Oddballs (Casanova Frakenstein, Doc Heller 2e)

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Dreaming Psion
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Postby Dreaming Psion » Fri Feb 09, 2007 11:26 pm

Grazzt wrote:
Diamond Jack wrote:What about Arthur, Sewer Urchin, and Batmanuel?

Heh


I'm pretty sure Batmanuel was only on the live action version and he was just a Die Fledermaus fill-in.

Although Sewer Urchin would be awesome.


Yes, I think that's right. Batmanuel seems to be an alternate version of Die Fledermaus, maybe with a differenece of 1 or 2 PLs and without the fear vulnerability. I'm not sure. I've only seen two episodes of the live action series. As for sewer urchin, I was hoping to save him for after The Tick vs. Filth was released on DVD. That's the episode where Stinky really gets to shine, be "the apotheosis of cool". He's very much the definition of favored environment. Still, I see what I can do for a tentative write=up of the Sewer Urchin until I'm able to see that episode again.

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Dreaming Psion
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Postby Dreaming Psion » Sat Feb 10, 2007 11:10 pm

Sewer Urchin
PL: 9 (135 pp)

Yeah, definitely check mate!

Image

Abilities: Str 14/20* (+2/+5), Dex 14/20* (+2/+5), Con 18/24* (+4/+7), Int 10/22* (+0/+6), Wis 10/22* (+0/+6), Cha 8/24* (-1/+7)
Cost: 14 pp

Saves: Toughness +6/+9*, Fortitude +8/+11*, Reflex +4/+7*, Will +2/+8*
Cost: 8 pp
*in sewers

Skills: Craft (electronic) 4 (+4/+10 in sewers), Craft (mechanical) 4 (+4/+10 in sewers), Craft (structural) 4 (+4/+10 in sewers), Diplomacy 4 (+3/+11 in sewers), Knowledge (sewers) 12 (+12/+18 in sewers), Notice 4 (+4/+10 in sewers), Profession (sewer worker) 5 (+5/+11 in sewers), Search 5 (+5/+10 in sewers), Sense Motive 3 (+3/+9 in sewers), Stealth 6 (+8/11 in sewers), Survival 4 (+4/+10 in sewers), Swim 8 (+10/+13)
Skills: 13 for 52 ranks

Feats: Benefit (wealth) +2, Equipment 14, Favored Environment (sewers) 8, Improved Grapple, Improved Pin, Inventor, Sneak Attack, Track
Cost: 29 pp

Powers: Enhanced Abilities 58 (Str 6, Dex 6, Con 6, Int 12, Wis 12, Cha 16, flaw- limited only in sewers -1): 29 pp, Nauseate 9 (extras: range [perception] +2, action [move] +1, flaws: sense dependent [olfactory] -1, tiring -1, distracting -1): 18 pp
Cost: 47 pp

Combat: Attack +6 (+11 sewers); Grapple +8 (+14 in sewers); Damage +2 unarmed/+3 strike +1 sneak attack (+5/+6 in sewers); Defense +6 (+9 in sewers); Knock-back -3 (-4 in sewers); Initiative +2 (+5 in sewers)
Cost: 24 pp

Equipment: scuba tank (1 ep), submarine (42 ep), underground manor (as lair with dock, gym, and workship): 20 ep, costume (+2 protection, Strike 1 [mighty], 4 ep), flashlight (1 ep), 2 ep extra

Complications: Stinky, reputation (backward)

Abilities 14 pp + Skills 13 pp + Feats 29 pp + Powers 47 pp + Saves 8 pp + Combat 24 pp – Drawbacks 0 pp = 135 pp

Notes: So here’s a rough draft of ol’ Stinky. Most of the time (when he’s on the surface), he’s nothing special, an effective PL 6 super-nobody. But when you get him into his home element, he is a god. When in the sewers, Sewer Urchin becomes, in his own words, the “apotheosis of cool.” As such, you’ve got Enhanced Attributes all around as he becomes a different person. Stinky is also the textbook definition of Favored Environment. Down in the sewers, he’s also rich, with his own underground mansion and submarine. On the surface, he’s fairly limited. One thing that Sewer Urchin does have going for him regardless of environment is that he can emit a powerful stink. This stink has enough power to pacify low-grade supers like the Doorman. However, he rarely employs this ability. The reason I figure it because it takes a lot out of him to use.
Last edited by Dreaming Psion on Sat Feb 10, 2007 11:19 pm, edited 1 time in total.

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Kreuzritter
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Postby Kreuzritter » Sat Feb 10, 2007 11:15 pm

needs more villains

bring on the terror, Red scare, rosebud and EASTERN BLOC ROBOT COWBOY!
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Dreaming Psion
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Postby Dreaming Psion » Sat Feb 10, 2007 11:22 pm

Tuun-La, Not of This Earth
PL: 9 (165 pp)

“The human race is an inferior species. I will destroy you all.”

Image

Abilities: Str26/18 (+8), Dex 12 (+1), Con 20/16 (+5), Int 22 (+6), Wis 14 (+2), Cha 8 (-1)
Cost: 30 pp

Saves: Toughness +11, Fortitude +10, Reflex +3, Will +8
Cost: 13 pp

Skills: Concentration 8 (+10), Craft (electrical) 9 (+15), Craft (mechanical) 9 (+15), Diplomacy 1 (+0), Intimidate 8 (+7), Knowledge (earth sciences) 8 (+14), Knowledge (physical sciences) 8 (+14), Knowledge (technology) 10 (+16), Notice 4 (+6), Pilot 3 (+5), Sense Motive 3 (+5), Speak Language (English, base: Crab Nebulae)
Skills: 17 for 68 ranks

Feats: Ambidexterity, Attack Focus (melee) 3, Improved Grab, Improved Grapple, Improved Pin, Inventor, Power Attack, Sidekick 9 (Stalin Grad)
Cost: 15 pp

Powers: Flight 7 (1000 mph): 14 pp, Growth 4 (permanent, innate), 13 pp, Immunity 9 (life-support): 9 pp, Impervious Toughness 6: 6 pp, Protection 5 (impervious+1): 10 pp, Space Travel 2: 2 pp, Strike 2 (PF: Mighty, Precise): 4 pp, Super-strength 2: 4 pp
Cost: 62 pp

Combat: Attack +7 (melee), +4 base; Grapple +21; Damage +11 (strike); Defense +7; Knock-back -15; Initiative +1; Cost: 26 pp
Trade-offs: -2 Attack/+2 Damage, -2 Defense/+2 Toughness

Abilities 30 pp + Skills 17 pp + Feats 15 pp + Powers 61 pp + Saves 13 pp + Combat 26 pp – Drawbacks 0 pp = 165 pp

Notes; An evil invader from beyond, Tuun-la is a classic evil alien menace. Although it is no Thrakkorzog, Tuun-La does have a bit of the hulking monster/grappler thing go for it as well as the evil alien genius thing. This weird cosmic scourge is Not of This Earth, but it has taken some fondness for this planet. It seems to be delaying its plan to destroy the human race indefinitely, and has even professed (mutually) to a human, Stalin Grad.

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Postby Dreaming Psion » Sat Feb 10, 2007 11:26 pm

Stalin Grad
Sidekick rank 9 (45 pp)

aka: Joseph Stalin

“Excuse me, but I am not actually Joseph Stalin. I am Stalin Grad, a former graduate student in Russian Studies turned super-villain. I base my works on Joseph Stalin.”

Image

Abilities: Str 10 (+0), Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 12 (+1)
Cost: 14 pp

Saves: Toughness +3, Fortitude +1, Reflex +1, Will +4
Cost: 2 pp

Skills: Diplomacy 4 (+5), Knowledge (civics) 6 (+8), Knowledge (history) +8 (+10), Knowledge (tactics) +4 (+6), Notice 6 (+7), Profession (graduate student) 6 (+8), Sense Motive 6 (+8), Speak Language 4 (English, Crab Nebulae, 2 other; base: Russian)
Skills: 11 for 44 ranks

Feats: Defensive Roll 2, Equipment
Cost: 3 pp

Combat: Attack +3; Grapple +3; Damage +0 (unarmed); Defense +3; Knock-back -1; Initiative +1
Cost: 12 pp

Abilities 17 pp + Skills 11 pp + Feats 3 pp + Powers 0 pp + Saves 2 pp + Combat 12 pp – Drawbacks 0 pp = 45 pp

Read the quote, and you will get the basic summary of who this guy is. He often gets mistaken for Joseph Stalin, though. Stalin Grad met and fell in love with Tuun-La while they were both working as part of the supervillain team the Evileers.

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Postby Grazzt » Sun Feb 11, 2007 11:23 am

Now that you have Stalin Grad, you should make Sar-Castro.

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Dreaming Psion
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Postby Dreaming Psion » Sun Feb 11, 2007 8:31 pm

The Eastern-Bloc Robot Cowboy
PL: 10 (150 pp)


Image

Abilities: Str 36/8 (+13/-1), Dex 16 (+3), Con -- (--), Int 28 (+9), Wis 6 (-2), Cha 12 (+1)
Cost: 10 pp

Saves: Toughness +11, Fortitude --, Reflex +3, Will +7
Cost: 19 pp

Skills: Bluff 6 (+7), Craft (electrical) 8 (+17), Craft (mechanical) 8 (+17), Intimidate 6 (+7), Knowledge (current events) 1 (+10), Knowledge (life sciences) 8 (+17), Knowledge (technology) 8 (+17), Knowledge (physical sciences) 8 (+17), Knowledge (popular culture) 1 (+10), Medicine 8 (+17), Notice 4 (+2), Sense Motive 6 (+4), Speak Language 4 (various)
Skills: 19 for 76 ranks

Feats: All-out Attack, Attack focus (ranged) +1, Benefit (Int-based Medicine), Dodge Focus 4, Fearless, Improved Initiative 2, Inventor, Power Attack, Precise Shot, Uncanny Dodge (auditory)
Cost: 14 pp

Powers: Blast 12 (Ballistic, Extras: Penetrating +1, Knock-back +1; Flaws: Action full -1; PF: AP: Blast 8 [laser, Extras: Auto-fire +2; Penetrating 2; Accurate 2], AP: Enhanced Strength 28 + Super-strength 4): 38 pp, Immunity 30 (Fortitude): 30 pp
Cost: 68 pp

Combat: Attack +7/+8/+12 (melee/ranged/laser); Grapple +6/24; Damage +13/+12/+8 (unarmed/missile/laser); Defense +9 (+3 flat-footed); Knock-back -6; Initiative +11
Cost: 24 pp

Drawbacks: Weakness (quarters thrown into slot, major, common, instant): -4

Trade-offs: -1 Defense/+1 Toughness

Abilities 10 pp + Skills 179pp + Feats 14 pp + Powers 68 pp + Saves 19 pp + Combat 24 pp – Drawbacks 4 pp = 150 pp

Notes: Here’s the Eastern-Bloc Robot Cowboy, a fairly oddball collection of gadgeteer, blaster/cowboy, and robot. As such, he’s probably not as good at any of the three roles as a pure one would be. His offense is very flexible though, and he actually sports three different offensive trade-offs. The Robot Cowboy’s wisdom is rock-bottom, however. You’re not a very sane person if you want to live out your cowboy fantasies by planting your brain in a glorified vending machine. The Robot Cowboy’s vending machine nature is where is weakness comes in too. All somebody has to do is to put in a couple of quarter into his slot and you can buy some vital organs. In the show the Tick actually puts buys the Cowboy’s brain with some of his loose change.

Comments and corrections would be most appreciated on this writeup, because all I've had to go on this was some descriptions I found on the Internet.

Image

Edit: 2/15: Did some minor editing to reflect feedback. Reduced the reflex save and gave some of it to will. Also added Knowledge (physical sciences).
Last edited by Dreaming Psion on Thu Feb 15, 2007 12:35 pm, edited 1 time in total.

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Postby Dreaming Psion » Sun Feb 11, 2007 10:33 pm

The Fuzzy Person
PL: 6 (90 pp)

Image

Abilities: Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Cost: 12 pp

Saves: Toughness +6, Fortitude +2, Reflex +3, Will +1
Cost: 1 pp

Skills: Bluff 6 (+6), Computers 2 (+2), Intimidate 0 (-4) Notice 8 (+8), Stealth 8 (+12)
Skills: 6 for 24 ranks

Feats: Attack specialization [unarmed] 2, Dodge Focus 1
Cost: 3 pp

Powers: Growth 8: 24 pp, Feature 1 (insulating fur, PF: Innate): 2 pp, Paralyze 6 (Extras: Perception +2, move action +1; flaws: sight dependent [visual] -1; drawbacks: power loss-when not using Growth -1): 23 pp, Protection 4 (4 pp)
Cost: 53 pp

Combat: Attack +3 (+7 unarmed); Grapple +8; Damage +2 (unarmed); Defense +6 (+3 flat-footed); Knock-back -3; Initiative +3
Cost: 16 pp

Drawbacks: Absurd (-4 Intimidate)

Complications: humorous appearance/not take seriously

Abilities 12 pp + Skills 6 pp + Feats 3 pp + Powers 53 pp + Saves 1 pp + Combat 16 pp – Drawbacks -1 pp = 90 pp

Notes: One of the Evileers and a fairly minor villain. He has the ability to puff himself (?) up to three times his size. And when people see him in this manner, they often laugh so hard they are unable to do anything. Of course this makes the Fuzzy Person angry to no end. But there’s not anything very threatening about a Fuzzy Person, is there?

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Kreuzritter
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Postby Kreuzritter » Sun Feb 11, 2007 10:50 pm

well, you got most of the basics, but the ref save's a touch high. i haven't seen the episode in question, but I do know EBRC is about as graceful as a walking snack machine (hence why Tick could take 20 on his called shot to the coin slot)
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Dreaming Psion
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Postby Dreaming Psion » Sun Feb 11, 2007 11:03 pm

thanks, it's been a while since I've seen that episode.

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Dreaming Psion
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Postby Dreaming Psion » Sun Feb 11, 2007 11:10 pm

The Terror
PL: 6 (129 pp)


Image

Abilities: Str 14 (+2), Dex 16 (+3), Con 8 (-1), Int 20 (+5), Wis 12 (+1), Cha 14 (+2)
Cost: 24 pp

Saves: Toughness +6/-1, Fortitude +2, Reflex +3, Will +8
Cost: 10 pp

Skills: Bluff 8 (+10), Diplomacy 6 (+8), Drive 8 (+11), Intimidate 7 (+9), Knowledge (business) 8 (+13), Knowledge (history) 7 (+12), Knowledge (streetwise) 6 (+11), Knowledge (tactics) 8 (+13) Notice 6 (+7), Sense Motive 3 (+4), Stealth 9 (+12)
Skills: 19 for 76 ranks

Feats: Benefit (wealth) 4, Connected, Defensive Roll 7, Equipment 20, Inspire, Master Plan, Leadership, Sneak Attack 2
Cost: 37 pp

Powers: Immunity 1 (aging), Regeneration 14 (+10 recovery bonus, resurrection 4 [1 hour]): 14 pp
Cost: 15 pp

Combat: Attack +6; Grapple +5; Damage -1 (unarmed) or by equipment; Defense +6; Knock-back +1; Initiative +3
Cost: 24 pp

Abilities 24 pp + Skills 19 pp + Feats 37 pp + Powers 15 pp + Saves 10 pp + Combat 24 pp – Drawbacks 0 pp = 129 pp

Notes: Here’s everybody’s favorite dictator that never goes away. He’s not too dangerous in combat or in social interactions; he’s fairly easy to trick for an evil mastermind. Rather, the Terror is dangerous because of the resources at his disposal, that being lots of equipment (mainly his spider crawler mobile home) and the other members of the Evileers. Years ago he used to be one of the worlds most powerful and feared villains, but now he’s not so much. In his prime, the Terror was probably about PL 12. He took on Teddy Roosevelt (himself PL 10+ minimum) in 1903, after all. The shows and the comic book show the Terror at different levels of competence, so I decided to split the difference. The resurrection power is from the live action show as he pulls himself out of a flat-line comatose state. And he’s immune to aging, because he really isn’t going anywhere anytime soon. I think it would be fun to do a campaign where the Terror found a potion of youth, and he became what he once was again.

I will do his spider crawler mobile home later.

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Postby Dreaming Psion » Sun Feb 11, 2007 11:51 pm

Mr. Tragedy
PL: 5 (66 pp)

Aka: Angelo Spumoni

Image

Abilities: Str 14 (+2), Dex 14 (+1), Con 10 (+0), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Cost: 10 pp

Saves: Toughness +1, Fortitude +0, Reflex +2, Will +2
Cost: pp

Skills: Knowledge (art) 4 (+4), Knowledge (current events) 2 (+2), Knowledge (popular culture) 2 (+2), Knowledge (streetwise) 3 (+3), Notice 3 (+5), Perform (melodrama) 4 (+3), Profession (thug) 4 (+6), Sense Motive 5 (+7), Stealth 9 (+11)
Skills: 9 for 36 ranks

Feats: Equipment 3
Cost: 3 pp

Powers: Emotion Control “Super-melancholia” 5 (Extras: Area [burst] +1; flaw: limited: despair only -1): 10 pp, Immunity 10 (mind-influencing effects)
Cost: 20 pp

Combat: Attack +6; Grapple +8; Damage +2/+4/+4 (unarmed/club/pistol); Defense +6; Knock-back -0; Initiative +2
Cost: 24 pp

Equipment: heavy pistol (8 ep), club (4 ep), flashlight (1 ep), costume (+1 toughness, 1 ep), 1 other ep

Abilities 10 pp + Skills 9 pp + Feats 3 pp + Powers 20 pp + Saves 0 pp + Combat 24 pp – Drawbacks 0 pp = 66 pp

Notes: Probably the weakest link for the Evileers, Mr. Tragedy is just an elevated thug. A failed actor, he turned to a live of crime. I was generous and game him a few token abilities that might reflect his state of perpetual melodrama. Spumoni’s got a bit of a glass jaw; he's the only villain I know of that was taken out by a runaway tire.
Last edited by Dreaming Psion on Tue Dec 23, 2008 12:04 am, edited 1 time in total.

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Dreaming Psion
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Postby Dreaming Psion » Mon Feb 12, 2007 1:52 pm

The Red Scare
PL: 10 (140 pp)

Aka: The Whirling Scottish Dervish, Lawn Chair

“What better place to start my reign of communist terror and oppression than [fill in blank]- the ultimate expression of decadent Western values. I, the Red Scare, will ruin this [fill in blank] for everyone!"

Image

Abilities: Str 28/16 (+9), Dex 14 (+2), Con 30/16 (+10), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Cost: 20 pp

Saves: Toughness +12, Fortitude +12, Reflex +7 Will +6
Cost: 13 pp

Skills: Bluff 10 (+12), Concentration 8 (+8), Knowledge (current events) 2 (+2), Knowledge (civics) 1 (+1), Intimidate 6 (+8), Knowledge (popular culture) 2, (+2), Knowledge (streetwise) 2 (+2), Notice 2 (+2), Perform (Acting) 10 (+12), Profession (villain for hire) 5 (+5)
Skills: 12 for 44 ranks

Feats: Accurate Attack, All-Out Attack, Assessment, Defensive Attack, Die-hard, Equipment 2, Improved Initiative, Power Attack, Skill Mastery (Bluff, Concentration, Intimidate, Perform), Tough 2
Cost: 12 pp

Powers: Enhanced Strength 12: 12 pp, Enhanced Con 14: 14 pp, Impervious Toughness 12 (sustained): 12 pp, Regeneration 7 (bruised 3 [once per round w/o rest], injured 4 [once per round]): 7 pp, Super-strength 3: 6 pp,
Cost: 51 pp

Combat: Attack +8; Grapple +17; Damage +9 (unarmed)/+12 warhammer; Defense +8; Knock-back -12; Initiative +6
Cost: 32 pp

Equipment: warhammer (+3 damage, thrown, 5 ep), 5 other ep

Trade-offs: -2 attack/+2 damage, -2 Defense/+2 Toughness

Complications: Duty (employed by Villains Inc), Enemy (whoever he’s hired to fight), Accident (keep running into the Tick)

Abilities 20 pp + Skills 12 pp + Feats 12 pp + Powers 51 pp + Saves 13 pp + Combat 32 pp – Drawbacks 0 pp = 140 pp

Notes: The Red Scare is essentially a power house villain, or at least he pretends to be. As a hired, convenient arch-nemesis for any would-be hero, the Red Scare has a lot of options to make him look dangerous. As the only villain employee of Villains Inc, this guy needs to adapt to a wide variety of heroes’ fighting styles. Hence he has the full gamut of trade-off feats. Red Scare also has the appropriate skills and feats to convince his audience that he’s a genuine supervillain.

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Dreaming Psion
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Postby Dreaming Psion » Mon Feb 12, 2007 4:27 pm

Kid Tick
PL: 7 (85 pp), Sidekick rank 17

“Shining spoons, Tick! Looks like evil is in for a whoopin’!”

Image

Abilities: Str 9 (-1), Dex 18 (+4), Con 10 (+0), Int 10 (+0), Wis 8 (-1), Cha 14 (+2)
Cost: 9 pp

Saves: Toughness +5(-1 flat-footed), Fortitude +2, Reflex +8, Will +2
Cost: 9 pp

Skills: Acrobatics 5 (+9), Bluff 4 (+6), Craft (mechanical) 2 (+2), Diplomacy 4 (+6), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge (current events) 4 (+4), Knowledge (popular culture) 3 (+3), Knowledge (streetwise) 3 (+3), Notice 7 (+6), Stealth 4 (+7)
Skills: 12 for 48 ranks

Feats: All-out Attack, Beginner’s Luck, Connected, Defensive Roll 6, Eagle Eyes Equipment, Improved Initiative, Luck 2, Power Attack, Throwing Mastery 4, Uncanny Dodge [auditory]
Cost: 20 pp

Powers: None
Cost: 0 pp

Combat: Attack +10; Grapple +9; Damage -1 (unarmed)/+4 (spoons); Defense +9 (+5 flat-footed); Knock-back -3; Initiative +8
Cost: 28 pp

Drawbacks: Disability (child) -1

Trade-offs: +3 Attack/-3 Damage, +2 Defense/-2 Toughness

Complications: Enemy/rivalry (Arthur), Obsession (the Tick)

Abilities 9 pp + Skills 12 pp + Feats 18 pp + Powers 9 pp + Saves 9 pp + Combat 28 pp – Drawbacks -1 pp = 85 pp

Notes: Love them or hate them, child sidekicks are a staple of the superhero genre, and the Tick is no exception. This kid might be what Robin might be like if he didn’t have Batman to take him under his wing. Unfortunately, especially for Arthur, Kid Tick has an unhealthy obsession with the Tick and being his sidekick, even to go as far as murder. The ironic thing about everything is that the Tick and Kid Tick are about as far apart as you can get. Kid Tick generally shows a favor for manipulation and dirty tricks that Tick wouldn’t ever consider under normal circumstances. Kid Tick is a lot more cunning, but doesn’t have any superpowers, also unlike the Tick. You also see a real difference in trade-offs and combat focus too.

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Dreaming Psion
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Postby Dreaming Psion » Mon Feb 12, 2007 9:57 pm

Oedipus Ashley Stevens
PL: 7 (85 pp)


Image

Abilities: Str 12 (+1), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 13 (+1)
Cost: 17 pp

Saves: Toughness +3, Fortitude +3, Reflex +9, Will +5
Cost: 13 pp

Skills: Acrobatics 4 (+8), Bluff 7 (+8/+12), Climb 4 (+5), Disable Device 2 (+3), Escape Artist 4 (+8), Gather Information 4 (+6), Intimidate 2 (+4), Knowledge (current events) 1 (+2), Knowledge (history) 3 (+4), Knowledge (popular culture) 3 (+4) Language (Japanese), Notice 3 (+4), Profession (detective) 1 (+2), Search 4 (+5), Sense Motive 4 (+5), Sleight of Hand 2 (+5), Stealth 9 (+13)
Skills: 10 for 58 ranks

Feats: Attractive, Beginner’s Luck, Benefit (wealth) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment, Evasion, Improved Critical (unarmed), Move-by Attack, Power Attack, Sneak Attack 2, Stunning Attack
Cost: 17 pp

Powers: Leaping 1: 1 pp
Cost: 1 pp

Combat: Attack +10; Grapple +11; Damage +1 unarmed/+1 shuriken, +3 sneak attack; Defense +9 (+3 flat-footed); Knock-back -2; Initiative +4
Cost: 28 pp

Equipment: leather jacket (+1 toughness, 1 ep), shuriken (+1 auto-fire, 10 ft range increment, 3 ep), 1 other ep

Complications: Enemy (ninjas, Sagin, Amanda Stevens), responsibility (Paul’s detective business, Shing)

Abilities 17 pp + Skills 10 pp + Feats 17 pp + Powers 1 pp + Saves 12 pp + Combat 28 pp – Drawbacks 0 pp = 85 pp

Notes: Oedipus (or Ashley she is now going by) here is now at the point in her life where she’s trying to forget her ninja past and work with Paul in a detective business. Despite what she says, she still retains much of her martial arts skill.


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