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James Bond meets Snake Eyes - NINJAK!!!

Postby Vermillion » Fri Dec 09, 2005 9:23 am

Ninjak - British Secret Agent/Ninja

Power Level: 10 (230.5 points)

Image

Abilities: STR 15 (+2), DEX 17 (+3), CON 15 (+2), INT 20 (+5), WIS 18 (+4), CHA 16 (+3)

Skills: Acrobatics 10 (+13), Bluff 8 (+11), Climb 6 (+8), Computers 10 (+15), Disable Device 8 (+13), Disguise 10 (+13), Drive 6 (+9), Escape Artist 10 (+13), Gather Information 15 (+18), Intimidate 10 (+13), Investigate 10 (+15), Knowledge (Behavioral Sciences) 8 (+13), Knowledge (Civics) 8 (+13), Knowledge (Current Events) 6 (+11), Knowledge (Life Sciences) 8 (+13), Knowledge (Tactics) 6 (+11), Knowledge (Technology) 6 (+11), Language (), Notice 10 (+14), Pilot 8 (+11), Profession (Martial Artist) 10 (+14), Profession (Spy) 10 (+14), Ride 8 (+11), Search 10 (+15), Sense Motive 12 (+16), Sleight of Hand 8 (+11), Stealth 15 (+18), Survival 10 (+14), Swim 6 (+8)

Feats: Acrobatic Bluff, Ambidexterity, Assessment, Connected, Critical Strike, Defensive Roll 2, Dodge Focus 3, Elusive Target, Equipment 5, Fearless, Grappling Finesse, Hide in Plain Sight, Improvised Tools, Jack-of-All-Trades, Judo 7, Kung Fu 5, Luck 5, Master Plan, Redirect, Seize Initiative, Skill Mastery 1, Sneak Attack 2, Sword-fighting 3, Takedown Attack 1, Track, Well-Informed

Core Powers
  • Chameleon Suit 3 [Device (Hard to Lose)]
  • Collapseable Katana 1 [Device]
  • Quickness 2 (Flaws: Tiring 1)
Equipment
  • Sample Utility Belt 5 [on pg 137]
Chameleon Suit
  • Concealment 3 (Flaws: Blending 3) [Normal Sight; Normal Hearing]
  • Protection 3 (Extras: Impervious 1)
  • Super-Movement 2 [Slow Fall; Wall-Crawling]
Collapseable Katana
  • AP: Deflect 10 (Flaws: Tiring 8)
  • AP: Spinning 4 (Flaws: Tiring 4)
  • AP: Strike 3 (Modifiers: Linked 3 [Corrosion 2[I]] Power Feats: Mighty 3) [[I]Melee]
  • AP: Strike 3 (Extras: Penetrating 3 Power Feats: Thrown 3, Mighty 3) [Ranged]


Combat: Initiative +3, Defense/Flat 21/14, Attack +12, Punch DC:17(TGH), Strike DC: 18(Tough), Strike DC: 18(Tough)

Saving Throws: Toughness +5 (Impervious), Fortitude +10, Reflex +11, Will +9

Drawbacks:

Abilities 41 + Skills 65.5 (262 ranks) + Feats 50 + Powers 13 + Combat 40 + Saves 21 - Drawbacks 0 = Total 230.5

Background
Colin King is the wealthy son of Captain John King, a master spy who served in the employ of the British Government. Colin was born as part of a government-sponsored genetics program dubbed "Hope and Glory." This program has gifted Colin with genius-level intellect and peak human efficiency. Neville Alcott's daughter, Jillian, was also a successful member of this program and became the heroine known as Deathangel.

Colin was raised in the Orient, but was always an outcast in their society. When his father was killed by the mad scientist Iwatsu, Colin went into training, determined to carry on his father's tradition and bring his killers to justice. Now a master of the secret arts of the ninja, he serves England and the world as Ninjak.

He is the enforcer for the mysterious Weaponeer and the top espionage expert in the world. From martial arts to demolition and information acquisition, Ninjak's multitude of skills and keen intellect always keep him a step ahead of his opponents. And his amazing ability to prepare for any outcome in a given situation means that, no matter how outmatched he may seem, Ninjak always has an ace in the hole! Ninjak also protects himself with a unique, kevlar armored body-suit that can change colors like a chameleon. But whether his approach is stealthy or direct, Ninjak is never caught unprepared!
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Postby Vermillion » Fri Dec 09, 2005 9:47 am

Had to move himbecause the TOC was getting too long.

My OpenRPG M&M 1e character:

PSISTRIKE, PL: 5, Mentalist/Powerhouse
Name: Dwayne Harper
Sex: Male,
Size: Medium;

INIT: +1, DEF 13/12;
SPEED 30, TELEPORTATION 10;
MELEE +6,
RANGED +3, MENTAL +6, SV: DMG +2, FORT +2, REF +3, WILL +6;

STR 19, DEX 12, CON 15, INT 17, WIS 18, CHA 10.

FEATS: Iron Will, Photographic Memory, Lightning Reflexes, Hero's Luck, Psychic Awareness (Super), Durability (Super).

POWERS:
TELEPATHY [+3] [SOURCE: MUTATION],
extra: Group link [+3],
extra: mind control [+3],

TELEPORTATION [+2] [SOURCE: MUTATION],
extra: Portal [+2],

BOOST (DEVICE) [+4] [SOURCE: SUPER SCIENCE],
extra: All attributes (physical ability scores) [+4],
extra: All attributes (mutant powers) [+4].

WEAK: Quirk (claustrophobia).

COST: abilities 31, combat 10, skills 0, feats 14, powers 30, weakness -10, total 75.
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Postby TheCrafter » Fri Dec 09, 2005 4:36 pm

Here's The Crafter:
4HP’s Power Level 8 Occupation: None

Str Dex Con Int Wis Cha Melee Ranged Initiative
+10 +15 +11 +20 +18 +16 +1 +3 +0
Dmg Sv. Fort. Sv. Reflex Sv. Will Sv. Defense Speed Dmg Bonus
+0 +0 +2 +4 13/12 55ft./6scs. +5S

Skills
Acrobatics +5, Balance +6, Computers +11
Knowledge (Culture) +6, Repair +5

Feats
Ambidexterity
Connected
Sidekick
Immunity (Aging)

Powers/Devices
Gauntlets (Dimensional Travel, Energy Blast, Teleport, Flight, Force field (Affects Others)) (Flaw: Irremovable) +5
Gadgets +3

Characteristics
Real Name: Robert Wilson
Height: 5’ 7”
Eyes: Green
Hair: Brown
Have you ever felt you were meant for something...... more?

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Postby marcoasalazarm » Fri Dec 09, 2005 5:24 pm

The write-up on Bloddshot is pretty nasty. Specially considering that he can control the Tech-based powers of any hero who he gets to touch (he did it once, that I can renember, with those other nanite-enhanced soldiers. Made them explode).
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby Vermillion » Fri Dec 09, 2005 7:44 pm

marcoasalazarm wrote:The write-up on Bloddshot is pretty nasty. Specially considering that he can control the Tech-based powers of any hero who he gets to touch (he did it once, that I can renember, with those other nanite-enhanced soldiers. Made them explode).


Yeah, I may turn down the Regen once I understand it more. But as far as what you said, I am glad you think it is close
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Postby marcoasalazarm » Sun Dec 11, 2005 5:19 pm

I didn't meant "nasty" as in "it's bad". I meant it as in "him aganist my friends would be a hell of a fight-and they might lose".

And I just like to make them sweat.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Creator of the Valiant Universe - SOLAR!!!!

Postby Vermillion » Tue Dec 13, 2005 5:28 pm

Solar - Scientist turned God-Level Plot Device

Power Level: 20 (226 points)

Image

Abilities: STR 9 (-1), DEX 11 (+0), CON 10 (+0), INT 20 (+5), WIS 20 (+5), CHA 12 (+1)

Skills: Acrobatics 4 (+4), Computers 5 (+10), Concentration 12 (+17), Knowledge (Physical Sciences) 10 (+15), Notice 7 (+12), Profession (Scientist) 10 (+15)

Feats: Accurate Attack, All-out Attack, Diehard, Environmental Adaptation, Jack-of-All-Trades, Leadership, Master Plan, Power Attack, Precise Shot 1, Quick Change 1, Skill Mastery 1, Well-Informed

Core Powers
  • Comprehend 4 [all languages]
  • Cosmic Energy Control 30
  • Immunity 30 [Fort saves]
Cosmic Energy Control
  • DAP: Absorption 14 (Flaws: Limited 14 [Solar Energy])
  • DAP: Boost 20 (Flaws: Personal 20) [any ability score one at a time]
  • DAP: Duplication 16 (Extras: Survival 16, Heroic 16 Flaws: Real 16)
  • DAP: Flight 21 (Power Feats: Alternate Power 20 [Space Travel])
  • DAP: Impervious Toughness 15
  • DAP: Telekinesis 20 (Extras: Perception 20, Damaging 20)
  • DAP: Teleport 8
  • DAP: Transform (Anything) 16


Combat: Initiative +0, Defense/Flat 18/14, Attack +9, Punch DC:14(TGH), Cosmic Energy Control DC: 45(Tough)

Saving Throws: Toughness +15 (Impervious), Fortitude +11, Reflex +11, Will +16

Drawbacks: Normal Identity (Phil Selinski, 1 points)

Abilities 22 + Skills 12 (48 ranks) + Feats 12 + Powers 114 + Combat 34 + Saves 33 - Drawbacks 1 = Total 226

Background
In the early 1990s, the rights to Doctor Solar, Turok, and Magnus, Robot Fighter were licensed by Valiant Comics, which planned to use the characters as part of Jim Shooter's new superhero line. A number of changes were made to the character and his back-story. The new version (now known simply as Solar) was a physicist named Phil Seleski. Phil was a fan of the Gold Key line, especially the adventures of Doctor Solar. One day, Phil Sileski and his colleagues were testing a new type of fusion reactor. When an accidental breach threatened to decimate the entire area, Dr. Seleski rushed to shut down the reactor. He succeeded, but he was exposed to lethal doses of radiation in the process. Amazingly, the exposure didn't kill him. Instead, it gave him an ability to manipulate energy. Phil Seleski tried to use his powers for the good of mankind. He became determined to destroy the world's supply of nuclear weapons. The US government tried to stop him. Unfortunately, their efforts caused Phil to lose control of his powers, which in turn caused Earth to fall into a giant black hole.

Phil Seleski wound up thrown several weeks back in time (or so he thought). The guilt over his role in destruction of his world caused him to split into two beings: Doctor Solar, who believed himself to be Phil's childhood hero; and Phil Seleski, who retained all the memories of the original. Phil sought to prevent an accident that gave him powers from taking place. His efforts were complicated by the presence of Doctor Solar, who was convinced Phil was a dangerous criminal. Eventually, Phil managed to convince his alter-ego that they needed to work together. They fused with the past version of Phil Seleski and prevented the accident. In the process, they discovered that Phil's fusion reactor was actually a "wish machine" that allowed anyone within close proximity to change the universe in any way they saw fit. Before the original accident, Phil wished that he could become his childhood superhero. As the result, the reactor simulated the events that gave the original Dr. Solar his powers. Phil also found out that he didn't travel to the past. After falling into a black hole, he tried to recreate his universe. For the most part, he succeeded. However, there were several important differences, the most important of which was that Earth was now populated by a large number of super-powered beings.

The revelations inspired Phil Seleski to take up the mantle of his childhood hero. He became known as Solar, Man of the Atom.

Solar went on to have many adventures, fighting a wide variety of threats, from Spider Aliens to malevolent Harbingers to Mothergod. He survived for many centuries. He blew himself up in an effort to stop the Spider Alien invasion of 4000 AD.
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Postby marcoasalazarm » Tue Dec 13, 2005 5:42 pm

psy-cho-TIC!

That is what a 20 can do? Oh, man...
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby Vermillion » Wed Dec 14, 2005 7:12 am

XO Manowar - Barbarian with Battle armor

Power Level: 18 (250 points)

Image

Abilities: STR 52/20 (+21/+5), DEX 27/17 (+8/+3), CON 37/17 (+13/+3), INT 17/10 (+3/+0), WIS 17 (+3), CHA 18 (+4)

Skills: Acrobatics 6 (+14), Climb 8 (+29), Handle Animal 4 (+8), Intimidate 10 (+14), Knowledge (Business) 6 (+9), Knowledge (History) 10 (+13), Knowledge (Tactics) 10 (+13), Profession (CEO) 6 (+9), Survival 8 (+11), Swim 8 (+29)

Feats: Assessment, Attractive 1, Benefit 3, Diehard, Eidetic Memory, Endurance 1, Fearless, Sword-fighting 7, Wrestling 5

Core Powers
  • X-O Manowar Armor [Device (Hard to Lose)] 30
X-O Manowar Armor
  • DAP: Absorption 15 [Energy]
  • DAP: Adaptation 12
  • Blast 16 (Power Feats: Alternate Power 16 [Enhanced Strength 32])
  • Communication 4 [Radio]
  • Comprehend 4 [All Languages]
  • Enhanced Constitution 20
  • Enhanced Dexterity 10
  • Enhanced Intelligence 7
  • Flight 8 (Power Feats: Alternate Power 8 [Space Flight 16])
  • Immunity 10 [Life support; aging]
  • Protection 12 [Impervious]
  • Super-Senses 8 [Darkvision; direction sense; infravision; radio; time sense]


Combat: Initiative +8, Defense/Flat 20/15, Melee/Ranged +15/+10, Punch DC:36(TGH), Blast DC: 31(Tough)

Saving Throws: Toughness +25 (Impervious), Fortitude +18, Reflex +13, Will +5

Drawbacks: Normal Identity (Aric Dacia, 1 points)

Abilities 39 + Skills 19 (76 ranks) + Feats 21 + Powers 120 + Combat 40 + Saves 12 - Drawbacks 1 = Total 250

Background
Aric Dacia was a Visigoth barbarian in the 5th Century. He was the nephew of Alaric, a great barbarian leader who eventually sacked Rome. He had a wife named Diedre, who was eventually killed during one of his sojourns into the past. Aric was eventually kidnapped by a race of aliens known to Valiant fans as the Spider Aliens. The Spider Aliens collected humans for foodstuff and Aric worked as a slave for them before stealing the mighty X-O class armor. The armor allowed him to escape from the Spider Aliens and flee back to Earth -- only to find himself in the early 1990s! Confused by the modern world, Aric found the sentient armor to be a very good guide. The armor taught him English and helped him adapt. Eventually, Aric seized control of Orb Industries and took it as the spoils of war. Orb had been a dummy corporation for the Spider Aliens. With the help of Ken Clarkson (who helped run the day-to-day operations of Orb) and Randy Cartier (in charge of Orb's security), Aric began to accept the late 20th Century as his home. All of this was undone when a villain called Crescendo slew Randy and Ken, while destroying Orb. Aric then became a wanderer, both in space and on earth, before becoming partners for a time with a young thief named Gamin. At the end of his series, we were led to believe his entire career had been a dream but you and I both know that's stupid as hell. Aric is still out there somewhere. According to Rai # 0, Aric will rebuild Orb Industries and live into the mid 2060s thanks to the armor.

Aric is a fair and honorable man who delights in combat. He is also a tragic figure, doomed to always lose what means most to him. Roleplaying Aric can be a lot of fun -- he's now a modern man, but with the heart of a barbarian.
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Bane of Freewills Everywhere - MAGNUS, ROBOT FIGHTER

Postby Vermillion » Wed Dec 14, 2005 7:38 am

Magnus - Robot Fighter

Power Level: 12 (223.5 points)

Image

Abilities: STR 25/20 (+7/+5), DEX 16 (+3), CON 25 (+7), INT 14 (+2), WIS 15 (+2), CHA 16 (+3)

Skills: Acrobatics 8 (+11), Climb 6 (+13), Computers 8 (+10), Concentration 10 (+12), Disable Device 14 (+16), Drive 6 (+9), Escape Artist 8 (+11), Intimidate 10 (+13), Knowledge (Tactics) 10 (+12), Knowledge (Technology) 10 (+12), Notice 8 (+10), Pilot 6 (+9), Ride 6 (+9), Sense Motive 8 (+10)

Feats: Acrobatic Bluff, Assessment, Attack Focus 3, Attack Specialization 2, Attractive 1, Boxing 6, Critical Strike, Defensive Roll 2, Favored Opponent 5, Grappling Finesse, Improved Critical 3, Improved Defense 1, Improved Grapple, Improved Initiative 1, Improved Throw, Instant Up, Judo 7, Luck 4, Move-by Action, Redirect, Uncanny Dodge

Core Powers
  • Enhanced Strength 5
  • Impervious Toughness 1
  • Strike 5 (Extras: Duration 5 [Concentration], Penetrating 5, Autofire 5 Flaws: Tiring 5 Power Feats: Mighty 5, Precise 5, Innate 5)


Combat: Initiative +3, Defense/Flat 22/16, Melee/Ranged +18/+15, Punch DC:22(TGH), Strike DC: 20(Tough)

Saving Throws: Toughness +10 (Impervious), Fortitude +10, Reflex +8, Will +7

Drawbacks:

Abilities 46 + Skills 29.5 (118 ranks) + Feats 45 + Powers 36 + Combat 54 + Saves 13 - Drawbacks 0 = Total 223.5

Background
Magnus, Robot Fighter

Real Name: Magnus

Identity/Class: Harbinger (Mutant human) cyborg

Occupation: Robot Fighter

Affiliations: 1A, Tekla, Slagger, member of the Future Force

Enemies: Malev Emperor

Known Relatives: Kris Hathaway (mother), Torque (father), Leeja (wife), Torque (son)

Aliases: None

Base of Operations: North Am

First Appearance: Magnus, Robot Fighter #1 (Gold Key, February 1963)

Powers/Abilities: Magnus is able to smash steel robots with his bare hands. In the Valiant version it turns out that Magnus is a second generation Harbinger, the child of two twentieth century Harbingers who was taken forward in time by Solar, and thus has superhuman strength and durability..

History: "No robot may harm a human, or allow a human to come to harm... This is the unbreakable law built into every robot, and the metal-men were created solely to ease man's tasks of life."

(Valiant version) Magnus was born in the twentieth century, during the Unity War, the child of Kris Hathaway and the super-strong Harbinger known as Torque. Sensing that the future had need of the young second-generation Harbinger, Geoff the Geomancer took the child forward in time to the thirty-ninth century with the help of Solar, Man of the Atom.

(Both Gold Key and Valiant versions) Magnus was raised in isolation from the rest of his humanity by the robot 1A, an almost unique emotional robot which foresaw a time when mankind's robot slaves would tire of their subservient role and rise up against their masters. Wishing to prepare a defense for man against such an eventuality, 1A trained Magnus to be a perfect human specimen, expert in martial arts and in destroying robots. To aid him when the time came to battle rogue robot, his mentor also implanted a receiver in Magnus' brain, enabling him to secretly listen in on robot-to-robot radio communications. Once he felt Magnus was ready, 1A introduced his protege to human society. Magnus made his home in the city of North Am, where he soon began his war on rogue robots.

(Valiant version) Eventually Magnus began to question his mission. 1A was a rogue robot of sorts, after all. He started to wonder if he had the right to destroy a rogue when it wasn't threatening humanity, merely wishing to live free and not as a slave. After meeting and befriending the Freewill robot Tekla, Magnus eventually decided to end his enmity of the robots, allowing the Freewills to set up an independent city-state of Synchron, under the leadership of Tekla. Magnus, meanwhile, had grown disdainful of the North Am elite who lived in the city's Milespires, and moved to live among the "Gophs" who inhabited the city's poorer lower levels, where he made the acquaintance of Slagger, a Goph champion.

North Am was then invaded by the killer robots of the planet Malev 6, led by their Emperor and seeking to turn Earth in Malev 7, their new home. To this race of alien robots, makind was only useful as a fuel source, drained for the "ectothermic energy" of their brain waves. Joining a group known as the Future Force, Magnus led the fight against the invaders.

As time passed, Magnus learned of his twentieth century origins. He would marry and have a son, whom he named after his father. Following the Chaos Effect, Magnus was stranded for several years in the twentieth century, got elected President, and returned to his own time. When the Malevs returned, Magnus' wife was killed, and his son was forced to become a Psi-Lord to save his own life. Solar the Destroyer finally annihilated the Malevs, but Magnus vanished around the same time.
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Postby Vermillion » Wed Dec 14, 2005 7:42 am

Eternal Warrior - Immortal Soldier for the Geomancers

Power Level: 12 (227.75 points)

Image

Abilities: STR 22 (+6), DEX 18 (+4), CON 22 (+6), INT 18 (+4), WIS 20 (+5), CHA 18 (+4)

Skills: Acrobatics 8 (+12), Climb 8 (+14), Concentration 8 (+13), Diplomacy 5 (+9), Disguise 8 (+12), Gather Information 10 (+14), Intimidate 8 (+12), Investigate 4 (+8), Knowledge (Current Events) 10 (+14), Knowledge (History) 12 (+16), Knowledge (Tactics) 12 (+16), Language (), Medicine 6 (+11), Notice 8 (+13), Profession (Espionage) 6 (+11), Profession (Warrior) 10 (+15), Search 6 (+10), Sense Motive 8 (+13), Stealth 10 (+14), Survival 12 (+17), Swim 8 (+14)

Feats: All-out Attack, Assessment, Attack Focus 3, Beginner's Luck, Contacts, Defensive Attack, Defensive Roll 4, Diehard, Dodge Focus 4, Endurance 3, Evasion 1, Fearless, Improved Aim, Improved Initiative 1, Inspire 1, Jack-of-All-Trades, Leadership, Move-by Action, Power Attack, Stunning Attack, Track, Uncanny Dodge, Well-Informed

Core Powers
  • Immunity 3 [aging; disease; poison]
  • Impervious Toughness 3
  • Regeneration 12 (Power Feats: Persistant 12) [recovery bonus 2]


Combat: Initiative +4, Defense/Flat 24/15, Attack +13, Punch DC:21(TGH)

Saving Throws: Toughness +9 (Impervious), Fortitude +12, Reflex +9, Will +12

Drawbacks:

Abilities 58 + Skills 42.75 (171 ranks) + Feats 33 + Powers 30 + Combat 46 + Saves 18 - Drawbacks 0 = Total 227.75

Background
One of three natural human immortals. Gilad is the brother of Ivar the Timewalker and Aram the other aka Armstrong as well as the fist of the Geomancers and has served them for a millennia. In addition to his super human strength (though not as great as Aram's) and stamina, Gilad posses a healing ability which allows him to regenerate virtually any would. His people once said that he carried within him the "Leopard Spirit".

Gilad was born before recorded histroy. Like his brothers he is immortal and virtually indestructable. His skill at battlecraft and the arts of stealth are great, as he has honed them throughout the ages. In his youth he and Aram battled the superior weaponry of Mesopotamia and lost. Later the warriors of Mesopotamia attacked Gilad's village in retribution. All were killed with the exception of Gilad, Aram and Gilad's son Kalam. The brothers split up, Gilad traveling with the Geomancer of the day and Aram seeking a new family and a less violent life. Centuries passed and the brothers saw each other on occasion but have largely led separate lives.

With an ultra-dense cellular structure that gives him great strength and the ability to heal from the most grievous of wounds, Gilad Anni-Padda is even immune to the ravages of time. The greatest fighter from an age when the sword was the law, he was ancient before the rise of the Pharaohs, and shall survive the fall of nations yet to come. He is the Fist and Steel of those who guard the Earth - the Geomancers, and his battle is never-ending...

Bravest of a warrior tribe, Gilad Anni-Padda was born before recorded history. He and his brothers, Aram and Ivar, are the only known naturally immortal humans. When their tribe is decimated by the Sumerians, Gilad and his brothers go their separate ways. Establishing a relationship with the Geomancers, Gilad pledges to enforce their will for generations to come. Centuries later in China, Gilad first battles the Immortal Enemy, General Cheng. It is Cheng's hatred of Gilad that makes him reincarnate through the ages, always seeking Gilad's destruction. Everytime he reincarnates his eyes remain the same, one green and one brown. In World War II, Gilad meets Neville Alcott, who would later serve to aid the Eternal Warrior's causes.

Now known as Gilad Abrams, the Warrior fights the Immortal Enemy's latest incarnation: Colombian drug lord Juan Javier Caldone. Gilad has also incurred the enmity of Master Darque - necromancer supreme. But Gilad is no stranger to strife. For if a warrior's worth is measured by his enemies, then Gilad continues to be the greatest warrior of all time.

During the Unity crisis we see that Gilad will still be active in 4000 A.D., battling alongside Magnus, Robot Fighter.
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Postby Vermillion » Wed Dec 14, 2005 7:47 am

Image

Image

Archer - Harbinger Martial Artist

Power Level: 10 (196.5 points)

Abilities: STR 18 (+4), DEX 22 (+6), CON 16 (+3), INT 12 (+1), WIS 15 (+2), CHA 12 (+1)

Skills: Acrobatics 12 (+18), Climb 10 (+14), Concentration 12 (+14), Escape Artist 10 (+16), Intimidate 8 (+9), Knowledge (Theology/Philosophy) 10 (+11), Notice 12 (+14), Search 10 (+11), Sense Motive 10 (+12), Sleight of Hand 8 (+14), Stealth 10 (+16), Survival 10 (+12), Swim 4 (+8)

Feats: Acrobatic Bluff, Attack Focus 6, Blind-Fight, Defensive Roll 4, Dodge Focus 6, Eidetic Memory, Fearless, Improved Critical 2, Jack-of-All-Trades, Judo 7, Kung Fu 8, Marksman 7, Seize Initiative, Sword-fighting 7, Takedown Attack 1, Teamwork 1, Track, Trance, Uncanny Dodge, Well-Informed

Core Powers
  • Strike 3 (Power Feats: Mighty 1, Precise 1, Innate 1)
  • Super-Movement 2 [Slow Fall; Sure-Footed]
  • Super-Senses 5 (Power Feats: Innate 5) [Danger Sense; Precognition]

Combat: Initiative +6, Defense/Flat 24/14, Melee/Ranged +16/+10, Punch DC:19(TGH), Strike DC: 18(Tough)

Saving Throws: Toughness +7, Fortitude +8, Reflex +11, Will +7

Drawbacks:

Abilities 35 + Skills 31.5 (126 ranks) + Feats 59 + Powers 20 + Combat 36 + Saves 15 - Drawbacks 0 = Total 196.5

Background
Real Name: Obadiah Archer

First Appearance: Archer and Armstrong #0 (July 1992)

History: Obadiah Archer was still a child when he discovered that his evangelist parents were deviant killers. Attempting to cover their tracks, they tried to kill their son in a fire. Left clinically dead, Archer miraculously revived, desiring revenge for what had been done to him. Seemingly haven gained some degree of paranormal power from his experience, he travelled to Ladakh, where he trained using his psionic powers of perception and co-ordination to become the ultimate martial artist.

Eventually Archer returned to the U.S., where he encountered a drifter called Armstrong. Armstrong turned out to be an immortal with superhuman strength, and in spite of being chalk and cheese, the two men became fast friends. However the also fell foul of a cult known as the Sect, who feel that Armstrong is the Devil and must be destroyed.

As they continued to travel the globe, they encountered a number of the other superhumans who inhabit their world, including Ivar, Armstrong's brother, Solar, and Armstrong sorceror wife Andromeda. Returning to America, and specifically to L.A., the pair confronted the leader of the Sect Mahmud. Having defeated him, they settled in Los Angeles for the time being.

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Armstrong - Immortal Reprobate

Power Level: 10 (175.25 points)

Abilities: STR 28/18 (+9/+4), DEX 12 (+1), CON 30/20 (+10/+5), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)

Skills: Bluff 8 (+10), Drive 10 (+11), Intimidate 10 (+12), Investigate 8 (+9), Knowledge (Arcane Lore) 9 (+10), Knowledge (History) 7 (+8), Knowledge (Popular Culture) 10 (+11), Knowledge (Streetwise) 10 (+11), Knowledge (Tactics) 6 (+7), Language (), Notice 7 (+10), Profession (Soldier) 7 (+10), Search 6 (+7), Sense Motive 6 (+9)

Feats: Assessment, Beginner's Luck, Contacts, Diehard, Endurance 1, Fearless, Instant Up, Jack-of-All-Trades, Luck 3, Second Chance 1, Taunt, Teamwork 1, Well-Informed, Wrestling 5

Core Powers
  • Enhanced Constitution 10
  • Enhanced Strength 10
  • Immunity 3 [aging; disease; poison]
  • Impervious Toughness 5
  • Regeneration 12 (Power Feats: Persistant 12) [Recovery bonus 2]
  • Super-Strength 5


Combat: Initiative +1, Defense/Flat 16/13, Attack +8, Punch DC:24(TGH)

Saving Throws: Toughness +15 (Impervious), Fortitude +10, Reflex +4, Will +6

Drawbacks:

Abilities 32 + Skills 27.25 (109 ranks) + Feats 20 + Powers 62 + Combat 28 + Saves 6 - Drawbacks 0 = Total 175.25

Background
Armstrong

Real Name: Aram Anni-Padda

Identity/Class: Human mutant (?), immortal

Occupation: Wanderer, many temporary jobs over the millennia

Affiliations: Archer, Ivar, Eternal Warrior, Magnus

Enemies: The Sect

Known Relatives: Ivar (Timewalker, brother), Gilad (Eternal Warrior, brother)

Aliases: Unknown

Base of Operations: Mobile

First Appearance: Archer and Armstrong #0 (Valiant, July 1992)

Powers/Abilities: Armstrong is immortal and superhumanly strong.

History: Armstrong is an immortal, like his brothers Ivar and Gilad Anni-Padda. Born Aram thousands of years ago, he has wandered the world for all that time, treating life as one long party. Along the way he made enemies with a cult who call themselves the Sect, and who believe he is the Devil and should be killed. While being pursued by them he ran into Archer, and in spite of being chalk and cheese, the two became fast friends.

After travelling around the world together, Archer and Armstrong returned to America and confronted the leader of the Sect, Mahmud, in Los Angeles. Having defeated him, they decided to settle there for a while.

By the 40th century, the era of Magnus, Armstrong had exiled himself to Mars. Around the time that Mothergod destroyed Japan and the last Rai was empowered, Armstrong finally stopped running from his destiny, returned to Earth, and became the new Geomancer.
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Postby Vermillion » Wed Dec 14, 2005 10:10 am

Toyo Harada - Superhuman Mastermind

Power Level: 12 (248.5 points)

Image

Abilities: STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 18 (+4), WIS 22 (+6), CHA 18 (+4)

Skills: Bluff 8 (+12), Computers 4 (+8), Concentration 12 (+18), Craft (Writing) 2 (+6), Diplomacy 12 (+16), Gather Information 4 (+8), Intimidate 10 (+14), Knowledge (Behavioral Sciences) 8 (+12), Knowledge (Business) 10 (+14), Knowledge (Civics) 10 (+14), Knowledge (Current Events) 6 (+10), Knowledge (History) 6 (+10), Knowledge (Popular Culture) 2 (+6), Knowledge (Technology) 4 (+8), Knowledge (Thelogy/Philosophy) 4 (+8), Notice 4 (+10), Profession (Businessman) 4 (+10), Sense Motive 8 (+14)

Feats: Assessment, Attractive 2, Benefit 5, Connected, Contacts, Equipment 15, Fascinate 1, Fearless, Fearsome Presence 2, Inspire 1, Jack-of-All-Trades, Judo 7, Leadership, Marksman 7, Master Plan, Minions 15, Skill Mastery 1, Ultimate Effort 1, Uncanny Dodge, Well-Informed

Core Powers
  • Flight 6
  • Force Field 15
  • DAP: Illusion 10 (Flaws: Phantasms 10 Power Feats: Selective 10) [All senses]
  • DAP: Mental Blast 6
  • DAP: Mind Control 10
  • Super-Senses 2 [Danger; Mental Awareness]
  • Telekinesis 20
  • DAP: Telepathy 20


Combat: Initiative +1, Defense/Flat 18/14, Attack +5, Punch DC:15(TGH), Mental Blast DC: 16(Will)

Saving Throws: Toughness +16 (Force Field), Fortitude +6, Reflex +6, Will +14

Drawbacks:

Abilities 32 + Skills 29.5 (118 ranks) + Feats 66 + Powers 77 + Combat 26 + Saves 18 - Drawbacks 0 = Total 248.5

Background
Real Name: Toyo Harada

Identity/Class: Human mutant (Harbinger)

Occupation: Businessman

Affiliations: Eggbreakers, Harbinger Foundation

Enemies: The Harbingers

Known Relatives: None

Aliases: None

Base of Operations: Unknown

First Appearance: Solar, Man of the Atom #3 (November 1991)

Powers/Abilities: Harada possesses an incredibly powerful mind, and may be the most powerful mentalist on Earth. He is telepathic, telekinetic and can control the minds of others through force of will.

History: Toyo Harada may possess the most powerful mind of any human on Earth. He is one of only two known Harbingers (people born with psionic powers, believed by many to be the first sign of mankind beginning to make an evolutionary leap) who has what is considered the full range of psionic powers: what he has termed the Omega Power. Harada became convinced mankind would eventually destroy itself and it's world if left to it's own devices, and that the only way to prevent this was if someone secretly assumed control and directed them down a better path. Naturally, Harada felt he was the logical candidate to save mankind. Knowing his fellow Harbingers were the key to success or failure in this campaign, he set up the Harbinger Foundation to recruit and train other paranormals for his cause. Because he fully believed in the rightness of his cause, he became willing to ruthlessly eliminate any who might get in the way of his plans, becoming a monster in the process.

Comments: Created by Jim Shooter
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Postby Vermillion » Wed Dec 14, 2005 10:20 am

Image
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Sting - Omega Harbinger in Training

Power Level: 8 (120.25 points)

Abilities: STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 20 (+5), CHA 14 (+2)

Skills: Concentration 8 (+13), Diplomacy 8 (+10), Knowledge (Popular Culture) 4 (+6), Notice 4 (+9), Profession (Student) 1 (+6), Sense Motive 8 (+13)

Feats: Rage 3, Ultimate Effort 1, Uncanny Dodge, Well-Informed

Core Powers
  • Flight 3
  • Super-Senses 2 [Danger Sense, Mental Awareness]
  • Telekinesis 11
  • Telepathy 5 (Power Feats: Alternate Power 5 [Mind Control], Alternate Power 3 [Mental Blast])

Combat: Initiative +1, Defense/Flat 15/12, Attack +5, Punch DC:15(TGH)

Saving Throws: Toughness +1, Fortitude +5, Reflex +5, Will +13

Drawbacks:

Abilities 22 + Skills 8.25 (33 ranks) + Feats 6 + Powers 48 + Combat 20 + Saves 16 - Drawbacks 0 = Total 120.25

Background
PETER STANCHEK ("Sting") Sting is a psionic of extraordinary power and potential. Once a student of Toyo Harada, he decided to break away when Harada arranged the murder of Pete's best friend. Together with Kris, Zephyr, Flamingo and Torque, Sting tries to thwart the plans of Harada and his Harbinger Foundation.

SPOILER: Pete may have mentally forced his girlfriend Kris Hathaway to fall in love with him.

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Flamingo - Flame Controlling Vixen

Power Level: 4 (115 points)

Abilities: STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)

Skills: Acrobatics 2 (+5), Bluff 7 (+10), Concentration 7 (+8), Diplomacy 3 (+6), Drive 4 (+7), Knowledge (Popular Culture) 7 (+7), Perform (Dance) 6 (+9), Profession (Model) 4 (+5)

Feats: Accurate Attack, All-out Attack, Attractive 3, Power Attack, Taunt, Well-Informed

Core Powers
  • Fire Control 8 (Power Feats: Alternate Power 6 [Snare], Alternate Power 6 [Obscure], Alternate Power 6 [Blast])
  • Immunity 5 (Flaws: Limited 5 [Half effect]) [Fire Damage]

Combat: Initiative +3, Defense/Flat 18/14, Attack +8, Punch DC:15(TGH)

Saving Throws: Toughness +1, Fortitude +6, Reflex +8, Will +6

Drawbacks:

Abilities 16 + Skills 10 (40 ranks) + Feats 8 + Powers 34 + Combat 32 + Saves 15 - Drawbacks 0 = Total 115

Background
CHARLENE DUPRE ("Flamingo") Sting encounters Flamingo in a Harbinger Foundation office and convinced her to join his group of renegades. Flamingo has the power to generate and control flames.

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Zephyr - Flying Superhero Wannabe

Power Level: 5 (64 points)

Abilities: STR 8 (-1), DEX 10 (+0), CON 9 (-1), INT 14 (+2), WIS 10 (+0), CHA 14 (+2)

Skills: Acrobatics 6 (+6), Computers 4 (+6), Diplomacy 6 (+8), Investigate 4 (+6), Knowledge (Popular Culture (geekery)) 10 (+12), Notice 5 (+5), Perform (Acting) 3 (+5), Sense Motive 6 (+6)

Feats: Beginner's Luck, Contacts, Dodge Focus 1, Elusive Target, Environmental Adaptation, Fearless, Inspire 3, Jack-of-All-Trades, Luck 3, Master Plan, Move-by Action, Power Attack, Second Chance 1, Seize Initiative, Teamwork 1, Well-Informed

Core Powers
  • Flight 2

Combat: Initiative +0, Defense/Flat 17/13, Attack +6, Punch DC:14(TGH)

Saving Throws: Toughness -1, Fortitude -1, Reflex +0, Will +0

Drawbacks:

Abilities 5 + Skills 11 (44 ranks) + Feats 20 + Powers 4 + Combat 24 + Saves 0 - Drawbacks 0 = Total 64

Background
FAITH HERBERT ("Zephyr") Fun loving Zephyr, known as Zepplin to her friends, has the ability to fly. Zep is living her dreams of being a super hero. Her enthusiasm and imagination make her a joy to be around.

Notes: Zephyr is eager to get in the mist of the action, despite not having a very offensive power. I represented this with the Fearless and Seize Initiative feat.

She is not easily discoraged. Her Second Chance lets her save against demoralizing attacks.

She does manage to pull some stunts without any real training, which is shown by the luck and skill related feats.

She reallly does see the group as a superteam, and acts as such, marked by the Inspire and Teamwork feats.

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Torque - Superstrong Ex-Mechanic

Power Level: 7 (110.25 points)

Abilities: STR 27 (+8), DEX 10 (+0), CON 20 (+5), INT 6 (-2), WIS 13 (+1), CHA 15 (+2)

Skills: Craft (Mechanical (vehicles)) 10 (+8), Disable Device 8 (+6), Drive 10 (+10), Intimidate 6 (+8), Knowledge (Technology (vehicles)) 8 (+6), Notice 5 (+6), Profession (Mechanic) 8 (+9), Ride 10 (+10)

Feats: All-out Attack, Attack Focus 1, Attractive 2, Beginner's Luck, Chokehold, Diehard, Endurance 1, Fast Overrun, Fearless, Improvised Tools, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Luck 3, Move-by Action, Power Attack, Stunning Attack, Takedown Attack 1, Weapon Break, Well-Informed

Core Powers
  • Impervious Toughness 3 (Power Feats: Innate 3)


Combat: Initiative +0, Defense/Flat 13/11, Attack +6, Punch DC:23(TGH)

Saving Throws: Toughness +8 (Impervious), Fortitude +10, Reflex +5, Will +6

Drawbacks:

Abilities 31 + Skills 16.25 (65 ranks) + Feats 24 + Powers 6 + Combat 18 + Saves 15 - Drawbacks 0 = Total 110.25

Background
JOHN TORKELSON ("Torque") Torque was a mechanic in Georgia before Sting released his powers of enormous strength and durability. In the beginning, Torque seemed very hostile and distant, but he has proven himself a loyal and valuable member of the group.

SPOILER: Torque not only slept with Kris before his death, he is the father of Kris' Baby, who becomes Magnus, Robot Fighter.
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Postby Vermillion » Wed Dec 14, 2005 11:00 am

This is just the template for your typical HARD Corps member. I used PamelaIsley's Special Forces Soldier as a base and made appropriate changes. Thanks, PamelaIsley!

HARD Corps Member Template - Harbinger Hunters

Power Level: 6 (163.5 points)
Image
Abilities: STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 10 (+0)

Skills: Climb 2 (+4), Disable Device 3 (+4), Intimidate 4 (+4), Knowledge (Current Events) 3 (+4), Knowledge (Tactics) 3 (+4), Profession (Soldier) 5 (+6), Stealth 4 (+6), Swim 2 (+4)

Feats: Accurate Attack, Benefit 1, Contacts, Endurance 1, Equipment 7, Fearless, Improved Aim, Jack-of-All-Trades, Teamwork 1, Well-Informed

Core Powers
  • Nemesis 10 (Flaws: Limited 10 [Only powers on file])
  • Radio Communication 10 (Extras: Area 10 Power Feats: Selective 10)
Equipment
  • Body Armor [Protection] 4
  • Knife [Strike] 2
  • Pistol [Blast] 3
  • Submachine Gun [Blast] 4


Combat: Initiative +2, Defense/Flat 16/13, Attack +6, Punch DC:17(TGH), Knife [Strike] DC: 12(Tough), Pistol [Blast] DC: 13(Tough), Submachine Gun [Blast] DC: 14(Tough)

Saving Throws: Toughness +6, Fortitude +2, Reflex +2, Will +2

Drawbacks:

Abilities 16 + Skills 6.5 (26 ranks) + Feats 16 + Powers 100 + Combat 24 + Saves 1 - Drawbacks 0 = Total 163.5

Background
The H.A.R.D. Corps are members of a secret paramilitary organization. The psi-borg soldiers of the H.A.R.D. Corps have use of amazing powers, but the cost is their freedom. Fearing the rise of the Harbinger Foundation, Mr. Heydrich's Omen Corporation creates the Harbinger Active Resistance Division, or H.A.R.D. Corps. By means of cybernetic brain implants, candidates are plucked from comas. These same implants can stimulate portions of the brain, reproducing the psionic powers of certain Harbingers. In battle, the H.A.R.D. Corps operatives, called psi-borgs, can call for Harbinger powers, one at a time. Operating the H.A.R.D. Corps' Harbinger Powers database is Softcore. It is she who grants psi-borg requests for powers.

The original H.A.R.D. Corps included Maniac, Gunslinger, Hammerhead, and Shakespeare. On a raid against a Harbinger Foundation installation, Maniac was beaten to death by the massive Harbinger, Big Boy. Despite the perilous nature of the job, more psi-borgs join the ranks, including Superstar and Flatline as well as the newest rookies, Hotshot, Wipeout, and Perp. In addition to fighting Harbinger forces, they have even battled the Spider Aliens. Any enemy of humanity is an enemy of the H.A.R.D. Corps.

But it is not the joy of battle that motivates these men and women. Should they forsake their duty, Omen will return them to their coma state.
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