MORE MARVEL R2P PL10-verse: DEVIL DINOSAUR & MOON BOY

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Locked
legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

NEMESIS ENFORCER

Post by legend » Wed Mar 27, 2013 10:05 am

Image
STR 8, STA 10, AGL 6, DEX 0, FGT 7, INT 0, AWE 3, PRE 2
Powers:
Arm Blades: Strength-based Damage 3, Penetrating, Improved Critical • 7 points
Created from Carrion: Enhanced Advantages 2 (Diehard, Fearless); Immunity 15 (Aging, Cold, Disease, Heat, Mental Effects, Poison), Half Effect (Mental Effects) • 12 points
Natural Armor: Impervious Toughness 6 • 6 points
Wings: Array (7 points) • 9 points
• Enhanced Advantage (Evasion); Enhanced Defenses 6 (Dodge 3, Parry 3) • 7 points
• Deflect 12, Close; Enhanced Advantage (Improved Defense) • 1 point
• Flight 5, Wings, Subtle 2 • 1 point
Equipment:
Throwing Squids: Ranged Affliction 6 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless and Immobile), Progressive, Extra Condition, Limited Degree, Unreliable (5 uses) • 18 points
Advantages: All-Out Attack, Close Attack 2, Diehard, Equipment 4, Fearless, Great Endurance, Improved Hold, Improved Initiative, Improved Smash, Interpose, Move-by Action, Power Attack, Precise Attack (Close Concealment), Skill Mastery (Stealth), Startle
Skills: Acrobatics 2 (+8), Athletics 4 (+12), Close Combat: Unarmed 2 (+11), Insight 2 (+5), Intimidation 8 (+10), Perception 6 (+9), Ranged Combat: Throwing 8 (+8), Stealth 6 (+12)
Offenses:
Initiative +6
Arm Blades +9, Close, Damage 11 (19-20)
Throwing Squids +8, Ranged, Affliction 6
Unarmed +11, Close, Damage 8
Defenses: Dodge 9/6, Parry 10/7, Will 8, Fortitude 12, Toughness 10
Power Points: Abilities 72 + Powers 34 + Advantages 17 + Skills 19 + Defenses 8 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ANTIMONY (Scarlet Witch/Platinum)

Post by legend » Thu Mar 28, 2013 5:40 am

Image
STR 6, STA -, AGL 5, DEX 0, FGT 6, INT 2, AWE 4, PRE 4
Powers:
Armblades: Strength-based Damage 3, Improved Critical, Activation (Move) • 3 points
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 8; Regeneration 1 • 57 points
Diamagnetic: Immunity 5 (Magnetic Effects) • 5 points
Diamagnetic Blast: Nullify Technology 12, Broad, Simultaneous, Close, Randomize, Unreliable (5 uses) • 12 points
Illusion of Humanity: Morph 1 (supermodel Debbie Walker) • 5 points
Advantages: Attractive, Close Attack 2, Defensive Roll 2, Luck
Skills: Close Combat: Armblades 3 (+11), Persuasion 5 (+9), Treatment 2 (+4)
Offenses:
Initiative +5
Armblades +11, Close, Damage 9 (Crit 19-20)
Diamagnetic Blast +8, Close, Nullify Technology 12
Unarmed +8, Close, Damage 6
Defenses: Dodge 9, Parry 10, Will 9, Fortitude Immune, Toughness 10/8
Power Points: Abilities 44 + Powers 82 + Advantages 6 + Skills 5 + Defenses 13 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

NIGHTCREEPER (Nightcrawler/Creeper) (PL 10)

Post by legend » Thu Mar 28, 2013 1:01 pm

Image
STR 4, STA 6, AGL 9, DEX 1, FGT 5, INT 1, AWE 4, PRE 2
Powers:
Blink: Teleport 1, Reaction (Imminent Attack) • 5 points
Creep: Leaping 2, Acrobatics Check Required; Movement 4 (Sure-Footed, Swinging, Wall-crawling 2) • 9 point
Prehensile Tail: Extra Limbs 1 • 1 point
Teleportation: Array (16 points) • 19 points
• Burst Area, Selective on Strength Damage; Teleport 3, Change Direction, Turnabout • 16 points
• Multiattack, Selective on Strength Damage; Teleport 3, Change Direction, Turnabout • 16 points
• Teleport 7, Change Direction, Turnabout • 16 points
• Teleport 8, Extended Only • 16 points
Advantages: Agile Feint, Close Attack 4, Defensive Roll 3, Evasion, Improved Initiative, Redirect, Skill Mastery (Acrobatics), Set-Up, Startle, Taunt
Skills: Acrobatics 3 (+12), Athletics 6 (+10), Close Combat: Unarmed 6 (+15), Deception 6 (+8), Intimidation 6 (+8), Investigation 4 (+5), Perception 5 (+9), Sleight of Hand 4 (+5)
Offenses:
Initiative +15
Teleportation -, Burst Area, Damage 4
Teleportation +15, Close, Multiattack Damage 4
Unarmed +15, Close, Damage 4
Defenses: Dodge 11, Parry 10, Will 11, Fort 9, Toughness 9/6
Power Points: Abilities 64 + Powers 34 + Advantages 15 + Skills 20 + Defenses 17 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

HYENA (Sabretooth/Joker)

Post by legend » Fri Mar 29, 2013 11:57 am

Image
STR 3, STA 6, AGL 5, DEX 2, FGT 7, INT 3, AWE 5, PRE 3
Powers:
Claws and Teeth: Strength-based Damage 3, Penetrating, Improved Critical, Variable Descriptor 1 (Piercing, Slashing) • 8 points
Healing Factor: Regeneration 5 • 5 points
Heightened Senses: Enhanced SKills 8 (Insight +8, Perception 8), Limited to Illusions (Insight only); Senses 5 (Acute Smell, Tracking; Direction Sense; Infravision; Ultra-Hearing) • 11 points
Equipment:
Machine Pistol: Ranged Multiattack Damage 3 • 9 points
Advantages: All-Out Attack, Defensive Roll 3, Equipment 2, Fascinate (Deception), Improved Initiative, Move-By Action, Redirect, Skill Mastery (Deception), Taunt
Skills: Athletics 6 (+9), Close Combat: Claws and Teeth 7 (+14), Deception 10 (+13), Insight 4 (+9), Intimidation 6 (+9), Perception 0 (+13), Sleight of Hand 6 (+8), Ranged Combat: Guns 14 (+16),Technology 2 (+5), Vehicles 3 (+5)
Offenses:
Initiative +9
Machine Pistol +16, Ranged Multiattack, Damage 3
Claws/Bite +14, Close, Penetrating Damage 6 (Crit 19-20)
Unarmed +7, Close, Damage 3
Defenses: Dodge 10, Parry 10, Will 12, Fort 8, Toughness 9/6
Power Points: Abilities 68 + Powers 24 + Advantages 12 + Skills 29 + Defenses 17 = 148

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

SPEED DEMON (Phantom Rider/Etrigan & Golden Age Flash)

Post by legend » Mon Apr 08, 2013 10:12 am

Image
STR 10, STA -, AGL 3, DEX 0, FGT 3, INT 0, AWE 5, PRE 1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Hellfire: Damage 2, Reaction, Selective, Alternate Effect (Line Area Damage 10, Unreliable (5 uses)) • 11 points
Invulnerability: Immortality 1, Immunity 35 (Fire, Fortitude Effects), Protection 10, Regeneration 5 • 52 points
Super-Speed: Movement 2 (Wall-Crawling, Water Walking), Limited to while moving; Speed 10 • 12 points
Advantages: Agile Feint, Diehard, Evasion, Fearless, Improved Initiative 2, Instant Up, Move-by Action, Startle, Takedown, Uncanny Dodge
Skills: Close Combat: Unarmed 7 (+10), Intimidation 9 (+10), Perception 4 (+9)
Offenses:
Initiative +11
Hellfire -, Line Area, Damage 10
Unarmed +10, Close, Damage 10
Defenses: Dodge 10, Parry 9, Will 10, Fort Immune, Toughness 10
Power Points: Abilities 34 + Powers 77 + Advantages 11 + Skills 10 + Defenses 18 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

DEADRINGER

Post by legend » Tue Apr 09, 2013 10:19 am

Image
STR 2, STA -, AGL 1, DEX 1, FGT 1, INT 0, AWE 2, PRE 0
Powers:
Blending In: Concealment 10, Blending, Passive • 5 points
Cellular Growth: Regeneration 5 • 5 points
Cellular Pouch: Feature (Internal Compartment), Subtle • 2 points
Cellular Reanimation: Immortality 20, Fades, Limited (rank reduced by rank of effect causing death) • 10 points
Cellular Reshaping: Morph 3 (Humanoid) • 15 points
Colony Creature: Immunity 12 (Critical Hits, Mental Effects) • 12 points
Never Know Where He Is: Feature (Edit Scene to appear in it) • 1 point
Nonliving Cells: Immunity 30 (Fortitude Effects); Protection 12 • 42 points
Equipment:
Heavy Pistol: Ranged Damage 4 • 8 points
Advantages: Assessment, Diehard, Equipment 2, Hide In Plain Sight, Interpose, Redirect, Set-up, Teamwork, Tracking, Well-informed
Skills: Close Combat 8 (+9), Deception 10 (+10), Insight 3 (+5), Investigation 4 (+4), Perception 7 (+9), Ranged Combat: Guns 14 (+15)
Offenses:
Initiative +1
Heavy Pistol +15, Ranged, Damage 4
Unarmed +9, Close, Damage 2
Defenses: Dodge 8, Parry 8, Will 8, Fortitude Immune, Toughness 12
Power Points: Abilities 4 + Powers 92 + Advantages 11 + Skills 23 + Defenses 20 = 150
Complications:
Mute: Deadringer never speaks. This often complicates things when he uses Cellular Reshaping to appear like a specific person.

No one knows how the creature known as Deadringer came to be. What is known is that Deadringer is a mass of reanimated cells. Deadringer can control his cells to recover from damage or change his appearance. Deadringer has mastered using his Cellular Reshaping power to blend in but cannot speak. He usually assumes forms which escape notice; the busboy at the restaurant, the custodian at your office, the old lady shopping in the next aisle...you never know where he'll turn up.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

DEAD RINGER (Louis Dexter)

Post by legend » Thu Apr 11, 2013 8:12 am

Image
STR 2, STA 3, AGL 2, DEX 0, FGT 2, INT 0, AWE 1, PRE 0
Powers:
Necromimickry: Morph 4, Increased Action (Move), Limited (appearance of deceased touched) Linked to Variable 12 (60 points), Move Action, Limited (traits of deceased touched) • 96 points
Equipment:
Cigar Box: Feature (fingers of deceased super-humans) • 1 point
Advantages: Defensive Roll 2, Equipment 1, Improved Initiative
Skills: Athletics 4 (+6), Close Combat: Unarmed 6 (+8), Deception 5 (+5), Expertise: Criminal 5 (+5), Insight 3 (+4), Intimidation 3 (+3), Perception 4 (+5), Technology 2 (+2), Vehicles 2 (+2)
Offenses:
Initiative +6
Unarmed +8, Close, Damage 2
Defenses: Dodge 4, Parry 6, Will 5, Fortitude 6, Toughness 5/3
Power Points: Abilities 20 + Powers 96 + Advantages 4 + Skills 17 + Defenses 13 = 150

Dead Ringer possesses Necromimickry, enabling him to replicate the form (and abilities (including clothing and even exotic technology) of any corpse (or portion of a corpse) that he touches. Typically he can only take that being's form once, so he keeps a cigar box full of fingers of super-humans who he would want to be able to turn into more than once. He can duplicate superhuman powers, including inhuman characteristics (such as a tail or wings). He also replicates the technology of his targets; for example, when he turned into Porcupine, he had a fully functional Porcupine costume.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ARKON (Ruler of Polemachus)

Post by legend » Tue Jul 02, 2013 5:49 am

Image
STR 11, STA 9, AGL 4, DEX 0, FGT 6, INT 1, AWE 3, PRE 1
Powers:
Accelerated Healing: Regeneration 2 • 2 points
Fast Movement: Speed 1 • 1 point
Invulnerability: Impervious Toughness 9 • 9 points
Quiver of Lightning Bolts: Array (24 points), Removable (-5 points), Indestructible • 22 points
• Black Bolts: Ranged Damage 12 • 24 points
• Golden Bolts: Movement 6 (Dimension Travel 3, Space Travel 3), Portal • 1 point
• Scarlet Bolts: Ranged Burst Area Damage 8 • 1 point
Equipment:
Sword: Strength-based Damage 3, Improved Critical • 4 points
Advantages: Accurate Attack, Assessment, Benefit 5 (ruler of Polemachus), Defensive Roll 2, Equipment, Evasion, Great Endurance, Improved Disarm, Improved Initiative, Leadership, Power Attack
Skills: Acrobatics 3 (+7), Athletics 1 (+12), Close Combat: Unarmed 3 (+9), Expertise: Tactics 3 (+4), Insight 3 (+6), Perception 5 (+8), Persuasion 2 (+3), Ranged Combat: Throwing 8 (+8)
Offenses:
Initiative +8
Black Bolt +8, Ranged, Damage 12
Scarlet Bolt -, Ranged Burst, Damage 8
Sword +6, Close, Damage 14
Unarmed +9, Close, Damage 11
Defenses: Dodge 8, Parry 9, Will 9, Fort 11, Toughness 11/9
Power Points: Abilities 70 + Powers 35 + Advantages 16 + Skills 14 + Defenses 15 = 150
Last edited by legend on Mon Aug 05, 2013 10:13 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

HULK, GREY (Joe Fixit)

Post by legend » Tue Jul 02, 2013 7:22 am

STR 11, STA 11, AGL 4, DEX 1, FGT 5, INT 4, AWE 3, PRE 2
Image
Powers:
Invulnerability: Immunity 17 (Cold Damage, Disease, Fire Damage, Poison, Pressure, Radiation, Suffocation Effects, Vacuum), Half Effect (except Radiation); Impervious Toughness 11 • 20 points
Hyper-Leaping: Leaping 7 • 7 points
Advantages: Accurate Attack, All-Out Attack, Chokehold, Connected, Contacts, Daze (Intimidation), Extraordinary Effort, Fascinate (Intimidation), Favored Environment (night of the new moon), Great Endurance, Improved Grab, Improved Hold, Improved Smash, Power Attack, Second Chance (mental control), Startle
Skills: Close Combat: Unarmed 4 (+9), Deception 3 (+5), Expertise: Science 1 (+5), Insight 4 (+7), Intimidation 7 (+9), Investigation 1 (+5), Perception 3 (+6), Ranged Combat: Throwing 2 (+3), Technology 1 (+5)
Offenses:
Initiative +4
Unarmed +9, Close, Damage 11
Defenses: Dodge 8, Parry 9, Will 9, Fortitude 11, Toughness 11
Power Points: Abilities 82 + Powers 27 + Advantages 16 + Skills 13 + Defenses 12 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

AGUILA (Alejandro Montoya)

Post by legend » Tue Jul 02, 2013 9:51 am

Image
STR 3, STA 3, AGL 5, DEX 0, FGT 6, INT 1, AWE 2, PRE 2
Powers:
Electric Shock: Array (7 points) • 8 points
• Ranged Damage 12, Fades, Limited (requires conductive medium), Accurate 4, Diminished Range 3, Alternate Effect (Damage 12, Fades, Limited) • 7 points
• Damage 12, Fades, Limited (requires conductive medium) Linked to Affliction 12 (Resisted by Fortitude; Dazed, Stunned), Limited Degree, Fades, Limited (requires conductive medium) • 1 point
Equipment:
Sword: Strength-based Damage 3, Improved Critical • 4 points
Advantages: Accurate Attack, Agile Feint, Beginner’s Luck, Benefit 2 (Independently Wealthy), Close Attack 3, Contacts, Daze, Defensive Attack, Defensive Roll 3, Equipment, Evasion, Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Initiative 2, Improved Smash, Improved Trip, Improvised Weapon, Languages, Precise Attack 2 (Close Concealment, Close Cover), Quick Draw, Redirect, Second Chance (Disarm), Seize Initiative, Set-Up, Skill Mastery 2 (Acrobatics, Athletics), Takedown, Uncanny Dodge, Weapon Bind
Skills: Skills: Acrobatics 8 (+13), Athletics 8 (+11), Close Combat: Sword 6 (+15), Deception 4 (+6), Insight 4 (+6), Investigation 3 (+4), Perception 8 (+10), Persuasion 5 (+7), Sleight of Hand 6 (+6), Stealth 3 (+8), Vehicles 3 (+3)
Offenses:
Initiative +13
Electric Shock +8, Ranged, Damage 12
Electric Shock +8, Close, Damage 12 Linked to Affliction 12
Sword +16, Close, Damage 6 (Crit 18-20)
Unarmed +8, Close, Damage 3
Defenses: Dodge 14, Parry 14, Will 11, Fort 9, Toughness 6/3
Power Points: Abilities 44 + Powers 8 + Advantages 37 + Skills 29 + Defenses 32 = 150
Last edited by legend on Mon Aug 05, 2013 9:55 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

WONDER MAN (Simon Williams)

Post by legend » Tue Jul 02, 2013 1:19 pm

Image
STR 13, STA -, AGL 6, DEX 0, FGT 4, INT 1, AWE 2, PRE 1
Powers:
Energy Vision: Senses 3 (Ranged Detect Energy, Ultravision) • 3 points
Flight: Flight 5 • 10 points
Healing Factor: Immortality 1; Regeneration 5 • 7 points
Invulnerability: Immunity 30 (Fortitude Effects); Protection 12, Impervious 9 • 51 points
Superhuman Hearing: Senses 1 (Ultra-Hearing) • 1 point
Advantages: Beginner's Luck, Diehard, Evasion, Improved Initiative, Seize Initiative, Skill Mastery (Deception), Taunt, Uncanny Dodge
Skills: Close Combat: Unarmed 3 (+7), Deception 7 (+8), Insight 2 (+4), Investigation 4 (+5), Perception 6 (+8), Persuasion 4 (+5)
Offenses:
Initiative +10
Unarmed +7, Close, Damage 13
Defenses: Dodge 8, Parry 8, Will 9, Fort Immune, Toughness 12
Power Points: Abilities 44 + Powers 72 + Advantages 8 + Skills 13 + Defenses 13 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

ANDROMEDA (Andromeda Attumasen)

Post by legend » Wed Jul 03, 2013 5:50 am

Image
STR 8, STA 7, AGL 5, DEX 2, FGT 8, INT 2, AWE 3, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Hyper-Swimming: Swimming 7 • 7 points
Underwater Strength: Enhanced Strength 1, Limited (Underwater) • 1 point
Equipment:
Trident: Strength-based Damage 3, Improved Critical, Improved Disarm, Reach • 6 points
Dagger: Strength-based Damage 1, Improved Critical • 2 points
Atlantean Warship: SIZE 2 (Colossal), STR 16, SPD Flight 5, DEF 2, TOU 13, Computer, Commlink, Laser Cannons (Ranged Damage 9), Navigation System, Replicator (Transform 1, Permanent, Slow, Innate, AE: Create 4, Close, Permanent, Slow, Innate, Precise, Subtle), Submersible (Swimming 7, AE of Flight) • 42 points
Advantages: Accurate Attack, All-Out Attack, Defensive Attack, Defensive Roll 2, Equipment 10, Favored Environment (Aquatic), Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Precise Attack 2 (Close Concealment, Close Cover), Quick Draw, Takedown
Skills: Athletics 2 (+10), Close Combat: Unarmed 3 (+11), Expertise: Atlantis 3 (+5), Insight 5 (+8), Intimidation 5 (+7), Perception 6 (+9), Ranged Combat: Throwing 5 (+8), Technology 3 (+5), Vehicles 6 (+9)
Offenses:
Initiative +9
Trident +8, Close (Reach), Damage 11 (Crit 19-20)
Dagger +8, Close, Damage 9 (Crit 19-20)
Unarmed +11, Close, Damage 8 (Crit 19-20)
Defenses: Dodge 11, Parry 11, Will 9, Fort 11, Toughness 9/7
Power Points: Abilities 74 + Powers 13 + Advantages 25 + Skills 19 + Defenses 19 = 150
Last edited by legend on Mon Aug 05, 2013 9:58 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

WHITE TIGER (Ava Ayala)

Post by legend » Wed Jul 03, 2013 9:56 am

Image
STR 4, STA 3, AGL 6, DEX 4, FGT 12, INT 2, AWE 9, PRE 1
Powers:
White Tiger Amulet: Removable (-35 points), Indestructible • 141 points
Blind Fighting: Senses 2 (Accurate Hearing) • 2 points
Counterstrike: Reaction Damage 4 (when attacked in close combat), Attack Check Required • 12 points
Enhanced Abilities (Strength +4, Stamina +3, Agility +6, Dexterity +4, Fighting +12, Awareness +9) • 76 points
Enhanced Advantages 45 (Accurate Attack, Agile Feint, All-Out Attack, Assessment, Chokehold, Defensive Attack, Defensive Roll 4, Evasion 2, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical 4 (Unarmed), Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Move-by Action, Power Attack, Precise Attack 2 (Close Concealment, Close Cover), Prone Fighting, Redirect, Seize Initiative, Set-up, Skill Mastery 3 (Acrobatics, Athletics, Close Combat: Unarmed), Takedown 2, Throwing Mastery, Trance, Ultimate Effort (Smash), Uncanny Dodge, Weapon Bind, Weapon Break) • 45 points
Enhanced Skills 26 (Acrobatics +10, Athletics +10, Close Combat: Unarmed +3, Expertise: Martial Arts +5, Insight +4, Perception +4, Sleight of Hand +8, Stealth +8) • 26 points
Enhanced Defenses 16 (Dodge +7, Parry +1, Fortitude +8) • 8 points
Flurry: Enhanced Extra (Multiattack 4 on unarmed attack) • 4 points
Run Up Walls: Movement 2 (Wall-crawling), Limited 2 (one move action, while moving) • 1 point
Wire-Fu: Leaping 2, Acrobatics Check Required • 1 point
Advantages: Accurate Attack, Agile Feint, All-Out Attack, Assessment, Beginner's Luck, Chokehold, Defensive Attack, Defensive Roll 4, Evasion 2, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical 4 (Unarmed), Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Languages (Spanish), Move-by Action, Power Attack, Precise Attack 2 (Close Concealment, Close Cover), Prone Fighting, Redirect, Seize Initiative, Set-up, Skill Mastery 3 (Acrobatics, Athletics, Close Combat: Unarmed), Takedown 2, Throwing Mastery, Trance, Ultimate Effort (Smash), Uncanny Dodge, Weapon Bind, Weapon Break
Skills: Acrobatics 0 (+16), Athletics 0 (+14), Close Combat: Unarmed 0 (+16), Expertise: History 2 (+4), Expertise: Martial Arts 0 (+5), Insight 0 (+13), Perception 0 (+13), Sleight of Hand 0 (+12), Stealth 0 (+14)
Defenses: Dodge 13, Parry 13, Will 9, Fortitude 11, Toughness 7/3
Power Points: Abilities 6 + Powers 141 + Advantages 2 + Skills 1 + Defenses 0 = 150
Complications: Anyone who uses the Amulets for an extended period of time will eventually find themselves physically addicted to its power.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

TASKMASTER (Tony Masters)

Post by legend » Wed Jul 03, 2013 11:42 am

Image
STR 3, STA 3, AGL 6, DEX 2, FGT 6, INT 0, AWE 5, PRE 0
Powers:
Photographic Reflexes: Array (12 points) • 15 points
• Analyze Style: Perception Ranged Affliction 10 (Resisted by Will; Impaired & Vulnerable, Defenseless & Disabled), Extra Condition, Limited Degree, Limited 2 (you attack target or target attacks you; must have studied target outside of action time), Insidious, Subtle • 12 points
• Predict Attack: Concealment 10, Limited (only concealed from targets studied outside of action time), Quirk (attacker knows area to target) • 1 point
• Counterstrike: Damage 5 (when attacked in close combat), Reaction, Limited 2 (attack check required, must have studied target outside of action time), Variable Descriptor 2 (any attack effect you wield up to the attack’s rank) • 1 point
• Muscle Memory: Variable 2 (Effects suited to an opponent), Move Action, Limited 2 (physical acts observed, when reconfigured memories forgotten) • 1 point
Equipment:
Bow and Arrow: Wide Array* (16 points) • 50 points
• Arrow - Tear Gas: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated), Extra Condition • 16 points
• Arrow - Acid: Ranged Damage 3, Secondary Effect Linked to Ranged Weaken Toughness 3, Affects Object Only • 1 point
• Arrow - Bola: Ranged Affliction 5 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile), Cumulative Extra Condition, Limited Degree • 1 point
• Arrow - Boomerang: Ranged Damage 5, Indirect 4 • 1 point
• Arrow - Cable: Move Object 3, Limited Direction; Movement 1 (Swinging) • 1 point
• Arrow - Electro-Disrupter: Ranged Damage 5 Linked to Ranged Affliction 5 (Resisted by Fortitude; Dazed, Stunned), Limited Degree • 1 point
• Arrow - EMP: Ranged Burst Area Weaken Electronics 3, Affects Only Objects, Broad, Simultaneous • 1 point
• Arrow - Explosive-Tip: Ranged Burst Area Damage 5 • 1 point
• Arrow - Net: Ranged Cone Area Affliction 5 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree • 1 point
• Arrow - Putty: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree • 1 point
• Arrow - Smoke Bomb: Ranged Cloud Area Visual Concealment Attack 4 • 1 point
• Arrow - Sonic: Ranged Line Area Affliction 5 (Resisted by Fortitude; Impaired, Disabled, Unaware), Cumulative, Limited to hearing • 1 point
• Arrow - Sleeping Gas: Ranged Cloud Area Affliction 5 (Resisted by Fortitude; Fatigued, Exhausted, Asleep) • 1 point
• Arrow - Tranquilizer: Ranged Affliction 5 (Resisted by Fortitude; Fatigued, Exhausted, Asleep), Progressive, Resistible by Toughness • 1 point
• Arrow - Vibranium: Ranged Damage 5, Penetrating • 1 point
• Grenade - Flash-Bang: Ranged Burst Area Affliction 4 (Resisted by Fortitude, Impaired, Disabled, Unaware) • 1 point
• Melee Weapons: Billy Club (Strength-based Damage 2; Ranged Strength-based Damage 2**, Ricochet 2; Movement 1 (Swinging)); Knife (Strength-based Damage 1, Improved Critical); Sword (Strength-based Damage 3, Improved Critical) • 1 point
• Pistol: Armor Piercing Bullets (Ranged Damage 4, Penetrating); Rubber Bullets (Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Resistible (Toughness)) • 1 point
• Shield: Ranged Strength-based Damage 2**, Improved Critical, Ricochet 2; Enhanced Defenses 4 (Dodge 2, Parry 2); Immunity 5 (Slam Damage), Sustained • 16 points
Costume: Protection 3 • 3 points
Helmet: Immunity 10 (Drowning, Gas Effects, Effects Against Hearing & Vision), Half Effect • 5 points
Video Recorder • 2 points
Advantages: Accurate Attack, Assessment, Close Attack 8, Defensive Attack, Defensive Roll 3, Equipment 12, Evasion, Improved Aim, Improved Disarm, Improved Initiative, Improved Trip, Precise Attack 4, Quick Draw, Ranged Attack 12
Skills: Acrobatics 3 (+9), Athletics 6 (+9), Close Combat: Unarmed 2 (+16), Deception 5 (+5), Insight 4 (+9), Intimidation 5 (+5), Investigation 4 (+4), Perception 4 (+9), Stealth 3 (+9)
Offenses:
Initiative +10
Arrow - Tear Gas -, Ranged Cloud Area, Affliction 4
Arrow - Acid +14, Ranged, Damage 3 Linked to Weaken Toughness 3
Arrow - Bola +14, Ranged, Affliction 5
Arrow - Boomerang +14, Ranged, Damage 5
Arrow - Cable +14, Ranged, Move Object 3
Arrow - Electro-Disrupter +14, Ranged, Damage 5 Linked to ffliction 5
Arrow - EMP -, Ranged Burst Area, Weaken Electronics 3
Arrow - Explosive-Tip -, Ranged Burst, Area Damage 5
Arrow - Net -, Ranged Cone Area, Affliction 5
Arrow - Putty -, Ranged Burst Area Affliction 5
Arrow - Smoke Bomb -, Ranged Cloud Area Visual Concealment Attack 4
Arrow - Sonic -, Ranged Line Area, Affliction 5
Arrow - Sleeping Gas -, Ranged Cloud Area, Affliction 5
Arrow - Tranquilizer +14, Ranged, Affliction 5
Arrow - Vibranium +14, Ranged, Damage 5
Grenade - Flash-Bang -, Ranged Burst Area, Affliction 4
Billy Club +14, Close, Damage 5
Billy Club +14, Ranged, Damage 3
Knife +14, Close, Damage 4 (Crit 19-20)
Pistol +14, Ranged, Damage 4 or Affliction 4
Shield +14, Ranged, Damage 3 (Crit 19-20)
Sword +14, Close, Damage 6 (Crit 19-20)
Unarmed +16, Close, Damage 3
Defenses: Dodge 10, Parry 10, Will 10, Fortitude 9, Toughness 9/6
Power Points: Abilities 50 + Powers 15 + Advantages 48 + Skills 18 + Defenses 19 = 150
Complications: Fear of drowning.

Note on Equipment: Taskmaster uses a variety of equipment including energy claws (like Wolverine), energy shield, energy webbing (like Spider-Man), special gloves & boots (like Spider-Man's wall crawling ability), katana, bow & trick arrows (like Hawkeye), sword, broadsword, pair of .45s, rope, round steel shield (like Captain America), moon shaped shuriken (like Moon Knight), a wrist device which created solid weapons out of pure energy, and a multi-purpose billy club (like Daredevil). Taskmaster's equipment is often determined by the opponents he studies and the abilities he is using. Taskmaster almost always carries a sword, a shield, and a handgun.

*Uses Wide Array rules from Utility Gadget Guide
**Uses Ranged Strength-based Damage rules from Archaic Weapons Gadget Guide

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BISHOP (Lucas Bishop)

Post by legend » Fri Jul 12, 2013 5:48 am

Image
STR 4, STA 5, AGL 3, DEX 0, FGT 6, INT 0, AWE 3, PRE 0
Powers:
Bionic Arm: Array (6 points) • 9 points
• Strength-based Damage 2; Enhanced Advantages 4 (Improved Critical, Improved Grab, Improved Hold, Improved Smash) • 6 points
• Cyberkinesis: Perception Ranged Affliction 6 (Resisted by Technology or Will; Controlled), Limited to Third Degree, Affects Objects Only, Limited to Technology • 1 point
• Tendrils: Move Object 6, Limited Direction • 1 point
• Time Jump: Movement 3 (Time Travel) • 1 point
Energy Absorption and Reflection: Ranged Damage 12, Reaction, Attack Check Required, Limited 2 (rank by rank of trigger, one trigger each round), Feature (targets not immune to own power), Variable Descriptor 2 (Energy); Feature (recharge equipment); Immunity 20 (Energy), Limited (energy triggering ranged damage effect) • 38 points
Location Sense: Feature (know exact location) • 1 point
Equipment:
Body Armor: Protection 3 • 3 points
Mutant Restraint Cuffs: Nullify Mutant Powers 10, Effortless, Simultaneous, Close, Limited (Defenseless or unresisting target), Resistible (Strength to break) • 10 points
XSE Rifle: Ranged Damage 8 • 16 points
Advantages: Accurate Attack, Assessment, Defensive Attack, Defensive Roll 2, Equipment 6, Extraordinary Effort, Favored Foe (Cable), Improved Aim, Improved Initiative, Improved Trip, Ranged Attack 8, Tracking
Skills: Athletics 4 (+8), Close Combat: Unarmed 8 (+14), Insight 3 (+6), Investigation 6 (+6), Perception 5 (+8), Ranged Combat: Guns 4 (+12)
Offenses:
Initiative +7
Cybernetic Arm +14, Close, Damage 6 (Crit 19-20)
Energy Absorbtion and Reflection +8, Ranged, Damage 12
XSE Rifle +12, Ranged, Plasma Damage 8
Unarmed +14, Close, Damage 4
Defenses: Dodge 8, Parry 10, Will 9, Fortitude 10, Toughness 10/8
Power Points: Abilities 42 + Powers 48 + Advantages 25 + Skills 15 + Defenses 20 = 150

Locked