Doleth's Gallery: City of Heroes&Original Creations

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.
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Doleth's Gallery: City of Heroes&Original Creations

Postby Doleth » Mon May 07, 2012 11:04 pm

Hi, I decided to do like the cool kids and create a thread to host my various character and creation. Expect mostly 2e, but I'm thinking of making two version of my characters, either direct conversion to 3e, or just different version of the same character in 3e. I'll start with NPC from my ultimate X-Men game and adaptation of my City of Heroes character. Many of them are WIP.

Table of Content
    City of Heroes Character
  • Captain Zobkrok - PL 10 Energy/Cold Cyborg Blaster

    City of Villains Character

    City of Heroes NPC
  • The Trolls - Mean, green gang-banger with strength born of drug abuse. PL 4 to 8
  • The Skulls - Death worshiping gang-banger dealing in drugs. PL 2 to 4
  • The Hellions - Satanist cult/gang of magical item dealer and arsonist. PL 2 to 4
  • The Outcasts - Super-powered gang of mutants with control over the elements. PL 4 to 8

    Game Room's Character
  • Triton - Human/Deep One hybrid. PL 11, 3E
  • Surge II - Electrical powered speedster, member of the mutant race and new x-men. PL 8, 3E
  • Serpent Eagle - Martial Art expert and rookie vigilante. PL 4, 3E
  • ESPer - Psychic international agent of Vanguard. PL 6, 2E

    Ultimate Brotherhood of Mutant(Note, these are original character made for one of my game)
  • Meltdown - PL 10 Psychopathic Radiation Controller
  • Tremors - PL 10 Vibration Controller and Brotherhood Cell Leader
  • Maedusa - PL 10 Deadly Psychic Enforcer with snake hair of the Brotherhood
  • Gynoid - PL 10 Machine shape-shifter and reluctant Brotherhood member.

    Template
  • Trolls - Now you too can be a green strongman with fractured speech(Purple Pants not included)
  • Outcast

To Do list:
Write Maedusa background and info, Write Gynoid background and info, format their sheets correctly, Stat up the various Vahzilok's Eidolons, stat up the Vahzilok's elite boss(Cortex&The Facemaker), stat up the doc himself, complete the write-up on the various Vahzilok troops.
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Captain Zobkrok

Postby Doleth » Mon May 07, 2012 11:08 pm

Captain Zobkrok
"Heh, I'm pretty much the ultimate metal guitarist."
Full Name: Dave Duncan
Concept: Cyborg Rockstar with energy blast and minor cryokinesis.
Identity: Public
Sex: Male
Occupation: Super-hero/Rockstar
Nationality: American
Base of Operations: Paragon City
Affiliation: the Justicar, Captain Zobkrok&Crews
Height: 1m86
Weight: 93kg
Eyes: Blue
Hair: Red
Age: 25

Description: Dave Duncan is a tall man of Germanic descant with fiery red hair, deep blue eyes and handsome feature. He keep his hair at shoulder length and trim his facial hair into a small goatee barely covering his masculine chin. He is fairly muscular and under the right illumination his skin has a metallic tint to it, having been fused with an alien metal alloy. His hands and part of his arms have been replaced by robotic prostheses made of banded metal that are in many way superior to his original limbs. His super-hero uniform consist of simple blue jeans, combat boots, a studded leather belt, a skin-tight blue and white latex shirt with a red Z insignia, metal shoulder pads, a pair of fake horn and black metal/KISS style make up around the eyes.

History:
Dave Duncan was the lead guitarist of a popular heavy metal band called Captain Zobkrok & his crew under the stage name of Captain Zobkrok. During a show in Paragon City, a gang war between the Hellions and the Skulls erupted and Dave was gravely wounded in the ensuing struggle both by a stray fireball and a wave of dark energy. Thankfully, some of Paragon City numerous super-heroes was also in attendance, including the mutant illusionist Fairy Tale, and managed to put a stop to the battle before more people could be hurt before bringing Dave to the nearest hospital, where they managed to save his life, but not his good-look or more importantly, his precious hands.

Not all was lost, though, as another one of his fan had heard of the accident and decided to pay him a visit during his convalescence. This particular fan was a technician at DATA and offered Dave cybernetic implants that would make him even better that he used to be. Dave accepted and, since he had to register his power anyway, decided to follow the example of those who saved him and started a career as the super-hero Captain Zobkrok in between tour and record session.

Complications:
Famous: Captain Zobkrok is the lead guitarist and face of a popular heavy metal band using the same name and mostly the same costume.
Show-off: Captain Zobkrok loves the spotlight and nothing pleases him more than hearing people talk about him.
Big Eater: His cybernetics demands a lot of energy, so Captain Zobkrok needs to eat a lot just to keep them powered.
Responsibility: Captain Zobkrok may not be the most responsible guy around, but he hates letting his fan down by cancelling a show and delaying an album too often.

Captain zobkrok -- PL 10

Abilities: Str 10/30 (+0/+10), Dex 14, Con 10/30 (+0/+10), Int 10, Wis 10, Cha 14 (+2).

Skills: Bluff 3(+5), Craft(Mechanical) 5, Gather Information 3(+5), Language 1(German), Perform(Stringed Instrument) 8(+10)

Feats: Benefit(Rock Star), Power Attack, Contact, Taunt

    Powers:
    Cold control
  • Fatigue 10 (Alternate Power 2:[Snare 10, Burst Area Trip 10 (Touch Range)])
  • Ice Sword Strike 2 (Mighty)

    Cyber-Hand
  • Energy Blast 12 (Alternate Power 1:[Energy Blast 8(Extra: Area Cone, Selective, flaw: touch range)])
  • Quickness 4 (Limited to physical task only)

    Cyborg Body
  • Enhanced Strength 20
  • Enhanced Constitution 20
  • Immunity 3 (Cold Environment, Disease, Poison)
  • Protection 2

Combat: Attack + 8(melee), + 8(ranged), Grapple +18, Damage DC 25(unarmed), DC 27 (Ice Sword), DC 27 (Energy Blast), DC 23 (Energy Blast Cone), Defense 18, Knockback , Initiative +2.

Saves: Toughness +2/+12, Fortitude +0/+10, Reflex +5, Will +6.

Drawback: Major vulnerability to Electricity (Common) 5

Abilities 8+Skills 5+Feats 4+Powers 97+Combat 32+Saves 9-Drawback 5=150.


Captain Zobkrok is one of my City of Heroes character and as some of you may have guessed from the description, he's the guy in my avatar. In translating the character from CoH to M&M, I decided that the concept and idea behind the character should be more important than what his in-game power are.
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Meltdown

Postby Doleth » Mon May 07, 2012 11:32 pm

Meltdown

Full Name: Mandy Berkovich
Identity: Public
Sex: female
Occupation: Terrorist
Nationality: American
Base of Operations: East Coast of North America
Affiliation: Brotherhood of Mutant
Height: 1m50
Weight: 45kg
Eyes: Brown
Hair: Dark Red
Age: 16

Description: Meltdown is a very beautiful young red head with angelic feature, large brown eyes that are full of malice and pouty lips that are often twisted in a malevolent smirk. She has a petite, innocent figure that lets her twist many around her little finger, a fact that is not lost on her. She often wears tight black pants with a tank-top showing the nuclear symbol.

History: The daughter of a congressman and a lawyer, Mandy was the alpha girl at her high school pretty much from the start. As attractive as she was witty, she destroyed with a barbed tongue whoever she couldn't charm into serving her every need. Cruel and moody, she would often lashed out at people for no reason but her own twisted amusement. Many of her teacher believed she was a full-blown sociopath, but, being afraid of her and her powerful parents, they never could do anything with this knowledge. One time, the boy who was sitting behind her in most of her class for half a semester was dying of cancer and he wrote her a love letter. Touched by it, she visited him at the hospital, leading him on a bit before tearing the letter in pieces, mocking him and shattering everything that mattered to him. He died shortly after her visit, a fact that would change Mandy live. He was the third person to die of radiation poisoning this year at the school, all of them had spent time with Mandy before getting ill.

Inspectors was dispatched to the school, but they could not find any trace of radiation until one of them had the idea to test the student, suspecting a mutant was the cause of all this. This hunch was right and Mandy learned that she had the X gene, making her a mutant who controlled radiation, a deadly freak! The school used this to expelled her, her parent decided to cast her out, her former subject were now throwing a year worth of repressed insults and as she was struggling to survive in the street when she was attacked by a group of Weapon X agents. Trying to defend herself, she discovered that she could manifest her power in various way, allowing her to send lethal doses of radiation at the attacker, to form a protective force field that was lethal to other and she could fly. She managed to outfight them, but every time she sent them packing, another, more powerful group would show up eventually and at some point, she was overpowered by the opposition.

Weapon X was not the only group that was interested in her and her potential as a mutant weapon. Magneto, the leader of the Brotherhood of Mutants, attacked the convoy on it way to Weapon X training facility, easily crushing the special force. He gave Mandy a new mutant name, Meltdown, and politely asked her to join his crusade against the unworthy humans who threatened mutankind as a whole. Relishing the death and destruction she had caused in the last few day, she accepted immediately.

Personality & Motivation: Some say that behind every ugly duckling hides a beautiful swan, but this particular beautiful swan hides a very ugly duckling. Meltdown is completely self-centered and cares nothing for her fellow mutants, thinking of other as nothing more than personal toys to use and disposes of as she pleases. The only exception to this rule is Magneto, her idol and high school crush as she see in him a sort of kindred spirit that is just better at hiding his disdain of other. And thus, she try to work with the rest of the East Coast cell under the leadership of that Pro Wrestler tool, Tremors.

Complications:
Arrogance: Meltdown is very self-center and arrogant, two traits that make her unpopular with her squad and make her vulnerable to flattery or other tactic of the like.
Destructive: Meltdown loves causing destruction and is easily distracted by the prospect of causing more mayhem.
Mad Love: Meltdown is madly in love with Magneto and would do anything for him. Of course, the master of magnetism has no intention of returning her feeling, but her power makes her an useful asset for his brotherhood, so he tolerates it.

Meltdown -- PL 10

Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 14(+2).

Skills: Bluff 6(+8/+16), Diplomacy 6(+8/+16), Escape Artist 11, Gather Information 4(+6), Knowledge(Pop Culture) 5(+5).

Feats: Attractive 2(+8), Attack Specialisation(Drain), Dodge Focus 4, Improved Initiative 3, Move-By Action, Taunt

    Powers:
  • Radiation Control Array: --44pp
    • Drain Constitution 10 (Subtle, Ranged, Incurable, Disease) --42pp
    • Blast 10(Perception, Subtle, Fortitude Save, Split Attack[2 target]) --1pp
    • Energy Aura 10(Incurable, Subtle) --1pp

  • Flight 10 --20pp
  • Force Field 10 --10pp
  • Immunity 10(Radiation Effect) --10pp

Combat: Attack + 6, +10(Drain Toughness), Grapple +6, Damage DC 15(unarmed), DC 25(Aura), DC 25(Blast), Defense 20, Flat-Foot 13, Knockback -5, Initiative +12.

Saves: Toughness +0/+10, Fortitude +7, Reflex +9, Will +7.

Drawback: Toxic (Those spending time with Meltdown must make DC 15 Fort save every 12 hour or lose 1 point of constitution from radiation sickness)

Abilities 4+Skills 8+Feats 13+Powers 84+Combat 24+Saves 22-Drawback 5=150.
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Tremors

Postby Doleth » Mon May 07, 2012 11:38 pm

Tremors

Full Name: Saturnino Palmeiro
Identity: Public
Sex: Male
Occupation: Terrorist, ex-pro wrestler
Nationality: Portuguese
Base of Operations: East Coast of North America
Affiliation: Brotherhood of Mutant
Height: 1m90
Weight: 110kg
Eyes: Brown
Hair: Black
Age: 23

Description: Tremors has the perfect physique for a pro-wrestler, being a very tall, tan and muscular Latino man. He style his dark hair as a faux hawk and he shave his sideburns to form tin, parallel row ending just short of his small goatee. He usually wears simple jeans pants and dark t-shirt with combat boots and dark sunglasses.

History: Ever since he was a child, Saturnino was a fan of american pro-wrestling, dreaming of one day going to america and joining the WWF. When he was a teenager, he went to live with his uncle in the US. He tried out various independant promotion and was deemed the next sensation among fans of the indie circuit, until his power first manifested during a PPV, injuring his opponent and outing himself as a mutant in the process. Even though accidental injuries are common in a wrestling match, his boss pressured him into quitting, unwilling to have a mutant in his roster. Saturnino had a hard time making end meets, as he wasn't qualified for most job and his status as a known mutant kept him from the rest. Even his uncle rejected him, leaving the ex-wrestler alone in the street, out of public favors. He eventually found a job at Malicia's, a seedy strip club and mutant's haven, as a bouncer where he befriend a frequent customer, a young british mutant who used to be a fan of his. Over a few night, they talked about the treatment their kind receives from human and how human were inferior being, doomed to extinction. Eventually, Saturnino agreed to join the fight for mutantkind against the homo sapiens oppressor and went with Toad to meet their savior and leader Magneto along with the rest of the Brotherhood of Mutant.

Personality & Motivation: Saturnino is, deep down, a good man who feels that the world gave him no choice but to fight. He strongly believes in mutant rights and Magneto's cause, but he's not too keen on the whole terrorist thing, as such, he usually try to stop his cell from hurting innocents and limit their act of violence to hate groups and paramilitary targets.

Complications:
Complication : Honor, Prejudice (Mutant), Reputation(Criminal)

Tremors--PL 10

Abilities: Str 14(+2), Dex 14(+2), Con 14(+2), Int 10, Wis 10, Cha 14(+2).
Skills: Acrobatics 3(+5), bluff 12(+14), Computers 5, Diplomacy 4(+6), Disguise 4(+6), Drive 4(+6), Escape Artist 5(+7), Gather Information 4(+6), Intimidate 12(+14), Knowledge (pop culture) 4, Knowledge (Current Event) 4, Notice 3, Sense Motive 8, Stealth 2(+4), Survival 4, Swim 2(+4).
Feats: Accurate Attack, Distract(bluff), Improved Grab, Improved Grapple, Improved Initiative 1, Improved Pin, Improved Throw, Improved Trip, Inspire, Interpose, Leadership, Power Attack, Redirect, Set Up, Startle, Taunt.
    Powers:
  • Vibration Control Array: --26pp
    • Vibration Control 10 --20pp
    • Burrowing 10 (Ranged) --1pp
    • Strike 10 (Penetrating) --1pp
    • Deflect 10 (Slow and fast projectile) --1pp
    • Drain Toughness 10 (Affect Only Object, Ranged) --1pp
    • Stun 10 --1pp
    • Nauseate 10 --1pp
  • Force Field 8 (limited to physical damage) --4pp
Combat[/b]: Attack + 10, Grapple +12, Damage + 4(unarmed), +10(Ranged), +10(Strike), Defense 20, Knockback , Initiative 6.
Saves: Toughness +10(+2), Fortitude +11, Reflex +11, Will +11.

Abilities 16+Skills 19+Feats 16+Powers 30+Combat 40+Saves 29=150.
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Maedusa

Postby Doleth » Mon May 07, 2012 11:46 pm

Maedusa
Image

Full Name: Inoue Ayako
Identity: Public
Sex: Female
Occupation: Terrorist
Nationality: Japanes
Base of Operations: East Coast of North America
Affiliation: Brotherhood of Mutant
Height: 5'00
Weight: 90 lbs
Eyes: Black
Hair: Green
Age: 17

Description:

History:

Personality & Motivation:

Complications:


Maedusa -- PL 10

Abilities: Str 10, Dex 18(+4), Con 14(+2), Int 30(+10), Wis 20(+5), Cha 10.
Skills: Escape Artist 12(+16), Investigate 4(+14), Notice 8(+13)
Feats: Attack Specialisation(Mind Blade) 3, Dodge Focus 7, Jack of all trade, Improved Initiative, Master Plan, Uncanny Dodge(Mental Sense)
Powers: Enhanced Intelligence 10, Hypnosis 10 (Sight-dependant mind control), Protection 6, Snake Hair 4(arm reach, 10 snake), Telepathy 10 (Alternate power; Mind Blade 10[Will saved damage effect], Mind Blast 5)
Combat: Attack + 4(melee), + 4(ranged), +10(Mind blade), Grapple +4, Damage + 10(Mind Blade), +5(Mind blast Defense 22, Knockback , Initiative +8.
Saves: Toughness +8, Fortitude +8, Reflex +10, Will +11.
Abilities 32+Skills 6+Feats 14+Powers 62+Combat 18+Saves 18=150.
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Gynoid

Postby Doleth » Mon May 07, 2012 11:50 pm

Gynoid

Full Name: Ghufran Bonfils
Identity: Public
Sex: Female
Occupation: Terrorist
Nationality: Chadian
Base of Operations: East Coast of North America
Affiliation: Brotherhood of Mutant
Height: 1m60(human form)
Weight: 50kg(human form)
Eyes: Brown
Hair: Black
Age: 18

Description:

History:

Personality & Motivation:

Complications:


Gynoid--PL10

Abilities: Str 10, Dex 18(+4), Con 10, Int 18(+4), Wis 14(+2), Cha 10.
Skills: Disguise 0 (+49 with Shapeshift), Knowledge (Current Event) 2(+6) Knowledge(Technology) 15 (+19), Notice 8 (+10), Stealth 11 (+15)
Feats: Accurate Attack, Evasion 2, Improved Initiative, Power Attack, Uncanny Dodge (Visual)
Powers: Shapeshift 10 (Flaws: Check Required[Knowledge(Technology)], Limited[Machine only])
Combat: Attack + 10(melee), + 10(ranged), Grapple +10, Damage +0(unarmed), Defense 20, Knockback -0, Initiative +8.
Saves: Toughness 0, Fortitude +5, Reflex +9, Will +7.
Abilities 20+Skills 9+Feats 6+Powers 60+Combat 40+Saves 15=150.
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The Trolls

Postby Doleth » Sun May 20, 2012 1:57 am

So I decided to do something different before continuing on my characters. Here some conversion of City of heroes villain, starting with everybody favorites gang of violent drug addicts, The Trolls.

The Trolls owe their existence to an overuse of Superadine, a designer drug made by the Marcone's mafia family. Superadine, or 'Dine as it is often called, bestow an increase in strength, toughness and stamina coupled with a sensation of euphoria and confidence to its user, at the price of causing mild hallucination and a powerful addiction. Repeated use can and often do permanently mutate the user, physically enhancing the subject at the cost of brainpower, turning them green and sometime making them grow horn and giving them power over the element of earth. Properly prepared, however, Superadine can bestow fantastic power on the user with very little side effect, but the Marcone keep the method secret as they use it to empower the leaders and advisers of the family. The Trolls are all 'Dine addict that decided to band together for protection, camaraderie, more 'Dine and an opportunity to create chaos. Like most gang, they have their own ritual when recruiting new member. In this case, they make the recruit takes as much Superadine as possible, then they cut the recruit loose to do whatever they feel like doing(mostly punching thing in the face). The only condition to win acceptance in the gang is to stay conscious until the drug gets out of his or her system.

Trollkin
PL 4
Abilities: Str: 20, Dex 12, Con 18, Int 9, Wis 9, Cha 8
Skills: Climb 5(+10), Drive 4(+5), Intimidate 4(+9), Knowledge(Popular Culture) 2(+1), Knowledge(Streetwise) 4(+3), Swim 5(+10)
Feats: either All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Equipment 2, Power Attack(Brawler/Bruiser/gunner) or all-out attack, Brute, Equipment 3(Buckshot/Slammer/Slugger)
Equipment: Leather Jacket(+1 toughness), either Heavy Pistol and Cellphone(Brawler/Bruiser) or Machine Pistol(Gunner) or Shotgun and cellphone(Buckshot) or Heavy Pistol, Baseball Bat(+2 str damage) and Cellphone(Slugger) or Heavy Pistol, Sledgehammer(+3 str damage) and Cellphone(Slammer)
Offense: Either Attack +3, Unarmed +3(DC 20), Pistol +3(DC 19), Grapple +8(Brawler/Bruiser) or Attack +3, Unarmed +3(DC 20), Machine Pistol +3(DC 18), Grapple +8(Gunner) or Attack +2, Unarmed +2(DC 20), Shotgun +2(DC 21) Grapple +7(Buckshot) or Attack +1, Unarmed +1(DC 20), Bat +1 (DC 22), Pistol +1(DC 19), Grapple +6(Slugger) or Attack +0, Unarmed +0 (DC 20), Sledgehammer +0(DC 23), Pistol +0(DC 19), Grapple +5(Slammer)
Defense: Def 13, Knockback -2, Toughness +5, Fort +5, Ref +1, Will -1
Initiative: +1
Abilities 16+Skills 6(24 ranks)+Feats 5+Combat 12+Saves 1= 40pp

The Trollkin are mostly regular gang-banger at this point, just dumber, meaner and greener than the norm. I based them on the thug template from the main book with some modification. I gave them high climb and swim skills since they make their turf in the hollow, a park in the city who collapsed on itself when the Trolls blew some cavern up to build themselves a lair, making it a series of cavern, ravine and waterways. They can be found selling Superadine to the Skulls who handle most of their business, fighting their rival the Outcasts or as hire muscle/random goon smashing thing in any capers that calls for them.

Jutal
PL 5
Abilities: Str: 22, Dex 12, Con 20, Int 9, Wis 9, Cha 8
Skills: Climb 5(+11), Drive 4(+5), Intimidate 8(+14), Knowledge(Popular Culture) 2(+1), Knowledge(Streetwise) 4(+3), Swim 5(+11)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Equipment 3, Power Attack, Takedown Attack
Equipment: Leather Jacket(+1 toughness), Cellphone, Submachine Gun
Power: Super-Strength 1
Offense: Attack +4, Unarmed +4(DC 21), Submachine Gun +4(DC 19), Grapple +11
Defense: Def 14, Knockback -3, Toughness +6, Fort +6, Ref +1, Will -1
Initiative: +1
Abilities 20+Skills 7(28 ranks)+Feats 7+Power 2+Combat 16+Saves 1= 53pp

The Jutal is a more experienced member of the Trolls who started the really feel the effect of Superadine, developing greater strength and stamina than his lesser brethren, reaching low rank of super-strength and growing small horns, large tusk and prominent lower jaw. At this point in their junkie career, they lost all body hair and their changed physiognomy make determining their gender impossible.

Gardvord
PL 5
Abilities: Str: 22, Dex 12, Con 20, Int 9, Wis 9, Cha 8
Skills: Climb 5(+11), Drive 4(+5), Intimidate 8(+14), Perform(Percussion) 6(+5), Swim 5(+11)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Power Attack, Takedown Attack
Power: Super-Strength 3, Protection 1, Regeneration 6(Bruised 1 standard action, Injured 5min, Disabled 1hour)
Offense: Attack +4, Unarmed +4(DC 21), Rock Throw +4(DC 21), Grapple +13
Defense: Def 14, Knockback -3, Toughness +6, Fort +6, Ref +1, Will -1
Initiative: +1
Abilities 20+Skills 7(28 ranks)+Feats 4+Power 13+Combat 16+Saves 1= 61pp

Gardvord are even further along the path to Troll perfection than their Jutal brethren that they closely resemble. In fact, the only hint you get of their status by look is that they prefer to replace their weapon with war drum. They are much more dangerous up-close though, since they have even greater super-strength and even low regeneration abilities and much tougher skin. They also lost much of their mental knowledge.

Supa-Troll
PL 6
Abilities: Str: 26, Dex 12, Con 24, Int 6, Wis 6, Cha 6
Skills: Climb 8(+16), Intimidate 12(+20), Swim 8(+16)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Improved Initiative 2, Power Attack, Takedown Attack
Power: Immunity 5(Interaction Skills), Protection 1, Regeneration 6(Bruised 1 standard action, Injured 5min, Disabled 1hour), Super-Strength 6 (Power Feat: Groundstrike)
Offense: Attack +4, Unarmed +4(DC 23), Rock Throw +4(DC 23), Grapple +16
Defense: Def 14, Knockback -5, Toughness +8, Fort +8, Ref +8, Will -1
Initiative: +9
Abilities 20+Skills 7(28 ranks)+Feats 6+Power 24 + Combat 16+Saves 8= 81pp

Thankfully rare, the Supa-Troll are pure rage shaped in a hugely muscular troll with horn and huge tusk. These juggernauts of power often surprise inexperience heroes with their deceptive quickness and monstrous strength. They are the result of Troll taking large amount of uncut Superadine and are only motivated by the need to destroy everything. Tragically, they rampage for less than an hour before the drug runs out and they collapse, dead after the toll the drug took on their bodies proved too great.

Caliban
PL 7
Abilities: Str: 24, Dex 14, Con 24, Int 9, Wis 9, Cha 8
Skills: Climb 5(+12), Drive 4(+5), Intimidate 8(+15), Perform(Percussion) 6(+5), Swim 5(+12)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Inspire, Power Attack, Takedown Attack
Power: Impervious Toughness 7, Regeneration 9(Bruised 1 standard action, Injured 1min, Disabled 5min), Super-Strength 7
Offense: Attack +7, Unarmed +7(DC 22), Rock Throw +7(DC 22), Grapple +21
Defense: Def 17, Knockback -7, Toughness +7, Fort +10, Ref +7, Will +4
Initiative: +2
Abilities 28+Skills 7(28 ranks)+Feats 5+Power 30+Combat 28+Saves 13=111 pp

Caliban are one of the two common final mutation of the Trolls. They rose as spiritual leader from the rank of the Gradvord stronger, tougher and harder to take out than ever. They usually lead group of troll in gang war against anyone they perceives as weaker than them.

Ogre
PL 7
Abilities: Str: 20, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Skills: Climb 5(+10), Drive 4(+5), Intimidate 8(+13), Knowledge(Current Event) 4(+4), Knowledge(Streetwise) 6(+6), Swim 5(+10)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Leadership, Power Attack, Takedown Attack
Power: Earth Control 7(Alternate Power: Blast 7[Stone Spear]), Force Field 4(Impervious, Fade)[Rock Armor], Mighty Strike 2(Rock hammer), Super-Strength 3
Offense: Attack +7, Unarmed +7(DC 20), Rock Mallet +7(DC 22), Rock Lance +7(DC 22)Grapple +15
Defense: Def 17, Knockback -5, Toughness +7, Fort +8, Ref +5, Will +5
Initiative: +2
Abilities 21+Skills 8(32 ranks)+Feats 5+Power 28+Combat 28+Saves 12=102 pp

Representing the other common final mutation caused by Superadine, Ogre lucked out by approaching the intended result of the drug. Losing some of their brute strength restored a portion of their former intellect and they gained control over the very earth. With their strange power and great mental prowess(for Trolls, anyway) they make up most of the leadership of the Trolls.

Atta
PL 8
Abilities: Str: 26, Dex 14, Con 26, Int 12, Wis 14, Cha 12
Skills: Climb 5(+13), Drive 4(+6), Intimidate 8(+16), Knowledge(Current Event) 4(+5), Knowledge(Streetwise) 9(+10), Knowledge(Tactic) 9(+10) Swim 5(+12)
Feats: All-out attack, Brute[Custom feat, allows the character to use str instead of cha on intimidate check], Inspire, Improved Initiative 2, Leadership, Power Attack, Takedown Attack
Power: Earth Control 8(Alternate Power: Blast 8[Stone Spear]), Impervious Toughness 8, Regeneration 9(Bruised 1 standard action, Injured 1min, Disabled 5min), Super-Strength 8
Offense: Attack +8, Unarmed +8(DC 23), Stone Spear +8(DC 23), Grapple +24
Defense: Def 18, Knockback -8, Toughness +8, Fort +13, Ref +8, Will +8
Initiative: +10
Abilities 44+Skills 11(44 ranks)+Feats 8+Power 50+Combat 32+Saves 17=162 pp

The absolute leader of the Troll, Atta combine the great strength, regeneration and toughness of a Caliban with the mental fortitude and earth power of the Ogre and a powerful will, a vicious cunning and a mean streak worthy of Lord Recluse.

There are rumor of even stronger Trolls of mythic proportion living underground in Trolls's secret caverns, but no one have ever seen one. No one who's still alive to confirm the tale, anyway. According to the urban legend, these titanic Trolls are what remains of the original Trolls from the 70's, completely changed from over 30 years of 'Dine abuse.
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Templates: Trolls

Postby Doleth » Sun May 20, 2012 2:26 am

I almost forgot to post this:

Trolls Template
Abilities: Str +12, Con +10, Int -1, Wis -1
Feats: All-Out Attack, Power Attack
Powers: Protection 1, Regeneration 6(Bruised 1 standard action, Injured 5min, Disabled 1hour), Super-Strength 3
Cost: Abilities 20+Feats 2+Power 13=35pp


Ogre Template
Abilities: Str +10, Con +6
Feats: All-Out Attack, Power Attack
Powers: Earth Control 6(Alternate Power: Blast 6(Stone Spear)), Force field 4(Impervious, Fade(Stone Armor)), Mighty Strike 2(Rock Hammer), Super-Strength 3
Cost: Abilities 16+Feats 2+Powers 26=44pp



These would be the starting point to create a Troll character above the rank and file of the gang. The character could either be a former junkie hero trying to repent for his criminal past or a devious villain who decided to struck out on his own, always on the look out for more 'Dine and more power.
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Re: Doleth's Gallery

Postby Gilliam » Sun May 20, 2012 2:52 am

Very nice builds, keep them coming.

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The Skulls

Postby Doleth » Sun May 20, 2012 6:50 pm

Thank you, I'll try to keep it up.

I think I'll continue with City of Heroes/Villains NPC, as I could not find many of them here.

The Skulls
In most other city, the Skulls would be one of the deadliest gang around. It's a testament to both Paragon City's finest heroes and worst criminals that they're so low ranked as a threat. Their are for the most part a regular gang, dealing in drugs(Mostly Superadine), extortion and robbery, with one major exception; they are also a death cult. From the grisly initiation ceremony to the secret ritual that empower their high ranking member, the Bone Daddies, everything they do in covered with the trapping of the vilest aspect of Death. To join, a potential recruit must first kill someone, usually a rival gang member but anyone who's not currently a Skull will do, then they must pick themselves a casket. Once that done, a Bone Daddy will choose a group of recruit on what they call a "black wake", where they dig up a body and steal the skull to wear as their new face. Their leader, the Petrovic brothers A.K.A Marrow Drinker and Marrow Snap, founded the gang in response to the violence they witness in their neighborhood of Perez Park. Recently, the pushed their operation outside of Paragon City, spreading throughout the USA, even reaching as far as Canada, Mexico and the Rogue Island.

Gravedigger
Take the common Thug archetype on page 229 of the core book, removes the leather jacket from their equipment list and add these lines:
Power: Immunity 10 (Darkness Descriptor, Limited to half-effect) 5pp
Drawback: Minor Vulnerability to Light descriptor effect, uncommon -1pp

The Gravedigger are the foot soldier of the Skulls, mostly regular thug armed with pistol and common weapon like sledgehammer, baseball bat, switch knife and fireman axe. The only difference between them and common thug is that they have a resistance to darkness based power and a weakness to light. In the video game, they are vulnerable to energy, since there is no light-based power set for player.

Death Head Buckshot
PL 3
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 3
Equipment: Leather Jacket(+1 toughness), Smartphone, Shotgun (Loaded with solid slug)
Powers: Immunity 10 (Darkness Descriptor, Limited to half-effect)
Offense: attack +0, Unarmed +0(DC 15), Shotgun +0(DC 21), Grapple +0
Defense: Def 12, Knockback -1, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Drawback: Minor Vulnerability to Light descriptor effect, uncommon
Cost: Abilities 10+Skills 6(24 ranks)+Feats 3+Powers 5+Combat 4+Saves 10-Drawback 1=37 pp


Death Head Gunner
PL 3
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 3
Equipment: Leather Jacket(+1 toughness), Smartphone, Submachine Gun
Powers: Immunity 10 (Darkness Descriptor, Limited to half-effect)
Offense: attack +2, Unarmed +2(DC 15), Submachine Gun +2(DC 19), Grapple +2
Defense: Def 12, Knockback -1, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Drawback: Minor Vulnerability to Light descriptor effect, uncommon
Cost: Abilities 10+Skills 6(24 ranks)+Feats 3+Powers 5+Combat 8+Saves 10-Drawback 1=41 pp

The Death Head are experienced member of the Skulls usually with a fairly impressive body count. They tend to be cleverer and more charismatic than their gang-mate. Even with a closer connection to death, they have not started to develop the power that make the Skull so dangerous.

Bone Daddy
PL 4
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Bluff 8(+8), Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 8(+8), Knowledge(Current Event) 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 8(+8), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 1
Equipment: Leather Jacket(+1 toughness), Smartphone
Powers: Blast 4(Extra: Vampiric)[Siphon Life], Immunity 10(Darkness Descriptor, Limited to half-effect), Strike 4(Extra: Autofire)[Shadow Maul]
Offense: attack +4, Unarmed +4(DC 15), Shadow Maul +4(DC 19), Siphon Life +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Drawback: Minor Vulnerability to Light descriptor effect, uncommon
Cost: Abilities 10+Skills 10(40 ranks)+Feats 1+Powers 25+Combat 8+Saves 16-Drawback 1= 69pp

The Bone Daddies make up the leadership of the gang. Some unknown death ritual involving human sacrifice devised by the Petrovic brothers empowered them with powers from the Netherworld. The Petrovic brothers are standard Bone Daddies with better mental abilities and higher skill ranks.

Skulls Template
Powers: Immunity 10 (Darkness Descriptor, Limited to half-effect)
Drawback: Minor Vulnerability to Light descriptor effect, uncommon
Cost: Powers 5-Drawback -1=4pp

Any character could add this template to simulate an ex-skull or a particular member of the gang. Any power with the darkness descriptor would be fitting for a Skull-themed character.
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The Hellions

Postby Doleth » Sun May 20, 2012 7:51 pm

Picture by David Nakayama from the City of Heroes comic by Top Cow
Image


The Hellions
Eternal rivals of the Skull, the Hellions only rose above common gang-banger recently after gaining their satanist motif. Wearing red and orange as their gang color, they go around their territories causing chaos and destruction with religious fervor, burning whatever they can and dealing in magical artifact with whoever can meet their price. They adorned themselves with demonic imagery on their clothing and tattoos, experienced members of the gang often hiding their feature behind mask showing grimacing demon visage. They are a close-knit group, as all their member consider themselves blood brother after their initiation which involve maiming someone before ritually scaring themselves. The owe their blasphemous religion from a demon-possessed good luck idol given to them by their ally Odysseus Hill, leader of the Warriors.

Blood Brother
Take the common Thug archetype on page 229 of the core book, removes the leather jacket from their equipment list and add these lines:
Power: Immunity 10 (Fire Descriptor, Limited to half-effect) 5pp
Drawback: Minor Vulnerability to cold descriptor effect, common -2pp

The Blood Brother are the foot soldier of the Hellions, mostly regular thug armed with pistol and common weapon like sledgehammer, baseball bat, switch knife and fireman axe. The only difference between them and common thug is that they have a resistance to fire based power and a weakness to cold. Most of them are fiercely loyal to the gang as a whole, but only the most senior of them are committed to the gang's religion of evil.

Fallen Buckshot
PL 3
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Arcane) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 3
Equipment: Leather Jacket(+1 toughness), Smartphone, Shotgun (Loaded with solid slug)
Power: Immunity 10 (Fire Descriptor, Limited to half-effect) 5pp
Offense: attack +0, Unarmed +0(DC 15), Shotgun +0(DC 21), Grapple +0
Defense: Def 12, Knockback -1, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Drawback: Minor Vulnerability to Cold descriptor effect, common
Cost: Abilities 10+Skills 6(24 ranks)+Feats 3+Powers 5+Combat 4+Saves 10-Drawback 2=36 pp


Fallen Gunner
PL 3
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Arcane) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 3
Equipment: Leather Jacket(+1 toughness), Smartphone, Submachine Gun
Powers: Immunity 10 (Fire Descriptor, Limited to half-effect) 5pp
Offense: attack +2, Unarmed +2(DC 15), Submachine Gun +2(DC 19), Grapple +2
Defense: Def 12, Knockback -1, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Drawback: Minor Vulnerability to Cold descriptor effect, common
Cost: Abilities 10+Skills 6(24 ranks)+Feats 3+Powers 5+Combat 8+Saves 10-Drawback 2=40 pp

The Fallen are true fanatic chosen among the rank of the Blood Brothers for their true devotion to the idea of sin and hellfire. They have little conscience left and willingly use the vilest, most corrupting artifact available.

Damned
PL 4
Abilities: Str 10, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Arcane) 6(+6), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Equipment 1
Equipment: Leather Jacket(+1 toughness), Smartphone
Powers: Blast 4(Alternate Power: Blast 4(Extra: Area Cone, Flaw: Range[touch])[Fire Breath], Strike 4(Extra: Explosion)[Fire Punch])[Fire Ball], Immunity 10(Fire Descriptor, Limited to half-effect)
Offense: attack +4, Unarmed +4(DC 15), Fire Ball +4(DC 19), Breath DC 14(DC 19), Fire Punch +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Drawback: Minor Vulnerability to Cold descriptor effect, common
Cost: Abilities 10+Skills 7(28 ranks)+Feats 1+Powers 20+Combat 16+Saves 16-Drawback 2= 60pp

In the twisted religion of the Hellions, the Damned are the priest and leader. Their devotion to evil, sins and destruction granted them power to throw fire around. The best among them may even have the artificer feat or even some minor magical device.

The Girlfriend from Hell
PL 4
Abilities: Str 10, Dex 18, con 18, Int 12, Wis 14, Cha 18
Skills: Bluff 9(+13), Diplomacy 4(+8), Intimidate 4(+8), Knowledge(Arcane) 9(+10), Notice 6(+8), Sense Motive 4(+6)
Feats: Attractive 1
Powers: Hellfire Control 4(Alternate Power: Strike 4[Extra: Cone][Crack Whip], Strike 4(Extra: Poison)[Lash]), Flight 2, Immunity 1(Aging), Immunity 10(Fire Descriptor, Limited to half-effect), Summon Minion 6(Imp, p.233)
Combat: Attack +4, Unarmed +4(DC 15), Hellfire Control +4(DC 19), Lash +4(DC 19), Crack Whip DC 14(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +7, Reflex +7, Will+7
Initiative: +4
Drawback: Minor Vulnerability to Cold descriptor effect, common. Major Vulnerabilities to Holy descriptor effect, uncommon.
Cost: Abilities 38+Skills 9(36 ranks)+Feats 1+Powers 32+Combat 16+Saves 11-Drawback 5= 102pp

The Hellions call these minor succubi girlfriends from hell as a joke, since they were a gift from their dark patrons to pleases them. In realities, the Girlfriends from hell are corrupting their very essence, eventually causing their body to shut down.

Hellion templates
Powers: Immunity 10 (Fire Descriptor, Limited to half-effect) 5pp
Drawback: Minor Vulnerability to cold descriptor effect, common -2pp
Cost: Powers 5-Drawback 2=3pp

Any character could add this template to simulate an ex-hellion or a particular member of the gang. Any power with the fire or hellfire descriptor would be fitting for a Hellion-themed character. Alternatively, a character with magical device would also be appropriate.
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The Outcast

Postby Doleth » Mon May 21, 2012 2:48 am

the Outcasts
A small but dangerous gang, the Outcasts are the principal rivals of the Trolls. Like most gang, the Outcasts have an unifying theme, in there case, all member have elemental mutant powers, no matter how minor it may manifest. The gang is separated into four main chapter based on the classical elements of Air(Shockers), Earth(Bricks), Fire(Scorcher) and Water(Freezer), but all of them respect the leadership of their founder Frostfire, a failed hero with fire and ice control powers.

Outcast Initiate
Outcast initiate uses any standard Thugs archetype with various common weapon. At this level, their powers would only manifest in fairly useless way. You could give them a 1pp feature releated to their element, for exemple a future Freezer could keep thing cold, a Scorcher would be able to heat his coffee, that kind of thing.

These Outcast are the lowest member of the gang and for the most part are only beginning to manifest mutant powers. Even if their element is already apparent, they are not considered part of anyone chapter yet.

Outcast Charger
PL 4
Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Electrical Control), Attack Specialization 1(Electrical Strike)
Powers: Electrical Control 4, Electrical Strike 2 (Mighty)
Offense: attack +2, Unarmed +2(DC 17), Electrical Control +4(DC 19), Electrical Strike +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Cost: Abilities 10+Skills 6(24 ranks)+Feats 4+Powers 11+Combat 10+Saves 11=52 pp

Outcast Cooler
PL 4
Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Ice Blast), Attack Specialization 1(Ice Strike)
Powers: Ice Blast 4, Ice Strike 2 (Mighty)
Offense: attack +2, Unarmed +2(DC 17), Ice Blast +4(DC 19), Ice Strike +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Cost: Abilities 10+Skills 6(24 ranks)+Feats 4+Powers 11+Combat 10+Saves 11=52 pp

Outcast Torch
PL 4
Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Fire Blast), Attack Specialization 1(Fire Strike)
Powers: Fire Blast 4, Fire Strike 2 (Mighty)
Offense: attack +2, Unarmed +2(DC 17), Fire Blast +4(DC 19), Fire Strike +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Cost: Abilities 10+Skills 6(24 ranks)+Feats 4+Powers 11+Combat 10+Saves 11=52 pp

Outcast Crusher
PL 4
Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Earth Blast), Attack Specialization 1(Earth Strike)
Powers: Earth Control 4, Earth Strike 2 (Mighty)
Offense: attack +2, Unarmed +2(DC 17), Earth Blast +4(DC 19), Earth Strike +4(DC 19), Grapple +4
Defense: Def 14, Knockback -2, Toughness +4, Fortitude +5, Reflex +5, Will+5
Initiative: +1
Cost: Abilities 10+Skills 6(24 ranks)+Feats 4+Powers 11+Combat 10+Saves 11=52 pp

Cooler, Charger, Crusher and Torch are the foot soldier of each chapters. Most of them already had a good grasp of their power before joining the gang, but they are considered to be barely over the initiate in the gang's food chain.

Block
PL 5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Earth Strike), Equipment 3
Equipment: Shotgun
Powers: Earth Strike 3 (Mighty)
Offense: attack +3, Unarmed +3(DC 17), Shotgun +5(DC 20), Earth Strike +5(DC 20), Grapple +5
Defense: Def 15, Knockback -2, Toughness +5, Fortitude +6, Reflex +6, Will+6
Initiative: +1
Cost: Abilities 12+Skills 6(24 ranks)+Feats 6+Powers 4+Combat 16+Saves 13=57 pp

Chiller
PL 5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Ice Strike), Equipment 3
Equipment: Shotgun
Powers: Ice Strike 3 (Mighty)
Offense: attack +3, Unarmed +3(DC 17), Shotgun +5(DC 20), Ice Strike +5(DC 20), Grapple +5
Defense: Def 15, Knockback -2, Toughness +5, Fortitude +6, Reflex +6, Will+6
Initiative: +1
Cost: Abilities 12+Skills 6(24 ranks)+Feats 6+Powers 4+Combat 16+Saves 13=57 pp

Match
PL 5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Fire Strike), Attack Specialization 1(Sub-machine Gun), Equipment 3
Equipment: Sub-machine gun
Powers: Fire Strike 3 (Mighty)
Offense: attack +3, Unarmed +3(DC 17), Submachine gun +5(DC 19), Fire Strike +5(DC 20), Grapple +5
Defense: Def 15, Knockback -2, Toughness +5, Fortitude +6, Reflex +6, Will+6
Initiative: +1
Cost: Abilities 12+Skills 6(24 ranks)+Feats 7+Powers 4+Combat 16+Saves 13=58 pp

Volt
PL 5
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 2, Attack Specialization 1(Electrical Strike), Attack Specialization 1(Sub-machine Gun), Equipment 3
Equipment: Sub-machine gun
Powers: Electrical Strike 3 (Mighty)
Offense: attack +3, Unarmed +3(DC 17), Submachine gun +5(DC 19), Electrical Strike +5(DC 20), Grapple +5
Defense: Def 15, Knockback -2, Toughness +5, Fortitude +6, Reflex +6, Will+6
Initiative: +1
Cost: Abilities 12+Skills 6(24 ranks)+Feats 7+Powers 4+Combat 16+Saves 13=58 pp

Initially Outcast Initiate, the Block, Chiller, Match and Volt all reached a useful degree of control over their power, allowing them to join the rank of the various chapters. With their experience as Initiate, they immediatly reach a greater position and degree of power than those who joined the gang with a better control of their element.

Brick
PL 6
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 3, Dodge Focus 2, Attack Specialization 1(Earth Strike), Attack Specialization 1(Earth Blast)
Powers: Burrowing 4(10MPH), Earth Blast 6, Earth Strike 4(Mighty),
Offense: attack +4, Unarmed +4(DC 17), Earth Blast +6(DC 21), Earth Strike +6(DC 21), Grapple +6
Defense: Def 16, Knockback -2, Toughness +6, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Cost: Abilities 14+Skills 6(24 ranks)+Feats 7+Powers 21+Combat 16+Saves 16=80 pp

Freezer
PL 6
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 3, Dodge Focus 2, Attack Specialization 1(Ice Strike), Attack Specialization 1(Ice Blast)
Powers: Swimming 4(25 MPH), Ice Blast 6, Ice Strike 4(Mighty),
Offense: attack +4, Unarmed +4(DC 17), Ice Blast +6(DC 21), Ice Strike +6(DC 21), Grapple +6
Defense: Def 16, Knockback -2, Toughness +6, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Cost: Abilities 14+Skills 6(24 ranks)+Feats 7+Powers 21+Combat 16+Saves 16=80 pp

Scorcher
PL 6
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 3, Dodge Focus 2, Attack Specialization 1(Fire Strike), Attack Specialization 1(Fire Blast)
Powers: Fire Blast 6, Fire Strike 4(Mighty), Transmit 4(flame, 400ft or 1miles with full action)
Offense: attack +4, Unarmed +4(DC 17), Fire Blast +6(DC 21), Fire Strike +6(DC 21), Grapple +6
Defense: Def 16, Knockback -2, Toughness +6, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Cost: Abilities 14+Skills 6(24 ranks)+Feats 7+Powers 21+Combat 16+Saves 16=80 pp

Shocker
PL 6
Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Skills: Craft(Mechanical) 4(+4), Drive 4(+5), Intimidate 4(+4), Knowledge(Popular Culture) 2(+2), Knowledge(streetwise) 4(+4), Profession(Criminal) 4(+5), Swim 2(+2)
Feats: Defensive roll 3, Dodge Focus 2, Attack Specialization 1(Electrical Strike), Attack Specialization 1(Electrical Blast)
Powers: Flight 2(25MPH), Electrical Blast 6, Electrical Strike 4(Mighty),
Offense: attack +4, Unarmed +4(DC 17), Electrical Blast +6(DC 21), Electrical Strike +6(DC 21), Grapple +6
Defense: Def 16, Knockback -2, Toughness +6, Fortitude +7, Reflex +7, Will+7
Initiative: +1
Cost: Abilities 14+Skills 6(24 ranks)+Feats 7+Powers 21+Combat 16+Saves 16=80 pp

The Brick, Freezer, Scorcher and Shocker are the highest rank an Outcast can reach without actually attaining a leadership position. Only those who tirelessly trained their power ever reach this level and most stay there. Since the Shocker had Flight, I felt it was only fair to give similar power to the other ranks related to their element.

Lead Brick
PL 7
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff 4(+6), Climb 4(+6), Drive 2(+4), Intimidate 4(+6), Knowledge(Current Events) 4(+5), Knowledge(Streetwise) 6(+7)
Feats: Attack Specialization(Earth Strike) 2, Attack Specialization(Earth Blast) 2, Dodge Focus 4, Leadership, Power Attack
Powers: Earth Blast 7(Alternate Power: Earth Control 7), Burrowing 6, Force Field 5(Earth Armor), Earth Strike 5(Power Feat: Mighty)
Offense: Attack +3, melee +3(DC 17), ranged +3, Earth Strike +7(DC 22), Earth Blast +7(DC 22), Grapple +5
Defense: Def 17, Knockback -3, Toughness +7, Fortitude +7, Reflex +7, Will+7
Initiative: +2
CostAbilities 20+Skills 6(24 Ranks)+Feats 10+Powers 32+Combat 12+Saves 16=96.

Lead Freezer
PL 7
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff 4(+6), Climb 4(+6), Drive 2(+4), Intimidate 4(+6), Knowledge(Current Events) 4(+5), Knowledge(Streetwise) 6(+7)
Feats: Attack Specialization(Ice Strike) 2, Attack Specialization(Ice Blast) 2, Dodge Focus 4, Leadership, Power Attack
Powers: Ice Blast 7(Alternate Power: Water Control 7), Swimming 6, Force Field 5(Ice Armor), Ice Strike 5(Power Feat: Mighty)
Offense: Attack +3, melee +3(DC 17), ranged +3, Ice Strike +7(DC 22), Ice Blast +7(DC 22), Grapple +5
Defense: Def 17, Knockback -3, Toughness +7, Fortitude +7, Reflex +7, Will+7
Initiative: +2
CostAbilities 20+Skills 6(24 Ranks)+Feats 10+Powers 32+Combat 12+Saves 16=96.

Lead Scorcher
PL 7
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff 4(+6), Climb 4(+6), Drive 2(+4), Intimidate 4(+6), Knowledge(Current Events) 4(+5), Knowledge(Streetwise) 6(+7)
Feats: Attack Specialization(Fire Strike) 2, Attack Specialization(Fire Blast) 2, Dodge Focus 4, Leadership, Power Attack
Powers: Fire Blast 7(Alternate Power: Fire Control 7), Transmit(Flames) 6, Force Field 5(Fire Armor), Fire Strike 5(Power Feat: Mighty)
Offense: Attack +3, melee +3(DC 17), ranged +3, FIre Strike +7(DC 22), Fire Blast +7(DC 22), Grapple +5
Defense: Def 17, Knockback -3, Toughness +7, Fortitude +7, Reflex +7, Will+7
Initiative: +2
CostAbilities 20+Skills 6(24 Ranks)+Feats 10+Powers 32+Combat 12+Saves 16=96.

Lead Shocker
PL 7
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff 4(+6), Climb 4(+6), Drive 2(+4), Intimidate 4(+6), Knowledge(Current Events) 4(+5), Knowledge(Streetwise) 6(+7)
Feats: Attack Specialization(Electrical Strike) 2, Attack Specialization(Electrical Blast) 2, Dodge Focus 4, Leadership, Power Attack
Powers: Electrical Blast 7(Alternate Power: Air Control 7), Flight 3, Force Field 5(Electrical Armor), Electrical Strike 5(Power Feat: Mighty)
Offense: Attack +3, melee +3(DC 17), ranged +3, Electrical Strike +7(DC 22), Electrical Blast +7(DC 22), Grapple +5
Defense: Def 17, Knockback -3, Toughness +7, Fortitude +7, Reflex +7, Will+7
Initiative: +2
CostAbilities 20+Skills 6(24 Ranks)+Feats 10+Powers 31+Combat 12+Saves 16=95.

Rare in number, the Lead Brick, Freezer, Scorcher and Shocker make up the leadership of the Outcasts, leading their henchmen from the front line. Their elemental power are at this point comparable or even stronger than those of most rookie heroes.

Frostfire
PL 8
Abilities: Str 22, Dex 10, Con 12, Int 10, Wis 10, Cha 10.
Skills: Intimidate 4(+4), Knowledge(Streetwise) 4(+4), Notice 4(+4)
Feats: Attack Focus(Ranged) 2, Attack Specialization(Unarmed) 1, Dodge Focus 5, Leadership
Powers:
    Elemental Aura
  • Cold Aura- Cold Control 4(Radius 50ft, DC 14, Touch range) -4pp
  • Linked: Fire Aura – Energy Aura 4 -16pp
  • Linked: Ice&Fire armor – Force Field 9 -9pp

    Fire Control Array
  • Fire Ball: Blast 10 -20pp
  • AP: Ignite 6 -1pp

    Ice Control Array
  • Ice Blast 10 -20pp
  • AP: Create Object 8(Max Size 8x10' cube, Precise, Progression(Object Size), Reversible, Stationnary) -1pp

    Immunity 3(Cold, Heat, Own Power) -3pp

Offense: Attack +4, melee +4, ranged +6,Fire Ball +6(DC 25), Ice Blast +6(DC 25), Unarmed +6(DC 21/DC 25), Grapple +10
Defense: Def 16(Flatfooted 11), Knockback -5, Toughness +1/+10, Fortitude +7, Reflex +6, Will+5
Initiative: +0
CostAbilities 14+Skills 3(12 Ranks)+Feats 9+Powers 74+Combat 10+Saves 16=126.

Frostfire had not always been a criminal. Born with his power during the 70's, he once admire heroes and other who used their abilities for the greater good. His life changed when an attempt to stop a robbery ended with several dead and more wounded from a misstep with his powers. He was offered a reduced sentence if he pleaded guilty, but he turned the offer down, believing the jury would forgive him. He was wrong and was sentenced to the Zigursky Penitentiary for a relatively short sentence. While being transported, Frostfire decided that if he was to be treated like a villain, then a villain he shall be and he escaped with little regard to his guards well-being. Some time afterward, he gathered like-minded elemental mutants to form the Outcasts.
Last edited by Doleth on Sun May 27, 2012 2:37 pm, edited 4 times in total.
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Re: Doleth's Gallery

Postby Doleth » Mon May 21, 2012 8:15 pm

By the way, I was thinking of adding illustration to my build to make them more fun to look at. Does anyone know any artist that either take request or is fairly cheap commission-wise? I really think actual art would be more interesting than screenshot of the characters made in CoX or whatever, but I'm a really bad illustrator.
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Triton

Postby Doleth » Sun May 27, 2012 3:19 pm

This is the second 3E character I have made, for The Alliance by Captain in the game room, but he was not chosen for the game. His concept was Aquatic Warrior from Innsmouth.
Triton
PL11, 180 pp
Public Identity: Robert Olmstead
Male, Age 27, Nationality: American
6ft5, 260lbs
Brown eyes, Black hair

Image

Robert had always been an outsider, with his fascination with oceans, his capacity to stay underwater for freakishly long time, his near constant dream of mermen living in Cyclopean city underwater under the watchful eye of a giant sea creature and a birth defect that gave him almost shark-like teeth. His mother had abandoned him in a orphanage at a very young age and he had to grow up there, since every family that tried to adopt him ultimately decided against it, finding him slightly creepy. Nonetheless, he had the affection of the orphanage's staff and his huge size and calm disposition made him appreciated by the other kids who could always rely on Robert. Eventually, he grew up into a fine, powerful looking young man working as an independent photograph in Boston.

One day, he received a letter from a man claiming to be his father telling him to come meet him in the nearby city of Innsmouth, a coastal community with a reputation for secrecy and hostility toward outsider. He did not want to believe at first, but the letter talked about the dream and as such, it awoke a thirst for answer in Robert. He traveled there and was surprised to see that his deformity was common in this town, often in a much more severe form. All the inhabitant also had pallid and slimy looking skin, weirdly large eyes and an overpowering fish odor. The letter lead him to a strange building called the Temple of the Esoteric Order of Dagon where he met with a beautiful priestess of Dagon named Uxia, who told him that the man he was looking for was currently out at sea and would be back in a day or two, but he would be welcome to stay in the temple for free while he waited.

That evening, Uxia, who had a lot in common with Robert and was openly seducing him, invited him to witness the evening service as the town gathered in the temple. As he observed the ritual, a strange effect came over him as he had a vision of mermen from the underwater city helping sailors from the city over two century ago, converting them to the Esoteric Order of Dagon and helping them spread the religion in Innsmouth then mingling with the cultists in glorious union resulting in hybrid children over several generations. He could feel himself growing stronger as the visions started to fade and realization dawned on him, he was one of them, he finally had a place where he belonged. During that night, Uxia also revealed that he was special, even among them, as had been the product of a generations long plan to produce the perfect hybrid with a careful selection of the perfect human mate for the strongest, most human-looking hybrid of each generation for an unknown purpose.

At first, Robert was content where he was as the town inhabitant where treating him like royalty, he was popular with nubile hybrid women and he had people to swim underwater with. Something was nagging at him however, and he finally understood what it was. After the service on his first night in Innsmouth, a ritual meant to unlock his genetic memory and heritage according to Uxia, he also gained the skill set and knowledge of a trained warrior. Investigating further, he eventually uncovered the true purpose of the Esoteric Order: the creation of an hybrid army so the mermen, in reality called Deep Ones, could ravage the surface world and enslave humanity as breeding stock and he was meant to lead this army as the Triton, their holy general. He rebelled against the cult then but his father, after a short battle, revealed that an army was already marching on Boston as a declaration of war. Racing there, he managed to defend the city with the help of the Coast Guard, culminating in an epic confrontation against a giant sea serpent.

Abilities

Strength 11, Stamina 9, Agility 7, Dexterity 4, Fighting 11, Intellect 1, Awareness 4, Presence 4

Powers

    Aquatic 6pp
  • Immunity 3 (Cold, Drowning, Pressure)
  • Movement 1 (Environmental Adaptation Aquatic)
  • Senses 1 (Low-Light Vision)

    Super-Strength 5pp
  • Enhanced trait 4 (+2 strength, limited to lifting [Lifting Strength 13, 200 tons])
  • Leaping 3 (60feet)

    Deep One Hybrid 15pp
  • Concealment 2 (Visual Concealment, limited to Blending)
  • Regeneration 5 (Every other round)
  • Swimming 8 (120MPH)

Advantages

Agile Feint, Defensive Roll 2, Fast Grab, Favored Environment (Underwater), Improved Grab, Improved Hold, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 4, Takedown 2

Skills

Acrobatics 8 (+15), Athletics 4 (+15), Deception (+4), Expertise: Photograph 4 (+5), Expertise: Tactics 4 (+5), Insight 6 (+10), Intimidation 11 (+15), Perception 6 (+10), Persuasion (+4), Stealth 3 (+10)

Offense

Initiative +11
Unarmed Attack +11, DC 26
Throw +8, Damage DC 26

Defense

Dodge 11, Parry 11
Toughness 11/9, Fortitude 11, Will 11

Power Points

Abilities 102 + Powers 26 + Advantages 16 + Skills 23 (46 ranks) + Defenses 13 = Total 180

Complications

Enemy of the Esoteric Order of Dagon: The Esoteric Order of Dagon went to either capture and convert Triton or destroy him. They are a far-reaching organisation with access to powerful magic and ally from underwater.

Unnatural Aura: Animals can sense the taint of the Deep Ones on Triton and dislike him.

Fame: Triton fought a giant monster in the port of Boston in full view of the public.

Motivation (Acceptance): Triton hope that by protecting humanity from the Deep Ones and other threats will make him less of an outsider.

Secret: His status as an hybrid is not known and it could cause him problems if his connection to the Deep Ones was discovered.
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Outcast Template

Postby Doleth » Sun Jun 03, 2012 1:27 am

Here's the template to create your own outcasts:

Block
Skills: Knowledge(Streetwise) 4
Powers: Earth Strike 3(Mighty)
Cost: Skill 1+Power 4=5pp

Brick
Skills: Knowledge(Streetwise) 4
Powers: Burrowing 4, Earth Blast 6, Earth Strike 4(Mighty)
Cost: Skill 1+Power 21=22

The Block and the Brick use the power of the Earth, these level of power is representative of what most of them can do.

Chiller
Skills: Knowledge(Streetwise) 4
Powers: Ice Strike 3(Mighty)
Cost: Skill 1+Power 4=5pp

Freezer
Skills: Knowledge(Streetwise) 4
Powers: Swimming 4, Ice Blast 6, Ice Strike 4(Mighty)
Cost: Skill 1+Power 21=22

The Chiller and the Freezer use the power of Water, manifesting it as Ice. These level of power is representative of what most of them can do.

Match
Skills: Knowledge(Streetwise) 4
Powers: Fire Strike 3(Mighty)
Cost: Skill 1+Power 4=5pp

Scorcher
Skills: Knowledge(Streetwise) 4
Powers: Fire Blast 6, Fire Strike 4(Mighty), Transmit 4(Flames)
Cost: Skill 1+Power 21=22

The Match and the Scorcher use the power of Fire, these level of power is representative of what most of them can do.

Volt
Skills: Knowledge(Streetwise) 4
Powers:Electrical Strike 3(Mighty)
Cost: Skill 1+Power 4=5pp

Shocker
Skills: Knowledge(Streetwise) 4
Powers: Flight 2, Electrical Blast 6, Electrical Strike 4(Mighty)
Cost: Skill 1+Power 21=22

The Volt and the Shocker use the power of the Air to create electricity, these level of power is representative of what most of them can do.

While these four elemental power are those commonly found among the Outcast, there is no reason to think that a mutant controlling other elements would not be welcome in the gang. Furthermore, as Frostfire prove, an outcast character can have power over more than one element. Other power than those I listed are possible, as long as they have an elemental descriptor and every member is a mutant.
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