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Hound Town

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Re: Hound Town

Postby Hound » Sat Mar 31, 2012 3:03 pm

Character Name: Jessica Blake
Codename: Silver Witch

Description:
Age: 31 (She doesn't age, she looks about 20)
Gender: Female
Height: 5'4”
Weight: 220lbs (She appears small and skinny, but metal is heavy)
Eyes: Blue
Hair: Blonde

Image

History:
Jessica specialises in espionage, stealing documents, secrets, plans, or anything else for whoever can pay the most. She has even unofficially worked for the United States from time to time. Normally she isn't the type to try and take over the world, or ransom the moon, but she has worked for these types from time to time.

Jessica's powers manifested when she was 15. She was getting dressed for her first big date with a boy she'd liked for years when she noticed a pimple on her chin. It was tiny, barely noticeable, but you know how girls panic. She began to worry, and focus on it, the stress triggered her meta-powers. The zit began to grow before her very eyes, becoming as large in reality, as it was in her mind.

She was mortified she began to wish she was someone else, anyone else. Jessica suddenly chose one of the popular girls she always dreamed of being. She thought about how that girl never had these worries, she was always perfect. Her desire to be her was so great, she suddenly morphed into the girl. Needless to say Jessica began freaking out, but quickly calmed down as she realised the powers she possessed.

She could be anyone, be anything. Jessica could have the perfect body, the perfect teeth, yet she had not yet begun to comprehend everything she could do.

Over the next few years she practised, trying to learn the full extent of her powers, she was living liquid metal that could take any form or colour. The only draw back she found was now that her powers were realised, she melted into a puddle when ever she slept, forcing her to keep a bucket near her bed.

When it came time to get into College, she found out her parents didn't have the money to send her, she would have to take out a huge loan that would require her to pay it back for the next twenty years. Blinded by her own power, she decided to steal the money instead. While her robbery was nearly perfect, she drew the attention of a well known super villain. (I don't care who, GM can pick some of interest to the story)

The Super villain recruited Jessica, he taught her more about her powers than she ever dreamy possible, and he taught her how to do more than just steal a few thousand dollars from a local bank. After a few years, she began doing solo work for anyone who could pay, becoming an independent Villain, this has cause some animosity with her teacher, who felt her powers should belong to him solely.

PL11: 195 Points
Complications:

Enemy: (To be determined by the GM) The super villain who taught Jessica her full potential, and gave her the contacts to the underworld. (S)he feels scorned, and believes her and her talents should be working for them, not anyone else.

Sense of Honour: While she steals anything from anyone, she is not an assassin. She has killed and will kill to complete her mission but avoids it when possible. She especially tries hard to avoid killing children.

Motivation(Greed): Everything she does, she does for money. She only works if the price is right.

Metal body: She is an excellent conductor of electricity and heat, but she is not poisonous to any human who touches her. She is not magnetic, she does not eat, sleep, or age. When she rests, she needs to do it in a bucket, because in a relaxed state she becomes a puddle.

Weakness [ Nullified Morph]: While Jessica does not need to sleep, she does enjoy resting. However while resting, she is a shapeless puddle, which means she tends to "nap" in a bucket. If her morph power is nullified, she is forced to become a shapeless puddle that can not make attacks. She can still move using her slither and wall crawl ability, and she can do very, very simple tasks, like pushing a single large button.

Abilities: 30 PP
Strength: 11
Stamina: ---
Agility: 0
Dexterity: 0
Fighting: 6
Intelligence: 0
Awareness: 3
Presence: 0

Offence:
Initiative: +4
Melee Attack: +11 Unarmed, +11 Grab
Range Attack: +0

Defences: 14 PP
Dodge (AGL): 6
Fortitude (STA): Immune
Parry (FGT): 6
Toughness (STA): 16
Will (AWE): 11

Skills: 30 PP
Deception: +14
Insight: 3+8=11
Investigation: +10
Perception: 3+8=11
Persuasion: +10
Technology: +10

Advantages: 18 PP
All out Attack,
Chokehold,
Close Attack 5,
Connected,
Contacts,
Equipment,
Fast Grab,
Luck 1
Improved Grab,
Improved Hold,
Improved Initiative 1,
Move by Action,
Takedown 2,
Well-informed

Powers: 104 PP Liquid Metal Woman
    Elongation 3: 60 feet (3 PP)
    Feature (Mimicry): Able to mimic almost any sound, gaining +10 to deception checks
    Feature (Internal Compartment): Able to create a hollow section in her body at will to store small objects
    Immortality 3: 4 Day, Limit[If she is less than 50% complete, then she becomes "mindless" and her body parts simply act out of instinct try to gather together and reform her body. She can be kept, chopped up in a dozen parts, and still be alive, but unable to think.] (3 PP)
    Immunity 40: Fortitude Effects[Feels Fatigue], Effects that target a brain(Mind Control, Mind Reading, Emotion control) (39 PP) [She doesn't posses a "traditional" brain making her immune. She has no organs at all, her whole body is one single "organ" if you will.]
    Insubstantial 1: Fluid, Innate (6 PP)
    Morph 4: Any Shape +20 Disguise (20PP)
    AP: Concealment: All senses(1 PP)[She becomes a thin layer that slithers across walls, or floors, she mimics the texture and colour as she slithers]
    Movement 1: Slithering (2 PP)
    Protection 16: +16 Toughness, Noticeable: When attacked, the place where she is hit returns to silver liquid metal, revealing she is not flesh and blood (15 PP)
    Regeneration 2: Every 5 Rounds, Persistent, Limit: She does not bruise or bleed, parts of her liquid self are cut off, blasted off, punched off, etc. They land on the ground nearby and slither back to her body. However if a piece is cut off her, and kept away from her, she can not regenerate it until she frees the piece. (2 PP)
    Variable 1: Action 2: Free, Limited to Physical Changes, such as Wings to fly, fish tail to swim faster, becoming Attactive to make seduction easier, or sharp claws to increase Critical Chance with unarmed strikes. (9 PP)
    Senses: Infravision (1 PP)
Last edited by Hound on Tue Oct 23, 2012 5:33 am, edited 7 times in total.
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Re: Hound Town

Postby Hound » Sat Aug 04, 2012 2:46 pm

Dan "Wildman" Savage
Description:
Age: 22
Gender: Male
Height: 6'1”
Weight: 195 lbs.
Eyes: Blue
Hair: Brown
Image
PL 8: 120 PP
Abilities: 38 PP
STR 02
STA 03
DEX 00
AGI 04
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +04
Melee Attack: +8 Unarmed (DC 18)
Range Attack: +0

Defenses: 17 PP
Dodge +10
Parry +10
Toughness +6/+3
Fortitude +6
Will +8

Skills: 16 PP(32 Ranks)
Acrobatics (AGI) 1+4=5
Athletics (STR) 3+2=5
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 1+4=5

Advantages: 5 PP
Animal Empathy
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 44 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Shape shift 8: Free action (+1/r) Limited -4/r: Animals Only, Absorbs DNA through directly touching an animal, adding the DNA to "memory" but the memory can only hold up to five animals at a time. (40 PP) Equipment and clothes are "absorbed" into the body, and reapppear when returned back to human form

Currently in his "arsenal," is a Great Horned Owl, a Great Silver Back Gorilla, a Bull shark, a Wolf, and a Raccoon.

Complications:

Animal Instinct: Dan follows his gut and his emotions, trusting people on their smell alone. Sometimes this means he leaps before he thinks, and he gets burned by those he chooses to trust.

Hates Guns: As a principle, Dan will not use a gun, and finds their use cowardly.

Hunger: Dan is always hungry. Always. He assumes it has to do with his powers, but he doesn't know for sure. As such he often takes silly risks just to eat. Under gun fire? Should run away? Not while a chocolate bar lies defenseless on the floor! Don't worry little Chocolate bar, Dan will save you.

History:
Dan lead a pretty uneventful life. His father never beat him, his mother never emotionally damaged him. He was middle of the pack for grades in school, didn't have any bullies, had a few girlfriends but was never overly popular. He never went to college. He began working straight out of school, taking on a lot of part time jobs in go-no-where places. He tried dozens of jobs, nothing ever seemed to fit. He was always strapped for cash.

The only thing he did, that he was any good at, was take mixed martial arts classes, and stay in shape. Yet even that, Dan never took to seriously. He never entered a real match, and he never got in a real fight outside of a gym sparring match.

He was a complete average Joe.

At the age of 22, he had no career aspects, and no goals. He lived in bachelor apartment, working as a bartender, barely making rent, with no girlfriend, and nothing to really live for. He only worked to exist, and all he did in his existence was work, sleep, eat, and take drunk girls home with him.

Truly unremarkable.

Yet one day it changed. A stray dog happened to be sleeping on the steps of his apartment when he left for work that day. Unconsciously he patted the pour mutt, and tossed him half a sandwich he happened to have in his pocket. Such an unremarkable event saved his.

Much later that day, after work, Dan was closing up the bar, per his usual routine when a knock came at the door. Through the window, Dan could recognize a regular, a man he had know for months. With out thinking, Dan let him in, only to be met by a gun. What Dan did not know, was the man had been fired earlier that week.

With out thinking, Dan lunged at the man, but something was odd. Dan was not himself. Dan had become a dog, and instinct took over. Dan the Dog, sunk his teeth deep into the wrist of the man, forcing him to release his grip on the gun. Panic stricken, the man turned tail and ran from the bar.

It took Dan hours to figure out how to turn human again, but when he finally figured out the trick to transforming, he realized, he was no longer average. He was super.

The next day he went down to pick up a form, but then the DVD arrived...



Silverback Gorilla
PL 8: 120 PP
Abilities: 64 PP
STR 08
STA 08
DEX 00
AGI 08
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +08
Melee Attack: +8 Unarmed (DC 23)
Range Attack: +0

Defenses: 6 PP
Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +8

Skills: 22 PP(44 Ranks)
Acrobatics (AGI) 8+8=16
Athletics (STR) 8+8=16
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 1+8=9

Advantages: 12 PP
Animal Empathy
Chokehold
Fast grab
Favored Environment [Jungle]
Improved Grab
Improved Hold
Interpose
Jack-of-all-Trades
Move-by Action
Power Attack
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 12 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Movement 3: Wall crawling 2, Swinging (6 PP)
Feature 1: Feet can be used as hands, Ambidexterity (2 PP)



Great Horned Owl
PL 8: 120 PP
Abilities: 38 PP
STR 01
STA 03
DEX 00
AGI 04
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +04
Melee Attack: +8 Unarmed (DC 20)
Range Attack: +0

Defenses: 19 PP
Dodge +13
Parry +13
Toughness +3
Fortitude +6
Will +8

Skills: 24 PP(48 Ranks)
Acrobatics (AGI) 11+4=15
Close Combat (FGT) [Talons] 3+8=11
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 12+4=16

Advantages: 6 PP
Animal Empathy
Favored Environment [Flight]
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 33 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Flight 5: Wings, Subtle 2[Silent Flying] 60mph, 900ft/rnd (7 PP)
Shrinking 4: Wing span of 5 feet (8 PP)
Senses 7: Extended Vision, Low-light Vision, Direction Sense, Distance Sense, Extended Hearing, Accurate Hearing (7 PP)
Talon Strike 5 DC 20, Improved Critical 2 (7 PP)



Racoon
PL 8: 120 PP
Abilities: 42 PP
STR -01
STA 02
DEX 00
AGI 08
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +08
Melee Attack: +8 Unarmed (DC 14)
Range Attack: +0

Defenses: 14 PP
Dodge +14
Parry +14
Toughness +2
Fortitude +6
Will +8

Skills: 31 PP(62 Ranks)
Acrobatics (AGI) 8+8=16
Athletics (STR) 6+(-1)=5
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Slight of Hand (DEX) +16
Stealth (AGI) 10+16=26

Advantages: 5 PP
Animal Empathy
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 28 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Shrinking 8: (16 PP)
Senses 8: Low-light Vision, Extended Hearing, Accurate Hearing, Accurate Scent, Tracking Scent, Extended Scent (8 PP)
Last edited by Hound on Sun Nov 11, 2012 1:12 am, edited 3 times in total.
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Re: Hound Town

Postby Hound » Sun Aug 05, 2012 5:45 pm

Jack Walsh, Alias "The Woodsmen"
Description:
Age: Unknown
Gender: Male
Height: 5'6”
Weight: 140 lbs.
Eyes: Blue
Hair: Black
Image

PL 10: 294 PP
Abilities: 46 PP
STR 04
STA --
DEX 00
AGI 08
FGT 08
INT 04
AWE 04
PRE 00

Combat:
Initiative: +16
Melee Attack: "Hack and Slash" +12 (DC 23)
Range Attack: "Throwing Axe" +12 (DC 23)
"Mass Murder" Burst Area 30 Radius (DC 25)

Defenses: 18 PP
Dodge +14
Parry +14
Toughness +6
Fortitude Immune
Will +10

Skills: 68 PP(136 Ranks)
Acrobatics (AGL) 6+8=14
Close Combat (FGT)[Hack and Slash] +12
Deception (PRE) +16
Expertise (INT)[Supernatural] 10+4=14
Expertise (INT)[Human Biology] 10+4=14
Expertise (INT)[Music of the last 300 years] 10+4=14
Expertise (INT)[History of the last 300 years] 10+4=14
Expertise (INT)[Crime] 9+4=13
Insight (AWE) 11+4=15
Intimidation (PRE) +16
Perception (AWE) 11+4=15
Ranged Combat (DEX)[Axe Throw] +12
Slight of Hand (DEX) +14

Advantages: 24 PP
Accurate Attack
All-out Attack
Eidetic Memory
Evasion 2
Fearless
Improved initiative 2
Luck 5
Power Attack
Second Chance[Traps]
Skill Master[Intimidate]
Skill Master[Slight of Hand]
Takedown 2
Uncanny Dodge
Equipment 4

Equipment
Secret Base: Toughness 12, Small Size
Concealed 5
Deathtraps: Damage 10, Accurate 5, Variable Descriptor[Various Death traps]
Fire Prevention
Living Space
Power System
Sealed
Security System 5
Self-repair 1


Powers: 138
"The Creeps"
Noticeable: Cold Room Any room Jack is in feels a few degrees cooler, giving normal people around him the "chills" or "the creeps" (-1 PP)

"Laugher Never Dies"
Immortality 5: 1 Day, Innate, Limited: Bones*(See notes at the bottom of powers) (6 PP)
Immunity 30: Fortitude Effects, Innate, Quirk: Feels Fatigue. (30 PP)
Regeneration 5: Every 2 Rounds, Innate (6 PP)

"Insanity is a Great Defense"
Immunity: Mind Altering Effects, Limited: Half Effects, Innate (6 PP)

Insubstantial 4 Linked with Flight 1: Incorporeal, Subtle 2, Precise, Permanent Innate, Limited: Cold Iron and Salt hit him like normal. Flies at 60ft/rnd (23 PP)

Power: Teleport 8: 1 miles, Increased mass 3, carry 400lbs, Accurate, Change Direction, Change Velocity, Turnabout, Innate, Limited: Can no pass through Salt and Cold Iron. (23 PP)

"Peak-a-boo!"
Concealment 10: All Senses, Passive, Limited: Spirits can see through the Concealment (5 PP)
Senses 2: Dark Vision, (2 PP)

"Nightmare Gaze"
Affliction 10: Pregressive, Area Cone, Subtle 2, Sense-Dependent[Vision], 1st Vulnerable, 2nd, Stunned, 3rd Incapacitated, Resisted by Insight (32 PP) Look into my eyes, and see your greatest fears and failures!
    "Magic Murder Axe" The Axe is apart of him, it appears when he calls it, the Axe is insubstantial to anyone who tries to pick it up.
    "Axe Throw" Alternate Effect: Ranged Strength Based Damage 4: 100ft, Homing, Penetrating 8, Incurable, Affects Insubstantial 2, Improved Critical 2(18-20), Innate (1 PP)
    "Hack and Slash" Alternate Effect: Strength Based Damage 4: Multi-attack 8, Penetrating 8, Incurable, Affects Insubstantial 2, Improved Critical 2(18-20), Innate (1 PP)
    "Mass Murder" Alternate Effect: Burst Area - Strength Based Damage 6: Burst 10[30 ft radius], Penetrating 10, Affects Insubstantial 2, Innate, Resisted by Parry (1 PP) Using his teleporting ability, Jack rapidly strikes everyone in a 30ft radius, and returns to his starting position.

"Magic Green Suit and Top Hat" Like his axe, his costume can not be removed. Additional clothes can be added on top of his green suit, but his suit is apart of him, he can choose to not wear it, and the suit is absorbed into his body, but then the protection disappears
Protection 6: Toughness 6, Noticeable[Bright Neon Green, hard not to pick him out of a crowd.] Innate, Limited: Cold Iron and Salt Ignore Toughness (3 PP)

Complications
*Bones*
Jack is actually dead, he is ghost, turned spirit of Malice and Violence. There are two ways to permanently destroy a Spirit, either through magic, like an exorcism, or through burning their corporeal attachment. This can be a special item or remnants of their body. For Jack, it's his bones, which he keeps locked away from the world.

Jack has sealed his bones away in his secret base, in an air tight place to keep them from decomposing, and to keep them protected.

The GM can introduce characters who have the ability to Divine the location of his bones, presenting a great risk to Jack.

*Nickname*
Due to the fact he is Irish, short, and wears only green, many people call him a Leprechaun as an insult. Jack hates this. People who call him by that nick name, or anything along the lines of short, tend to die very gruesome deaths.

*Smell*
Jack has a faint smell of sulfur about him. Common people only notice it when they are with in a few feet of him, but for those with super smell, it's pretty obvious. This can give him away when being invisible.

History:
Jack is the original Boogey man, the monster that goes bump in the night. For over three hundred years, there have been reports of him travelling the world and butchering people. He likes to get creative, making people die in strange and unique ways.

His trade mark is making a smiley face with the blood of the victim somewhere. One of his favorite things to do, is make sure there is a living witness to the carnage, so that they can spread the word of his actions.

The survivor, if you could call it that, always tell the same thing, "He laughed as he did it, he told terrible jokes, laughed, and looked like he was enjoying a beer at the pub, surrounded by friends and family. He looked so... happy."

But then the world began to change, the game changed. So Jack had to change with it. He was no longer on the run from men with torches, and pitch forks. Now he was on the run from men who could fly, punch holes through walls with their bare fists. These men could have bullets bounce off their chest, ear glass for dinner, and crap lightning and thunder!

Jack loved it! He loved the challenge. How do you hurt men and women who are invincible?

You hurt their lovers, their family, their friends.

You burn their world around them.
Last edited by Hound on Fri Nov 16, 2012 10:39 pm, edited 3 times in total.
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Re: Hound Town

Postby Hound » Fri Oct 12, 2012 1:23 pm

"Special Agent" Jennifer Blare
Description:
Age: 18
Gender: Female
Height: 5'4”
Weight: 100 lbs.
Eyes: Blue
Hair: Blonde
Image

PL 10: 180 PP
Abilities: 36 PP
STR 02/04
STA 02
DEX 00
AGI 04/06
FGT 06
INT 00
AWE 04
PRE 00

Combat:
Initiative: +10
Melee Attack: "Psychic Blades" +12 (DC 23)
Range Attack: "Psychic Throwing Blades" +14 (DC 21), "Mind Blast" +10 (DC Will 25), "Sleep" +10 (DC Fort 25)
Area Attack: "Whirlwind Strikes" Burst Area 30 Radius (DC 25)

Defenses: 18 PP
Dodge 2+6=8
Parry 2+6=8
Toughness +12
Fortitude 6+2=8
Will 8+4=12

Skills: 40 PP(80 Ranks)
Acrobatics (AGL) 6+10=16
Athletics (STR) 4+4=8
Deception (PRE) +6
Expertise (INT)[Military Tactics] +6
Insight (AWE) 8+4=12
Perception (AWE) 8+4=12
Persuasion (PRE) +6
Ranged Combat (DEX)[Mental Array] +10
Slight of Hand (DEX) +8
Stealth (AGL) 6+10=16
Technology (INT) +4

Advantages: 10 PP
Agile Feint
Close Attack 4
Improved Initiative 1
Improvised Weapon 1
Takedown 2
Equipment 1

Equipment: 1 PP (5 EP)
Cell phone
Camera
Commlink
Combat Knife: Strength Damage 1, Crit: 19-20

Powers: 75
"All of her powers take the form of a pale blue transparent energy."
Psychic Aura
Force Field 10 Linked with Immunity 9 and Regeneration 2, Enhanced Strength 2, Enhanced Agility 2: +10 Toughness, All Environmental Conditions, All Suffocation, Disease, Poison, Regenerate every 5 Rounds, Sustained, Noticeable 2[To use enhanced abilities, she must activate her aura, which makes her glow light blue]. (27 PP)

Mental Shield
"Complex Mind" Immunity 10: Mental Effects: Limited Half effects (5 PP)

Mental Senses
"Glimpses of the Future" Senses: Danger Sense[Precog], Enhanced Luck 2 (3 PP)

Travel Powers
Teleport 2: Accurate, Change Direction, Change Velocity, Turnabout, 120 ft, Increased Mass 2: 200 lbs. (11 PP)
AE: Flight 5: 60 mph, 900ft/rnd, Aquatic (1 PP)

Mental Array
"Psychic Whirlwind Strikes" Strength-based Damage 6, Burst Area: Selective, Affects Insubstantial 2, Improved Critical 19-20 (21 PP) "Jen teleports around the battle field at maximum speed, hitting all enemies in range with her Psychic Blades"
Alternate Effect: "Psychic Blades" Strength-based Strike 4: Accurate 1, Incurable, Affects Insubstantial 2, Penetrating 8, Split 1, Improved Critical 18-20, All-out Attack(1 PP) "Jen creates two dagger like blades, one for each hand."
Alternate Effect: "Psychic Thrown Blades" Ranged Strength-based Strike 2: Accurate 2, Affects Insubstantial 2, Incurable, Split 1, Penetrating 8, Improved Critical 18-20, All-out Attack (1 PP) "Jen can throw her created blades"
Alternate Effect: "Mind Blast" Ranged Affliction 10: Dazed, Stunned, Resisted by Will DC 20, Limited Degree, Cumulative (1 PP) "Jen attempts to shut down the mind"
Alternate Effect: "Mind Control" Ranged Affliction 10: Entranced, Compelled, Resisted by Will DC 20, Limited Degree, Cumulative (1 PP) "Jen attempts to control the mind, but she can not take complete control."
Alternate Effect: Mind Reading 10: Will DC 20, Cumulative, Feedback, Subtle 1 (1 PP)
Alternate Effect: Sleep 10: Fort DC 20, Subtle 1 (1 PP) "Mental shut down."
Alternate Effect: "Telekinesis" Move Object 6: Damaging, Precise, Affects Insubstantial 2, 3200 tons (1 PP)
Alternate Effect: "Telepathy" Mental Communication 3 [Subtle 1[Can not be overheard], Linked to Comprehend 2 [Understand and Understood - Flaws: Limited to "Mental Communication"] (1 PP)


Complications:

Regret and Misplaced Anger: Her dream of the Olympics were shattered, she will never achieve her dream and this weighs heavily on her mind. Her entire child hood was a giant waste. She is angry at the World for not letting her compete just because she has powers, she is angry at her powers for appearing before she could go, and she is angry at herself for wasted effort.

Over confident: She is extremely powerful at only age 18, and it is believed she will only get stronger. A combination of success in the field, and fame have gone to her head. She has a hard time listening to the ideas of others, thinks her way is the best way, and leaps in before accessing the entire situation.

Fame - No Secret Identity: She is well known to the public. She made a big splash in the media when she first appeared and sent hundreds to the hospital from an unintentional psychic attack. Thankfully no one died or was seriously hurt. It cause a huge backlash against the mutant community causing normals to fear them even more. The UN decided to fight fire with fire, once she had learned to control her powers, they forced her into the lime light to show the world that mutants should not be feared, and can make their powers work for the world, not against. She has become a poster child for mutant/human relations. If she makes mistakes, it reflects badly on the whole community. She is never off the clock. This causes lots of stress.

Inexperienced with Life: She has spent most of her life training for one thing or another. She has never had much of a chance to live a normal life. She makes simple mistakes when it comes to interacting with others, simply due to limited experiences. This most commonly pops up when she is around young attractive men close to her age. Having never had a boyfriend, kissed, or gone on a date, she has no experience and becomes uncharacteristically shy and nervous.

History:

Jennifer had always had a passion for gymnastics. When she was barely old enough to talk, Jennifer had seen the Olympics on television and begged her mother to take lessons. She had seen how normal humans, just like her, were able to go so high, and do such amazing things. They seemed to float in mid air, the closest thing for a normal human to fly.

When she was thirteen she was well on her way to being chosen for the next summer Olympics when she started getting headaches and nose bleeds. Jennifer was scared if such a thing became known, she would dropped from the selection, so she hid her pain and pushed through.

For two years she worked through the pain, she carefully hid her nose bleeds, and progressed through competitions. When she was fifteen, and getting ready for the big contest, the one to select the next American Representatives, it happened.

Maybe it was stress, maybe it was fear, maybe it was simply bad timing. But all at once her powers manifested, she began hearing the other girls thoughts. At first she thought she was going insane, but she would not let it stop her.

She took to the stage and began her routine. She could hear every mental criticism from the judges, but she pushed on until her headaches grew unbearable. She closed her eyes...

When she opened them, she was on the ground, she had, had no idea that she had been screaming bloody murder for the last ten minutes. Yet no one was at her side. No one was checking on her.

Jennifer stood up and found every man, woman and child in the arena was stunned, and asleep...

After calling 911, and speaking to dozens of police officers, she was approached by federal agents. The took her away with out so much as a word.

Later Jennifer learned she was a mutant, a powerful psychic. She was trained by the United Nations to be a soldier, to work for the greater good. She didn't have much choice in the matter, and her dream of the Olympics were forever shattered.

She is less than pleased.
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Re: Hound Town

Postby Hound » Mon Mar 25, 2013 6:21 am

Still working on backstory and complications, posting build for input and feedback

Cade "Raven" Underhill
Description:
Age: 29
Gender: Male
Race: Halfling
Height: 4'1”
Weight: 82lbs
Eyes: Green
Hair: Rust Brown/Red

Image

PL 6: 120 PP
Abilities: 71 PP
STR 00
STA 00
DEX 00
AGI 04
FGT 02
INT 00
AWE 02
PRE 00

Combat:
Initiative: +12
Melee Attack: +2 Unarmed, +6 Swords/Blades
Range: +6 Throwing

Defenses: 8 PP
Dodge +8
Parry +8
Toughness +4
Fortitude +6
Will +6

Skills: 41 PP(82 Ranks)
Acrobatics (AGL) 8+4=8
Athletics (STR) +8
Close Combat(FGT)[Swords]: +6
Deception (PRE) +8
Expertise (INT) [Bartering and Appraisal] +6
Expertise (INT) [Alchemy and Poisons] +6
Insight (AWE) 6+2=8
Investigate(INT) +8
Perception (AWE) 6+2=8
Ranged Combat(DEX) [Throw]: +6
Slight of Hand (DEX) +10
Stealth (AGL) +13(+18 in Darkness)
Vehicles (DEX) +5

Advantages: 25 PP
Accurate Attack
Alchemist[Treated as Inventor, using Expertise Alchemy and Poisons]
Benefit, Status [Member of the Thief's Guild]
Contacts
Defensive Roll 2
Evasion 2
Hide in Plain Sight
Move-by Action
Quick Draw
Skill Mastery[Slight of Hand]
Skill Mastery[Stealth]
Throwing Mastery 3
Tracking
Well-informed
Equipment 6
Languages 1[Common, Halfling]

Equipment 6: 30 EP

Adventuring Kit:
Black Cloak: Immune to Cold Environments(Half Effect), Hot Environments(Half Effect), +5 to Stealth in Darkness/Shadows (2 EP)
Forging Kit: +5 to Deception rolls on creating false documents (2 EP)
Bag of Holding: A magical bag that can carry 100 lbs. worth of materials, yet only weighs 1 lbs. (1 EP)
Portable Alchemy Set: Though Portable this item still weighs about 50 lbs. and is normally kept in the bag of Holding. It takes about 20 minutes to set up, but provides a +5 Bonus to crafting something. This set has 5 uses, and must be restocked in a market place of considerable size. (1 EP)
Master Rogue tools: All the tools needed to Pick any Lock, or disable any trap (1 EP)
Multi-tool: A device which contains various tools, reducing the penalty from -5 to -2 from lacking the normally needed tools. (1 EP)
Tough Leather Armor: +2 Toughness, Feature[Hidden Pockets] His Clothing has many hidden pockets which gives him a +2 to Concealing item checks (3 EP)
Collapsible Telescope: Extended Vision 1 (1 EP)
Rod of Illumination: Provides Light like a Flash light (1 EP)

Arsenal:
Smoke Grenade:(All visual senses, Cloud, Dodge DC 14) (12 EP)
Alt: Duel Short Swords: 6 Damage, Split, Improved Critical 18-20 (1 EP)
Alt: Throwing Knives: 3 Ranged Damage, Multi-attack, Split, Improved Critical 18-20(1 EP)
Alt: Flask of Acid: 4 Ranged Burst Damage (1 EP)
Alt: Flask of Wild Fire: 4 Ranged Burst Damage (1 EP)
Alt: Flask of Holy Water: 6 Ranged Burst Damage, Limited: Only effects Undead, Demons, and Fiends(1 EP)


Powers: 32
Amulet of Protection: Magical Device, Hard to Remove 8-2=6 PP
Enhanced Dodge +2, Parry +2, Will +2, Fortitude +2

Boots of Haste: Magical Device, Hard to Remove, 3-1=2 PP
Speed 1, Improved Initiative 2

Gloves of Agility: Magical Device, Hard to Remove, 4-1=3 PP
+2 Agility

Poisons: Device, Hard to Remove, 3-1=2 PP
Crippling Poison: Affliction 6, Impaired, Disabled, Paralyzed, Resisted by Fortitude, Requiring Activation(Move Action) to Link to a weapon, Limited: Only triggers if the poison enters the blood(successful wound), or is ingested (slipped into food/drink through slight of hand)
Alt: Strength Sap: Weakens Strength, Resisted by Fortitude, Requiring Activation(Move Action) to Link to a weapon, Limited: Only triggers if the poison enters the blood(successful wound), or is ingested (slipped into food/drink through slight of hand)

Halfling Senses:
Extended Hearing, Accurate Hearing, Danger Sense[Hearing], Low Light Vision (4 PP)

Halfling Size: Shrinking 4, Permanent (8 PP)

Master Thief: +16 Technology, Limited to Traps and Lock Picking only (4 PP)

Trap Sense: Detect 2[Traps] (2 PP)

Complications:

Secret: In the Guild of Thieves, no one uses their real name, Cade's code name is Raven. While he must protect his true name from other members of the Guild, he must protect his Guild name from "norms." No one is allowed to know he is a guild member, any one who learns such information must meet a swift end.

Calling Card/Wanted: When ever Cade commits a grand solo caper, or assassination, he leaves behind a single Raven feather. As such, several high priced bounties are on his head. Another good reason for his secret.

The One Upper: Cade and normal people do not think the same. When others say "That looks dumb and dangerous, I'm not doing that." Cade says, "Cool, I wanna try!" (When someone other than Cade performs something dangerous, like swinging over a pit of spikes from a thing, fragile wire, Cade will automatically try to imitate and try to do it better. Cade can overcome this urge by rolling a Will check of DC 16, otherwise he must do it, even if it is likely, or certain, he will die.)

Random Liar: Some people lie to get what they want, but some people simply lie because they can. Cade will lie about the silliest things.

Exile: Cade broke the Underhill law, and can never turn home.

History:

Cade Underhill was born under a hill. Not a tiny little speed bump of a hill, but a massive hill, so large, one might even call it a small mountain. Under this hill is home to hundreds of Halflings, each one a member of the Underhill clan, though not all called Underhill.

Every halfling child born under the hill learns that the Underhill clan strongly opposed the start of the Last War, they pleaded with every major power, begging them remain at peace, to talk things out. They sent gifts, envoys, and ambassadors to try and calm things down. Yet when all attempts failed, and the great war loomed on the horizon, the Underhills lead dozens of Halfling families underground to avoid destruction.

The Underhills were elected Mayor of the community they built, and over time, through marriage all the families joined as a single clan, deep under ground, where they remained untouched by war.

At first, many members of the clan would venture out from time to time, to trade with the outside world, to learn how the war was progressing, yet as the war grew more violent, fewer Halflings would return safely to their burrow, or at all.

One, a captured halfling was forced to tell where the Burrow was, and several raiders tried to plunder the unspoiled home of the Underhills.

Without any fighters, the Underhills were forced to collapse their original tunnel, killing many of their own, and the raiders before they got to the main town. It took years for a new entrance in a new secret location to be build, but it was decided that no one would venture out anymore.

t was decreed a law, that no one would leave the burrow, with the except on for a few scouts, trained in the art of stealth, would be allowed every ten years to check out the progress of the war, under law to not be seen by anyone.

These scouts were even secretly entrusted with suicide potions, magically hidden inside hollow teeth so that no one could torture their home's location out of them.

Many of the older Halflings found it difficult to adjust to never seeing daylight again, yet the fear of death allowed them to follow the law. The children, who had never seen the outside world, were filled with nightmarish stories, to keep them fearful of the outside world, so that they would never try to break the laws.

Yet one young Underhill, by the name of Cade, a direct descendent of the head family, did not frighten so easily. In fact, the more gruesome the story, the more he seemed to enjoy it. While the other children played with their pet bunnies, and peaceful board games, Cade would fashion wooden swords, and pretend he was a great warrior of the human race, fighting the brutal war.

At his coming of age ceremony, at the age of 13, he was given the choice on what job he would apprentice at. Cade was not the oldest son, so he could not train to be the next Major, many family members encouraged such trades as Tailor, Miner, Badger Hunter, or Mushroom farmer, yet he ignored them all and chose to be a Scout.

It took much convincing and arguing, but Cade was eventually accepted, and trained in the arts of Stealth. After five years of training, he was finally allowed to test his skill in the real world. He, along with three other scouts went to the outside world. There task was to test Cade, and obtain a news parchment detailing recent events.

Cade however had other plans, at the first opportunity he ditched his fellow scouts and ventured off on his own. The outside world was everything he dreamed, the sights, the smells, the funny clothes. He loved it all.

With out any other means, Cade put his stealth skills to good use and stole to earn a living. Cade had a natural affinity for stealing, and on the rare occasion he was caught, he was small and nimble even to run away. Yet one day he stole from the wrong man. A human dressed all in black.

Despite Cade's best efforts, the Human eventually chased him down, over roof tops, through back yards. No matter what Cade tried, the human was always right behind him.

After a sound thrashing, the human dragged Cade away. Cade expected to be killed, or handed over to the law, but instead, the Human took him to an odd little bar. Once inside the bar, he was thrown to the floor. A Goblin laughed, and asked the human, 'Who is this?'

The human smirked and replied, 'New recruit.'

Cade's name was stripped from him, he was renamed "Worm" and forced to train hard.

After four long years, when Cade was 22, he was finally accepted as a true member of the Guild of Thieves.

When he was asked what his new name would be, Cade thought for a moment. Over the last four years, he had done many gruesome things. He had cleaned many horrendous things. The one thing that had always cheered him up, was when he looked out the window, and saw the Ravens flying in the skies, unchained, soaring on the wind.

They had become Cade's definition for freedom.

"Call me, Raven."

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Re: Hound Town

Postby Hound » Tue Apr 30, 2013 7:44 pm

Character Name: Katie Wilks
Description:
Age: 18
Gender: Female
Height: 5'5”
Weight: 110lbs
Eyes: Blue
Hair: Black
Image

History:

A month ago, Katie's only worries included which college to go to, what major to take, and what not to wear. She was an average student with barely average grades, working at a crummy hostess job... But Katie is not normal.

When Katie's mother was still pregnant, she and Katie's father fell ill to the virus, and both perished to the virus. The doctors did not expect the child to survive, yet despite being several months premature, the child survived, and was cut from the mother. She was adopted by a loving family, whom knew the risks that the child might die during puberty, or manifest powers, yet no one told Katie, and the virus never seemed to awaken.

One Saturday night, after a closing shift at the dinner, it all changed. Katie was walking home when a drunk driver lost control and slammed into her, pinning her to a wall. When paramedics arrived, they realized the car had crushed everything from just below the rib cage down, however the pressure was keeping her alive. She was still awake and lucid. Her adopted parents came and comforted her as the paramedics explained that when they moved the car she would die. The entire time she was pinned she kept complaining about how deafeningly loud, how brilliantly bright, how pungently strong everything was. The paramedics attributed it to her massive injuries.

When the time came, the paramedics moved the car and everyone stood back, expecting Katie to die instantly. Yet Katie did not die. Before the very eyes of paramedics, police, firefighters, and her adoptive parents, Katie's body began to reassemble it self. In a matter of moments, Katie's lower torso which had looked like a can of spilt 'Spaghetti Oh's' had reformed into her lower torso and legs. Not a single scratch, or bruise remained.

A few weeks later, a very expensive black car rolled into Katie's driveway...

Complications:

No Options: All the colleges denied her entrance, while it was never out right said, it was heavily implied it was due to her being an Ace. With no other career prospects, she has agreed to appear on Reality Television...

Claustrophobia: Ever since her powers manifested, she has begun to feel extremely claustrophobic in places she use to feel comfortable in. She feels most at ease in nature, despite previously never going camping or hiking, ever before.

Family: Katie loves her family, and fears for their safety.

PL8: 120 Points
Abilities: 14 PP
Strength: 01(04)
Stamina: 01(04)
Agility: 01(04)
Dexterity: 00
Fighting: 02
Intelligence: 00
Awareness: 02
Presence: 00

Offence:
Initiative: +4
Melee Attack: +10 Unarmed (DC 19), +10 Improvised Weapon (DC 21)
Range Attack: +10 Throw (DC 21)

Defenses: 20 PP
Dodge (AGL): 8
Parry (FGT): 8
Toughness (STA): 4/8
Fortitude (STA): 8
Will (AWE): 8

Skills: 30 PP(60 Ranks)
Acrobatics (AGL): 1+4= 5
Athletics (STR): 1+4= 5
Close Combat (FGT)[Unarmed]: 8+2=10
Deception (PRE): +5
Insight (AWE): 8+2=10
Investigation (INT): +5
Perception (AWE): 8+2=10
Persuasion (PRE): +5
Ranged Combat (DEX)[Throw]: +10
Stealth (AGL): 6+4=10
Technology (INT): +3

Advantages: 10 PP
Defensive Roll 4
Improved Disarm
Move-by Action
Power Attack
Quick Draw
Takedown 2

Powers: 46 PP

"Everything is a weapon"
Main Power: Improvised Weapon 2 (2 PP)
Alt Power: Throwing Mastery 2 (1 PP)

Enhanced Traits: STR 3, STA 3, AGL 3 (18 PP)
Regeneration 5: Every 2 Rounds, Persistent (10 PP)
Senses 12: Extended Vision, Low-Light Vision, Extended Hearing, Accurate Hearing, Accurate Scent, Acute Scent, Analytical Scent, Extended Scent, Danger Sense[Scent], Tracking Scent, Limited: Sense Afflicting attacks are 50% more effective. Example: Flash Bangs, Dodge/Parry is performed as normal, but the Fortitude Save is increased by 50% regardless of successfully making the dodge save.(6 PP)
Speed 2: (120ft/rnd, 8mph) (2PP)
Immunity 1: Aging (1 PP)
Immunity 2: Poison, Disease, Limited: Half Effect (1 PP)
Immortality 5: (Returns to life 1 Day later, Flaw: If beheaded, does not return) (5 PP)
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Re: Hound Town

Postby Hound » Wed May 15, 2013 7:10 pm

The Viceroy, Hellion Class Henchmen
Description:
Real Name: Gary Hammer
Age: 27
Gender: Male
Height: 5'11”
Weight: 220lbs
Eyes: Green
Hair: Brown
Image
PL 7
Abilities 38 PP
STR 04
STA 04
DEX 00
AGI 02
FGT 06
INT 00
AWE 03
PRE 00

Combat:
Initiative: +2
Melee Attack: +7 Unarmed (DC 19), +7 Unarmed Improvised Weapon (DC 20), +7 Unarmed Wrist Mounted Blades (DC 22)
Range Attack: +7 Throwing Knives (DC 22)
Grapple: +7

Defences 11 PP
Dodge +6
Parry +6
Toughness +4/+8
Fortitude +7
Will +7

Skills 27 PP
Acrobatics (AGL) 1+2=3
Athletics (STR) 4+4=8
Close Combat (FGT)[Unarmed] 1+6=7
Insight (AWE) 5+3=8
Intimidate (PRE) +8
Investigation (INT) +5
Perception (AWE) 7+3=10
Ranged Combat(DEX)(Throw) +7
Stealth (AGL) 6+2=8
Technology (INT) +10

Advantages: 19 PP
Assessment
Great Endurance
Improvised Weapon 1
Inventor
Move-by Action
Power Attack
Quick Draw
Takedown 1
Throwing Mastery 1
Tracking
Well Informed
Equipment 7

Equipment: 7 PP = 35 EP
Arsenal Array: (24 EP)
Primary Power: Sleep Gernade: Sleep Cloud 7 (21 EP)
Alt Power: Flash Gernade: Burst Dazzle 7 (1 EP)
Alt Power: Smoke Gernade: Total Visual concealment Cloud (1 EP)
Alt Power: Throwing Knives: Damage 2, Multi-attack 7, Improved Critical 2 (18-20) (1 EP)

Utility Belt:(5 EP)
Gas Mask, Rebreather, Smart Phone, Multi-tool (5 EP)

Bullet Proof Vest: Toughness 4, Noticeable[Bright Yellow] (3 EP)

Mask of the Viceroy: Infravision, Night Vision, Extended Vision (3 EP)

Powers: 11 PP

Retractable Wrist Mounted Blades 13 PP, -1 for Noticeable, -3 PP for Hard to Remove, Total 9 PP
Strength Based Damage 3, Penetrating 7, Split 1, Improved Critical 2 (18-20), Noticeable: Even when retracted, they are a glaringly obvious weapon on his wrists.

Real Working Butterfly Wings 6 PP, -2 for Easy to Remove, -2 for Limit, Total 2 PP
Winged Flight 5, Limit: While Worn it is impossible for him to sneak up on someone.
Feature: Quick Deploy, Hard to put away. It takes nearly 10 minutes to properly fold the wings up into their easy to conceal back pack, but it only takes a free action to deploy.

Complications:

Heavy Set: Gary is a big guy, he has a hard time fitting through small areas, he is not very agile, and it is often the target of many people's ridicule.

Unrequited love: In love with his Ex-boss' wife.

Lost Friend: His only real friend died in an explosion, he is having trouble coming to terms with his friend's death.

Can't Drive: Kiddnapped before he got his learner's permit, he never learned how to drive. He spent most of his life bumming rides off the other Minions.

History:

Gary was kidnapped from an eighth-grade Washington trip by members of The Fluttering Horde at the age of 15. He quickly bonded with his kidnappers and soon became a full fledged member of the Horde.

His only friend, a fellow minion was recently killed. He is having a hard time dealing with that.

He fell in love with his Ex-boss' wife.

He has quit, and now "Henches for himself!"

He moved back home with his mother who doesn't even seem to care he was gone for over a decade. He is not allowed to use his mother's car, or eat in the sofa.

They have a dog named Lady. She is clearly the only thing his Mother really loves.
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Re: Hound Town

Postby Hound » Wed May 15, 2013 7:10 pm

Joker III
Real Name: None
Age: 27
Gender: Male
Height: 6'1”
Weight: 180lbs
Eyes: Green
Hair: Red
Image
PL 10
Abilities 46 PP
STR 04
STA 04
DEX 00
AGI 06
FGT 06
INT 00
AWE 03
PRE 00

Combat:
Initiative: +6
Melee Attack: +14 Unarmed (DC 19), +14 Improvised Weapon (DC 21)
Range Attack: +12 Throw (Junk, 21) +12 (DC 23)

Defences 13 PP
Dodge +6
Parry +6
Toughness +4/+14
Fortitude +10
Will +10

Skills 49 PP
Acrobatics (AGL) 14+6=20
Athletics (STR) 4+4=8
Close Combat (FGT)[Unarmed] 8+6=14
Deception (PRE) +12
Insight (AWE) 8+3=11
Investigation (INT) +6
Perception (AWE) 8+3=11
Ranged Combat(DEX)(Throw) +12
Slight of Hand (DEX) +14
Stealth (AGL) 14+6=20

Advantages: 32 PP
All Out Attack
Defensive Roll 10
Equipment 3
Great Endurance
Hide in Plain Sight
Improved Aim
Improved Critical 2: Unarmed
Improved Disarm
Improved Trip
Move-by Action
Power Attack
Quick Draw
Takedown 2
Throwing Mastery 2
Tracking
Uncanny Dodge

Equipment 3
Razor Sharp Playing Cards(Throwing Knives): Ranged Str-based Damage 2, Penetrating 9 Improved Critical 2(18-20) (15 EP)

Powers: 10 PP
Genetically Enhanced
Immunity: Poison and Disease(Half Effect), Regeneration 1(Persistent), Speed 2(120ft) Innate (6 PP) Genetically Enhanced while in the Womb


"Disabling Strikes" Affliction 6 (Impaired, Disabled, Resisted by Fortitude, Limited by 1 Degree, Linked to Unarmed and Thowing Damage) Innate (4 PP)

Complications:

Thrill of the Hunt
: The third Joker causes crime not for wealth or fame, but for the challenge. To do battle one on one with super heroes. But like the past jokers, he doesn't set up elaborate traps, he just kills with his bare hands.

Likes being Watched:
He prefers an audiance to witness his battles. Fighting in small little room with no witnesses is hardly fun, or thrilling. Even if this increases his chance of capture.

Let's the Fruit Ripen:
If a new, young super hero appears with the potential to be a "Great" one day, the Joker will often let them live, even going so far is to kill other villians, or let himself be captured, just so he can one day fight them at their best.

Bomb Collar: His "insurance" is strapped around his neck to make sure it kills him if it goes off.

Bat Family: A real abusive love/hate relationship there.

Bio:
The original Joker fought tooth and nail with the original Batman, racking up a considerable kill count. He loved going one on one with the caped crusader. It was a true pleasure, a joy, a wonder. Man vs. Man, Chaos vs. Order, it was always a barrel of laughs for the Joker.

But things change, people get older. The Batman got himself a side kick, a kid named Robin. Suddenly it was two vs. one. The Joker was not impressed. Sure Joker had his minions, but they weren't the same. Batman and Robin were like... Father and Son.

The Joker was jealous. Like a child throwing a temper tantrum he went out and found his own boy wonder. He plucked an orphan off the side of the road that had a talent for gruesome things, like torturing small animals, and made him his protege.

The Joker wasted no time throwing the kid in a vat of Acid to make him look just like dear old Daddy Joker. He promptly named him Junior and taught him the tricks of the trade.

As Joker and Batman got older, and retired, Robin and Junior became the new Batman and Robin, fighting the same war their adoptive fathers started. But the new Joker took things to a whole new level.

The Second Joker killed the new Robin, he paralysed and raped the Commissioners daughter, and committed other deranged crimes that could make his adoptive father blush. But still that wasn't enough. He used his oddly charismatic personality to capture the heart of a young Criminal Therapist, Dr. Harleen Frances Quinzel. He twisted her mind, and made her sympathise and even love him.

She became his partner in crime, Harley Quinn. Together they grander and more deadlier crimes.

About this time, the Second batman found himself the third Robin. Harley and Joker had decided they too wanted a kid, but Harley did not want to go through child birth. So they did the next best thing, they kidnapped the new Robin!

They spent months torturing and brain washing the boy while sending Batman on fruitless hunts to find the missing Robin. Finally when Batman and Batgirl tracked them down, Robin had been mutilated, bleached like Jokers 1 and 2, and broken. He had told Joker every secret, every trick that Batman had.

A fight broke out, the Joker got in a few lucky hits with his tricks and toys, and it all came down to Robin with a gun pointed at both the Joker and Batman. Robin, despite the mental trauma shot and killed the Joker.

Meanwhile Batgirl and Harley were in a fist fight, which abruptly ended when Harley fell off a cliff. Harley's body was never found, and for a while the world was with out a Joker.

Yet one day a new man, claiming to be the son of the Joker and Harley appeared, and stole millions. Unlike the past Jokers, this one didn't take pleasure in killing weaklings.

If cops, or security guards got in his way, he would kill them, but his true joy was in fighting heroes. He purposely would draw in various heroes just to fight it out with them, and scary enough, he often won. He escape with the body, and then often display it for the world to see. But unlike the past Jokers which used Joker venom, this joker used a blade to carve the smile.





"Ms. Waller, your 2 o'clock is here." The intercom lit up on the solid mahogany desk. Like everything else in the large office, it was made of the finest materials, and cost more than most people made in several months.

Amanda Waller had been sitting behind her desk, looking over recent reports from her agents in the field when the call came. "Send him in." She replied in a cold, calm tone.

The double doors to her office swung open as a dozen fully armored, fully geared up guards entered the room. Each one carried a standard issue blaster rifle capable of putting a whole through solid steel. Wheeled behind them, like an image out of Silence of the lambs, was the Third Joker. Bound in a straight jackets held down to the trolley cart. Lastly a mask wrapped around his face to keep him from biting.

"Ms. Waller. You look lovely. Loose weight? I only count three chins today. You're doing very well, down from five." The Joker said with a sly smiled, completely and utterly relaxed, like an old friend dropping by for cup of tea.

"Joker."
She opened the top drawer to her right and pulled out a hand gun and placed it on top of her desk. Then she reached into the desk below that and pulled out a file folder. "I hope your cell is to your liking."

"It's lovely, my toilet leaks, my bed is lumpy, and there is an old out of date calendar on my wall with an adorable little kitten on it. It's just like summer camp when I was a kid." He grinned ear to ear, but after a moment he sighed, "Well... how I imagined summer camp as a kid... Mother prefer my summers to be filled with training. I remember this one year she made me kill a different kitten in a different way every day for an entire summer. Ever since, I can't stand being near Cats, they taste horrible."

Amanda made no visual reaction to the story, "Delightful. You're hear to go over your options."

"I'd like a PB and J sandwich with Oreo ice cream and a medium pizza with everything." Joker instantly replied.

"Not for your last meal... at least not yet."
Her brow furled as she opened the file. "Joker, one month ago you kidnapped nine people. Each person was either a member of law enforcement, a political member, or some other high profile person of Gotham. You butchered and dismembered them, and disposed of their body parts in over two dozen different positions. You purposely made the piles easy to spot so they would all be found with in hours of each other."

"Yes, it was quite the challenge to keep the animals away. Dogs love pig meat. Did you decorate this place yourself? It's a bit boring. The only personal effect is the photo frame on your desk. Who is that anyway?"

Amanda slowly picked the frame up and set it face down. "When each location was pinned on the map they created the image of an old fashion round cartoon bomb. The kind with a fuse."

"I loved Looney Tunes growing up. Mother let me watch TV while she beat me. Taught me if I could focus on the humour in life, the pain wasn't so bad. Beautiful really." Joker twisted his neck as far as it could go, "Would one of you gents get me a snack. Potato chips maybe?"

The guards didn't respond.

Amanda continued, "If didn't take a genius to figure out it was a message, especially when the First letter of each name of the people you kidnapped and murdered spelt out 'The Batman.' Still... Commissioner Barbara Gordon called in the Bat. It took them less than 1 second to notice the tip of fuse was a novelty joke store. You were waiting for him on the roof."

"Yes. He was late. The picnic I had made for him was cold, and ruined. How dreadful." The Joker made his voice sound girlish before laughing.

"You challenged him to a 1 on 1 combat, a little odd for you, but then again, you didn't seem to care there was more than 100 armed police officers surrounding the building."

"I was getting bored with the old Cat and Bat, I needed to know who was better. No traps. No Gadgets. No henchmen. No boy wonder. No Hostages. Nothing. Pure hand to hand combat." Joker's tone grew darker and cold.

"According to the sniper reports, you had the upper hand when they took the shot. Pierced your chest, collapsed a lung." Amanda almost cracked a smile at the thought.

"Upper hand? I was one stroke away from killing him."
His tone kept growing darker and angrier until he practically growled the last part.

"The SWAT team and the EMT's moved in. To their surprise you were still alive, to their even greater surprise you killed the EMT's and three of the SWAT members before they put another dozen bullets in your body. You were...rushed to the hospital." Amanda was fully smiling now.

The Joker glared, "They never drove above 20, and they hit every pot hole and speed bump along the way. They didn't even turn on the siren."

"It was a miracle you lived." Amanda turned the page on the medical file.

"They didn't even use anaesthetics during the surgery. Thankfully my healing factor has me good as new in less than a month."

Amanda frowned, "Yes... Thankfully. Now it's time to talk options. Gas Chamber... or you make yourself useful. I have dangerous people I want killed. Odds of success are near zero. I refuse to send in my own men and women, so I am offering lunatics like you the chance to do some good. You won't earn your freedom but you won't see the inside of a gas chamber, and you might get a few perks in your cell. Like a Television, or mini fridge."

"On one condition." He practically giggled like a school girl.

"Condition?" Amanda asked with a glare, but the word had barely passed her lips when the straight jackets slipped of the Joker. In the blink of an eye he closed the distance, he grabbed the gun on her desk, slipped behind Amanda and used her like a shield with the gun in his hand ready to fire. The guards took aim but held their fire, not wanting to hit their boss. Amanda frowned again, "What's the point of this?"

"Entertainment." He laughed into her ear forcing her to wince. "As for my condition. I want only one thing."

"And that is?"

"A decent meal. PB and J sandwiches with Oreo Ice cream and a medium pizza with everything." He laughed and dropped the gun to the floor and released Amanda. The guards charged and tackled the deranged clown before dragging him out of the room, all the while his laughing growing louder and louder.

Even after he had left, Amanda could still hear his laugher...
Is it just me, or are circles pointles?
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