Moderators: The Mod Squad, M&M Line Developer, The Justice League

Scattershot:
PL: 10
Strength 8 (2)
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 1
Awareness 2
Presence 2
Skills: Acrobatics 6 (+7), Athletics 4 (+6), Deception 6 (+8.), Expertise [Mercenary] 12 (+14), Expertise [Technology] 4 (+5), Perception 6 (+8.), Insight 8 (+10), Intimidation 9 (+11), Ranged Combat [Pulse Blaster Array] 6 (+10), Stealth 7 (+8.), Treatment 4 (+5), Vehicles [Air] 6 (+7)
Advantages: Assessment, Close Attack 4, Daze [Deception], Equipment [Safe-Houses], Improved Feint, Improved Initiative, Inspire 3, Leadership, Power Attack, Ranged Attack 3, Set-Up, Teamwork
Powers: Scattershot Armor: (Removable –17 pts) [69 pp]
Pulse Blaster: Ranged Damage 10 (Extra: Multiattack)
-Pulse Beam: Ranged Damage 10 (Extra: Penetrating)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited to Lifting])
Boot Jets: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensor Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Pulse Blaster Array Attack +10 // Pulse Blaster Array Damage +10
Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Armor (Impervious 8.)]
Fortitude +8
Will +8 [+12 vs. Mental Effects]
Costs: Attributes 30+ Skills 27+ Advantages 19+ Powers 69+ Defenses 27= 172 pts.
Real Name: Randall Trask
Height: 6’
Weight: 200 lbs
Hair: Brown
Eye Color: Blue
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Randall “Rand” Trask earned his dishonorable discharge from the U.S. Army the old fashioned way: brawling and conduct unbecoming. He worked as a mercenary in a number of bush-wars in South and Central America, including a stint or two with VIPER before drawing Mastermind’s attention. Originally the loyal soldier, Trask saw an opportunity after Mastermind met his defeat and took the Power Corps in its own direction, and has been leading it ever since.
He’s a good leader, making sure his people are taken care of (both in and out of the field) and knows many of the other member’s dirty secrets but keeps that information to himself until he may have a need of it at a later point.
Wysper:
PL: 10
Strength 8 (1)
Stamina 1
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 3
Presence 1
Skills: Acrobatics 6 (+8.), Athletics 6 (+7), Deception 9 (+10), Expertise [Mercenary] 10 (+11), Expertise [Technology] 2 (+3), Insight 8 (+11), Intimidation 8 (+9), Perception 9 (+10), Ranged Combat [Sonic Stunner] 6 (+10), Stealth 6 (+8/+11), Vehicles [Air] 6 (+8.)
Advantages: Close Attack 4, Daze [Deception], Equipment [Safe-Houses], Improved Critical [Unarmed], Improved Feint, Improved Initiative, Inspire 2, Power Attack, Precise Attack [ranged; cover], Ranged Attack 2, Set-Up, Teamwork
Powers: Wysper Armor: (Removable –18 pts) [74 pp]
Stalker Stealth System:
Audio Concealment 2
Enhanced Skill 1 [Stealth +3]
Sonic Stunner: Ranged Damage 10 (Extra: Penetrating)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Boot Jets: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 9 (Extra: Impervious)
Sensor Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Sonic Stunner Attack +10
Defense: Dodge +10
Parry +10
Toughness +10*/+1 [*Armor (Impervious 8.)]
Fortitude +7
Will +7 [+11 vs. mental effects]
Costs: Attributes 30+ Skills 26+ Advantages 17+ Powers 74+ Defenses 24= 171 pts.
Real Name: Magaret 'Mags' Malinski
Height: 5’ 8”
Weight: 137 lbs
Hair: Black
Eye Color: Hazel
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Margaret Malinski was as good a soldier, if not better, than anyone in her unit, but because she was a woman, no one acknowledged it, and because she was a lesbian, she eventually got kicked out. She made a name for herself as a mercenary. Trask recognized her skills early on and recruited her, making her his Number Two in the Power Corps and she has been his loyal right-hand. Anyone who crosses him has to answer to her, as several of their former employers have found out to their dismay.
Malinski has been trying to convince Trask into considering expanding the Power Corps, almost doubling their numbers (and their profits in her mind). The truth is that Malinski wants to lead a team of her own but doesn’t see the current members supporting her taking over. Malinkski sees the possible expansion as her only other option to keep the peace within the Power Corps.
Mortarfire:
PL: 10
Strength 8 (2)
Stamina 2
Agility 1
Dexterity 1
Fighting 4
Intellect 0
Awareness 0
Presence 0
Skills: Acrobatics 6 (+7), Athletics 4 (+6), Deception 6 (+6), Insight 8 (+8.), Intimidation 10 (+10), Expertise [Demolitions] 10 (+10), Expertise [Mercenary] 6 (+6), Perception 6 (+6), Ranged Combat [Bomb Blaster] 6 (+10), Stealth 6 (+7), Technology 7 (+7), Vehicles [Air] 4 (+5)
Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Equipment [Safe-Houses], Improved Initiative, Power Attack, Precise Attack [ranged; cover], Ranged Attack 3, Set-Up, Startle, Teamwork
Powers: Mortarfire Armor: (Removable –17 pts) [70 pp]
Bomb Blaster: Ranged Damage 10 (Extra: Area [Burst]); (Feat: Homing 2)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Bomb Blaster Attack +10 // Bomb Blaster Damage +10
Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*MArmor (Impervious 8.)]
Fort +7
Will +5 [+9 vs. mental effects]
Costs: Attributes 20+ Skills 28+ Advantages 16+ Powers 70+ Defenses 25= 159 pts.
Real Name: Daniel 'Dan' Sullivan
Height: 5’ 10”
Weight: 173 lbs
Hair: Red
Eye Color: Green
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Dan Sullivan is the Corps’ munitions specialist; the red-haired and bearded Sullivan likes blowing things up a little too much for anyone else’s comfort. Some of them wonder if it’s only a matter of time before he finally meets his end in the form of a massive explosion as he‘s fond of playing practical jokes on the others (with homemade contraptions).
Firearm:
PL: 10
Strength 8 (2)
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 0
Presence 0
Skills: Acrobatics 7 (+8.), Athletics 4 (+6), Close Combat [Unarmed] 2 (+10), Deception 6 (+6), Expertise [Mercenary] 6 (+6), Insight 8 (+8.), Intimidation 8 (+8.), Perception 6 (+6), Stealth 6 (+7), Technology 6 (+6), Vehicles [Air] 6 (+9),
Advantages: Close Attack 4, Defensive Strike, Daze [Intimidation], Equipment [Safe-Houses], Improved Critical [Plasma Generator System] 2, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork
Powers: Firearm Armor: (Removable –15 pts) [62 pp]
Plasma Generator System: Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2)
-Servos:
Enhanced Strength 6
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +7
Melee Attack +8 // Unarmed Damage +8 (in armor) // Plasma Generator System Damage +10
Ranged Attack +5
Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Firearm Armor (Impervious 8.)]
Fortitude +8
Will +6 [+10 vs. mental effects]
Costs: Attributes 28+ Skills 22+ Advantages 17+ Powers 62+ Defenses 25= 154 pts.
Real Name: Aaron 'A.K.' Kendall
Height: 5’ 11”
Weight: 168 lbs
Hair: Black
Eye Color: Brown
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Aaron “A.K.” Kendall is an African-American ex-Marine who got involved with the Power Corps so Mastermind’s advanced technology could replace a foot he lost to a landmine as a mercenary working with Trask. A.K. has thought of leaving the Corps but is in too deep (wanted in numerous countries) and is torn between his loyalty to Trask and the family he’s started since joining the Power Corps (who know nothing about how he supports them) and is starting to seriously consider his what his options are.
Haymaker:
PL: 10
Strength 12 (3)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 0
Skills: Acrobatics 4 (+6), Athletics 4 (+8.), Intimidation 9 (+9), Expertise [Streetwise] 6 (+6), Expertise [Tactics] 6 (+6), Perception 6 (+6), Expertise [Mercenary] 4 (+4), Insight 8 (+8.), Ranged Combat [Trapper System] 6 (+10), Stealth 4 (+6), Technology 2 (+2), Vehicles [Air] 6 (+8.), Vehicles [Land] 4 (+6),
Advantages: All-Out Attack, Close Attack 4, Cunning Fighter, Equipment [Safe-Houses], Improved Critical [Unarmed] 4, Improved Demoralize, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork
Powers: Haymaker Armor: (Removable –17 pts) [72 pp]
Trapper System: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Servos:
Enhanced Strength 9
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 10 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +12 (in armor); critical 16-20
Ranged Attack +4 // Trapper System Attack +10
Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Armor (Impervious 10)]
Fort +8
Will +6 [+10 vs. Mental Effects]
Costs: Attributes 26+ Skills 24+ Advantages 20+ Powers 72+ Defenses 22= 164 pts.
Real Name: Del Chambers
Height: 6’ 2”
Weight: 223 lbs
Hair: Blonde
Eye Color: Green
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Del Chambers is a brawny bruiser known for penchant for violence and making Wysper’s life difficult by going off half-cocked and not respecting her authority. Chambers is mostly a thug who enjoys bullying others in the field and is only put up with by the others because he can get the job done.
Pinpoint:
PL: 10
Strength 8 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 0
Skills: Acrobatics 5 (+7), Athletics 4 (+6), Deception 8 (+8.), Expertise [Science] 9 (+11), Expertise [Mercenary] 6 (+6), Insight 8 (+8.), Intimidation 8 (+8.), Perception 7 (+8.), Ranged Combat [Laser Ports] 6 (+10), Stealth 5 (+7), Technology 8 (+10), Vehicles [Land] 5 (+7)
Advantages:[b] Defensive Attack, Equipment [Safe-Houses], Improved Feint, Improved Initiative, Improved Taunt, Power Attack, Precise Attack [ranged; cover], Ranged Attack 2, Set-Up, Taunt, Teamwork
[b]Powers: Pinpoint Armor: (Removable –18 pts) [72 pp]
Laser Ports: Ranged Damage 10 (Extra: Penetrating); (Feats: Improved Critical 3, Improved Smash, Precise)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +6
Melee Attack +8 // Unarmed Attack +8 (in armor)
Ranged Attack +4 // Laser Ports Attack +10 // Laser Ports Damage +10; critical 17-20
Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Pinpoint Armor (Impervious 8.)]
Fort +6
Will +6 [+10 vs. mental effects]
Costs: Attributes 30+ Skills 25+ Advantages 12+ Powers 72+ Defenses 22= 161 pts.
Real Name: Rosa Elzie
Height: 5’ 5”
Weight: 118 lbs
Hair: Black
Eye Color: Brown
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Rosa Elzie is the Power Corps current techie. Her efforts help keep their armor in good operating condition, which is not always easy, nor is being the only other woman in the Power Corps. Rosa can do makeshift repairs in the field, but any serious damage is beyond her ability to fix and the Power Corps would need to contact the Foundry.
Hollowpoint:
PL: 10
Strength 8 (1)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 2
Presence 0
Skills: Acrobatics 6 (+8.), Athletics 4 (+6), Deception 8 (+8.), Expertise [Mercenary] 6 (+7), Insight 8 (+10), Intimidation 8 (+8.), Perception 8 (+10), Ranged Combat [Auto Cannon] 6 (+10), Stealth 6 (+8.), Technology 6 (+7), Vehicles [Air] 6 (+8.)
Advantages: All-Out Attack, Equipment [Safe-Houses], Improved Aim, Improved Feint, Improved Initiative, Improved Taunt, Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment], Ranged Attack 2, Set-Up, Seize Initiative, Teamwork
Powers: Hollowpoint Armor: (Removable –19 pts) [76 pp]
Auto Cannon: Ranged Damage 10 (Extras: Multiattack, Penetrating); (Feat: Improved Critical 2)
-Servos:
Enhanced Strength 7
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Jet Boots: Flight 8
Sealed Systems: Immunity 10 [Life Support]
Psi-Scramblers: Enhanced Will 4 (Flaw: Limited [Only vs. Mental Effects])
Armor Plating: Protection 8 (Extra: Impervious)
Sensory Systems:
Immunity 10 [Audio & Visual Afflictions] (Flaw: Limited [Half Effective])
Senses 5 [Direction Sense, Infravision, Low-Light Vision, Radio, Time Sense]
Offense: Initiative +2
Melee Attack +8 // Unarmed Damage +8 (in armor)
Ranged Attack +4 // Auto Cannon Attack +10 // Auto Cannon Damage +10; critical 18-20
Defenses: Dodge +10
Parry +10
Toughness +10*/+2 [*Armor (Impervious 10)]
Fortitude +7
Will +7 [+11 vs. mental effects]
Costs: Attributes 28+ Skills 25+ Advantages 10+ Powers 76+ Defenses 24= 163 pts.
Real Name: Raymond Blair
Height: 6’
Weight: 170 lbs
Hair: Brown
Eye Color: Brown
Complications:
Mercenary: The members of the Power Corps work for whomever can pay them, largely regardless of the job. Once hired, they tend to remain loyal to their employer (having a Expertise al reputation to maintain) but could be swayed by a better offer.
Not Made Here: The Power Corps uses stolen technology, some of it more advanced than they truly understand. They have run into problems in the past with repairing and maintaining their armors, along with having some unexpected surprises installed.
Background: Raymond “Ray Blast” Blair was a sniper in the Army, and later a freelance assassin. He enjoys picking off his targets and the sheer power provided by his Corps armor and prefers to operate from range so that he can play to his strengths, not that he‘s afraid to mix things up in hand-to-hand. He just likes to pick the choicest shots to show off his skills.
















Tattooedman wrote:Members of the Inner Circle:
Baron Twilight [House of Lead, Chair of the Sun]
Blackheath [House of Gold, Chair of Jupiter]
Corvis [House of Mercury, Chair of Saturn]
The Crescent Lady [House of Silver, Chair of the Moon]
Doctor Rune [House of Tin, Chair of Mercury]
Rikus [House of Copper, Chair of Venus]
Silas the Elder [House of Iron, Chair of Mars]
Sepulchre [House of Mercury, Chair of Mars]
Agents of the House:
Alchemist
Bloodmoon
Brass Knight
Conjurer
Empress
Hellfire
Hellhound
Hemogoblin
Gorgon
Jin Tojo
Laeral
Longclaw
Razorfane
Seventh Son


EnigmaticOne wrote:Tattooedman wrote:Members of the Inner Circle:
Baron Twilight [House of Lead, Chair of the Sun]
Blackheath [House of Gold, Chair of Jupiter]
Corvis [House of Mercury, Chair of Saturn]
The Crescent Lady [House of Silver, Chair of the Moon]
Doctor Rune [House of Tin, Chair of Mercury]
Rikus [House of Copper, Chair of Venus]
Silas the Elder [House of Iron, Chair of Mars]
Sepulchre [House of Mercury, Chair of Mars]
Agents of the House:
Alchemist
Bloodmoon
Brass Knight
Conjurer
Empress
Hellfire
Hellhound
Hemogoblin
Gorgon
Jin Tojo
Laeral
Longclaw
Razorfane
Seventh Son
The Tattooman Pact, I see. A nice challenge.

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