oath out of his mind.
A few months passed before Berrilia would discover the truth: his blood was used in a ritual to make him a warrior in Orochi's coming war. The snake god infected Berrilia's dreams, and even gave Berrilia his "gift" of being able to send an explosive force from his body, just like one of his special bombs.
While Donatello doesn't prefer to use the "gift", there are times that he has, jsut to keep himself from a jail cell, not that any currently made could hold him.

**Finally, Mafia don, bomber extrodinare, and the name in half of these files, is up. Donatello "Boom, Boom" Berrilia started as an idea for a very "Kingpin" like character. A mafia boss that no, one can seem to pin anything on, Berrilia was given the explosive ability late in his creation process, jsut to add some flavor to the character, as I haven't seen a proper crimelord with special powers. Berrilia uses the ability rarely, but when he does, he goes all out, not sparing an inch of the devestating explosion. He is more obsessed with finding a way to break the blood ties between him and the Japanese demon-god, Orochi, then he is expanding his empire.
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