OUBLIETTE (Original 2E Builds)

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Michuru81
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#101: Oafeon

Post by Michuru81 » Tue Dec 18, 2007 7:16 am

OAFEON (Power Level 1)

Real Name: Oafeon
Height / Weight: 6" / 1 lbs.
Hair / Eyes: Orange Fur with Black Stripes / Black
Place of Birth: Avalon
First Appearance: Illuminati #1

STR 1 (-5), DEX 20 (+5), CON 10, INT 8 (-1), WIS 10, CHA 12 (+1)

SKILLS: Acrobatics 6 (+11), Notice 6

FEATS: Acrobatic Bluff, Improved Initiative 1, Set-up, Teamwork 1

POWERS: Flight 3 (50 MPH; Drawbacks: Power Loss [when wings are bound, -1 points]), Invisibility (normal vision), Shrinking 12 (Power Feats: Innate; Extras: Duration [Continuous, +1], Normal Movement [+1]; Flaws: Permanent [-1]), Super-Senses 5 (Enhanced Senses: Acute Detect, Analytical Detect, Ranged Detect; Additional Senses: Detect Magic, Magical Awareness)

COMBAT: Attack +3, Grapple -2, Damage -5, Defense +3 (+1 flat-footed), Knockback -0, Initiative +5

SAVES: Toughness -3, Fortitude +1, Reflex +6, Will +1

DRAWBACKS: Vulnerable (fire, common, moderate, -3 points), Vulnerable (iron, very common, moderate, -4 points), Vulnerable (music, uncommon, moderate, -2 points)

Abilities 10 + Skills 3 (12 ranks) + Feats 4 + Powers 39 + Combat 0 + Saves 3 – Drawbacks 9 = 50 points
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Michuru81
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#102: The Aurelius (Coup Field) [PC]

Post by Michuru81 » Tue Dec 18, 2007 7:29 am

THE AURELIUS (Power Level 10)

Real Name: Coup Field
Height / Weight: 6’0” / 160 lbs.
Hair / Eyes: Brown / Orange
Place of Birth: Unknown
First Appearance: Illuminati #1

Biography: At present, very little is known about Coup Field. Indeed, Coup Field may not even be his true name. What is known is that he was living on the streets of San Francisco, getting by thanks to his talent at street magic. At some point, it is known that he was found by Doctor Steven White, the current Aurelius, taken in and trained as the magician’s apprentice.

ILLUMINATI: Wild Hunt
Following the disappearance of his master, Coup Field has assumed the mantle of the Aurelius, leaving him with the responsibility of protecting the Book of the Grigori. However, according to Doctor White’s will, his daughter Atlanta inherited all other assets, including the Chapel.

Atlanta turned down an invitation to join the Vindicators in order to aid the Illuminati in finding her father- a quest commissioned by Auberon.
  • STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 8 (-1), WIS 10, CHA 18 (+4)

    SKILLS: Acrobatics 6 (+9), Bluff 5 (+9/+13 attractive), Concentration 4, Diplomacy 0 (+8/+12 attractive), Gather Information 6 (+10), Knowledge (arcane lore) 5, Knowledge (popular culture) 4, Knowledge (streetwise) 6, Perform (comedy) 3, Profession (street magician) 5, Sense Motive 5, Sleight of Hand 6 (+9), Survival 5

    FEATS: Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization (unarmed) 1, Attractive, Connected, Defensive Roll 4, Dodge Focus 4, Equipment 8, Improved Initiative, Luck 5, Ritualist, Sidekick 10 (Oafeon), Skill Mastery 1 (Bluff, Gather Information, Knowledge [streetwise], Sleight of Hand), Taunt

    POWERS: Device 6 (hard to lose), Magic 10 (Telekinesis; Dynamic Alternate Powers: Color Control [Alternate Powers: Dazzle, Nauseate, Obscure], Displacement, Illusion [all senses; Flaws: Phantasms {-1}], Mirror Image, Morph [humanoids], Mystic Blast, Nullify Magic, Super-Ventriloquism, Teleport [Power Feats: Progression; Extras: Accurate [+1], Portal [+2]; Power Feats: Accurate 2; Extras: Wide [+1]; Drawbacks: Power Loss [when unable to speak or gesture, uncommon, minor, -1 point])

    Equipment: Book of the Grigori, bracers (as medium shield; +2 dodge, +2 deflect), leather jacket (+1 Toughness)

    COMBAT: Attack +0 (+2 unarmed, +4 ranged, +8 mystic blast), Grapple +1, Damage +1, Defense +6 (+0 flat-footed), Knockback -3, Initiative +7

    SAVES: Toughness +6 (+2 flat-footed), Fortitude +4, Reflex +6, Will +7

    Abilities 16 + Skills 15 (60 ranks) + Feats 43 + Powers 64 + Combat 0 + Saves 13 = 150 points
Michuru81 wrote:One of the PCs, Coup Field is a mage entrusted with a trove of powerful items he often makes use of. Trouble is, he's supposed to be protecting these items and as such can't risk letting a mass of them leave the Chapel at a time. Some of Coup's usual assortment includes:

AMULET OF DA’NHEE
Device 3: Force Field 5 (Extras: Impervious), Shield 5

CLOAK OF THE TRIBE
Device 3: Flight 3 (50 MPH), Immunity 9 (life support)

COINS OF DUH-STEN
Device 1: Emotion Control 10 (Power Feats: Subtle; Extras: Duration [Continuous, +1]; Flaws: Permanent [-1], Range [Touch, -2]; Drawbacks: Power Loss [holder has more than one coin, -1 point])

THE PHIAL OF AA’RON
Device 2: Boost Teleport 10

TYRFING
Device 7: Enhanced Feats 19 (Accurate Attack, Attack Focus (melee) 10, Improved Block 5, Improved Disarm, Improved Initiative, Taunt), Strike 10 (Power Feats: Improved Critical 5, Mighty)

No, Coup doesn't have the ranks to make use of Tyrfing, but it's a part of the Aurelius' collection following William Benson's aquisition of the sword in Berlin. Due to the nature of the blade, neither are willing to see it drawn again and prefer it to be secured away. Still, given how I typically treat the PCs- it's only a matter of time before it's drawn again...
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Michuru81
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Hitsugaya Toshiro

Post by Michuru81 » Fri Dec 21, 2007 8:15 pm

HITSUGAYA TOSHIRO (Power Level 13)

Image

STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 16 (+3), WIS 24 (+7), CHA 10

SKILLS: Concentration 6 (+13), Diplomacy 3, Gather Information 5, Intimidate 8, Investigate 6 (+9), Knowledge (arcane lore) 6 (+9), Knowledge (civics) 6 (+9), Notice 8 (+15), Search 8 (+11), Sense Motive 8 (+15)

FEATS: Accurate Attack, Assessment, Attack Focus (melee) 2, Attack Specialization (sword) 2, Benefit 1 (Status [10th Unit Captain]), Defensive Attack, Defensive Roll 6, Dodge Focus 9, Elusive Target, Equipment 2, Evasion 2, Improved Block 2, Improved Disarm, Improved Initiative 2, Leadership, Move-by Action, Power Attack, Quick Draw, Sneak Attack, Takedown Attack, Uncanny Dodge (hearing), Well-Informed

POWERS: Concealment 10 (all senses; Extras: Duration [Continuous, +1]; Flaws: Limited [against spiritually unaware, -1], Limited [only on human world, -1], Permanent [-1]), Device 30 (Hyourinmaru [easy to lose]; Strike 3 [Power Feats: Mighty, Improved Critical], Shikai [Souten ni Zase; Snare 13 {Power Feats: Progression 3; Extras: Area (shapeable, +1)}, Snare 5 {Extras: Linked (Strike, +1); Flaws: Range (Touch, -1)}, Weather Control 10 {cold; Dynamic Alternate Powers: Blast (chill wind), Blast (warping ice; Extras: Area [shapeable, +1]), Cold Control, Environmental Control (hamper movement [icy surfaces]), Suffocate (frozen tidal wave; Power Feats: Progression; Extras: Area [shapeable, +1]), Water Control}; Extras: Wide {+1}], Bankai [Daiguren Hyourinmaru; Container 3 {Additional Limbs 1 (prehensile tail), Features 1 (immune to disarm), Flight 4, Shield 5}, Drain Toughness 16 {Ryuusenka (Flaws: Limited [snared opponents, -1])}, Snare 13 {Sennen Hyourou (Extras: Constricting [+1], Impervious [+1], Range [Perception, +1]; Flaws: Action [one minute, -2])}]; Power Feats: Restricted), Leaping 1, Magic 5 (Create Object 5 [Kyoumon; {Extras: Continuous; Flaws: Limited {trapping only, -1}]), Speed 1, Super-Movement 1 (Air Walking), Super-Senses 2 (Enhanced Senses: Extended Spiritual Awareness; Enhanced Senses: Spiritual Awareness)

Equipment: cell phone (Super-Senses 6 [Enhanced Senses: Acute Detect Spirits, Radius Detect Spirits, Ranged Detect Spirits, Tracking Detect Spirits 2; Additional Senses: Detect Spirits])

COMBAT: Attack +4 (+6 melee, +10 sword), Grapple +8, Damage +2, Defense +13 (+2 flat-footed), Knockback -1, Initiative +10

SAVES: Toughness +8 (+2 flat-footed), Fortitude +6, Reflex +10, Will +10

Abilities 30 + Skills 16 (64 ranks) + Feats 41 + Powers 111 + Combat 16 + Saves 11 = 225 points

Yeah, yeah... I've sold out and I'm making an unoriginal character. This won't be habit-forming; I promise.

Anyway, the build... I started out by looking at grahf’s builds of Kurosaki Ichigo and Kuchiki Byakuya. They’re pretty. I have no gripe with the builds- only with the limited ability we have in representing the shinigami. Concealment 10 leaves them open to tactile senses- meaning touch –and the first chapter/episode of the manga/anime has Rukia showing extreme surprise that a human was able to touch her. I debated bothering with Insubstantial 4... but didn't really wanna complicate things too much.

The biggest problem I had was in how to represent Hyourinmaru- Hitsugaya's sword. Rather than make these alternate powers of each other, I've bought the effects of Hitsugaya's shikai and bankai seperately- though neither is always in effect. After attempting to translate Hitsugaya's attacks, I realized he's a very snare-happy guy. I know I'm severely underestimating him, but without the powers Hyourinmaru grants him, he's a medicore swordsman at best.

Should Hitsugaya’s bankai have the Fades flaw? Nope. Sure, Shawlong theorized that because of his age, Hitsugaya’s bankai was incomplete and would fade away when the last petal vanished, but Hitsugaya himself contradicts such thoughts during his fight with Luppi. Turns out that so long there is water in the surrounding area, Daiguren Hyourinmaru can regenerate itself.

I'm sure I'm not doing Hitsugaya's super-senses justice and I might be missing a few of his kido. I'm not 100% happy with the overall build but... if anyone out there sees something I've neglected or has any suggestions, complaints or anything... feel free to fire away.
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Post by Libra » Sat Dec 22, 2007 9:38 am

Keep up the good work Michuru. :)
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Michuru81
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Post by Michuru81 » Thu Dec 27, 2007 3:02 pm

Libra wrote:Keep up the good work Michuru. :)
That means the world coming from the greatest complimenter who ever walked this earth. :) Thank ya kindly.
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Michuru81
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#103: Rumble

Post by Michuru81 » Thu Dec 27, 2007 3:11 pm

In an effort to display the growth and development of many characters, I've opted to begin posting variations of the same build.

This is Rumble, post-New Vindicators #23. By this point, she's started to come into her own. She's gotten over her psychic block on her powers, she's not as naive, she's a better doctor and she punches harder.

RUMBLE (Power Level 10)

Real Name: Atlanta Jane White
Height / Weight: 5’8” / 120 lbs.
Hair / Eyes: Platinum Blonde / Blue
Place of Birth: San Francisco, California (May 17, 1989)
First Appearance: Vindicators #700

Biography: When the New Vindicators first met Atlanta Jane White… they didn’t know what to think. On the outside she was a cold and cool young woman, an aesthetic image of the dainty southern belle. At the time, she was attending the Bethel Baptist Bible Academy for Young Girls, nestled in the Blue Ridge Mountains in northern Georgia. They had come to investigate a murder at her school, one that was being blamed on another Neo-Sapien student. Their suspect had fled into the mountains and Atlanta offered to help them find her.

As the daughter of two former Vindicators, the Aurelius and Phenomena, the young men and women wondered why Atlanta hadn’t been sent to study at the New Vindicators Academy. They were quick to judge the young woman, dismissing her as a spoilt princess born without the talents possessed by either parent.

They believed they didn’t need her.

When she left on her own, fighting her way through the other girl’s uncontrollable powers and calming her down… they quickly realized that it was she who had never truly needed them.

It would be several more years before Atlanta’s mother would permit her to leave the school she had all but been raised in and attend the New Vindicators Academy of America through her senior year. Her powers, inherited from her mother, cause of a surge of hormones within Atlanta’s physiology that leave her in a perpetual rush of fight-or-flight response. At present, this enhances Atlanta’s senses and physicality; dilated blood vessels increase leg and arm muscles. It seems as though the release of key nutrients within the body has perfected her constitution- which helps to combat the rigors such a stress response would otherwise have on her body.

Though theorized that her body had not yet reached the pinnacle of her powers, her strength had many speculate that she would inevitably follow in her mother’s footsteps and ascend to the ranks of the Vindicators. However, Atlanta made it no secret that her intention is to live as normal a life as she possibly can after graduation. Primed to leave the New Vindicators Academy of America for medical school, Atlanta’s medical studies helped her classmates countless times in their initial battle against the Affiliation.

NEW VINDICATORS #14
Such expertise was called upon again during the Trials. Stranded on an island, Rumble happened upon an ambush; some of the graduates had been hired by the Wisent to kill Lodestone and when the hero’s squadron had fallen to the effects of Carrion’s powers- they made their move.

Rumble’s strength held off the attackers until help arrived- in the form of a hodgepodge of heroes from the Asian Academy. Among the would-be saviors was Brass, a young hero with powers, training and a background close to Rumble’s own. The two put their heads together to stabilize the American team and later went on an excursion to help their patients pass into the Final Trial. On such an outing the two’s feelings became apparent and a kiss was shared- marking the beginning of Rumble’s first relationship.

NEW VINDICATORS #17
Several weeks later, Rumble took a leave from the school to vacation in Laos with her new boyfriend. Brass introduced her to his grandparents and Rumble began to further he own medical training before returning to the states.

ILLUMINATI #12
Coming home on an emotional high, it wasn’t long before tragedy struck; Rumble received word that her father had mysteriously vanished and was assumed dead. This news came at a disastrous time as the girl also learned her mother had fallen in combat, fighting the Sixth Reich in Berlin.

With both parents declared dead, Rumble became the heir to both estates. The Illuminati soon contacted her, telling her that they had reason to believe her father was still alive. She quickly liquidated her mother’s assets, funneling them to fund the paranormal investigators and moved to oversee their latest investigation.

Now, Rumble acts as the Illuminati’s benefactor- utilizing their odd talents in the search for her father… and some measure of closure on her life.
  • STR 10 [20] (+5), DEX 12 (+1), CON 10 [20] (+5), INT 14 (+2), WIS 10, CHA 16 (+3)

    SKILLS: Bluff 2 (+5/+13 attractive), Concentration 4, Craft (chemical) 4 (+6), Diplomacy 4 (+7/+15 attractive), Knowledge (arcane lore) 3 (+4), Knowledge (life sciences) 8 (+10), Knowledge (theology and philosophy) 6 (+8), Language 1 (English [base], Laotian), Medicine 8, Profession (doctor) 4

    FEATS: All-out Attack, Attack Focus (melee) 4, Attractive 2, Benefit 7 (Status [Dynasty], Wealth x6), Dodge Focus 4, Equipment 5, Leadership, Power Attack, Takedown Attack, Teamwork 2

    POWERS: Adrenal Surge 20, Enhanced Constitution 10, Enhanced Strength 10, Leaping 2 (x5), Speed 2 (20 MPH), Super-Senses 3 (Enhanced Senses: Extended Hearing and Sight; Additional Senses: Danger Senses), Super-Strength 10 (Power Feats: Bracing, Counter Punch, Groundstrike, Super-Breath)

    Equipment: cell phone, the Chapel, diabetic candy, first aid kit, iPod

    COMBAT: Attack +0 (+4 melee), Grapple +19, Damage +5, Defense +4 (+0 flat-footed), Knockback -2, Initiative +1

    SAVES: Toughness +5, Fortitude +8, Reflex +4, Will +7

    COMPLICATIONS: Honor (religion), Obsession (Father), Prejudice (Neo-Sapien), Responsibility (Illuminati)

    Abilities 12 + Skills 11 (44 ranks) + Feats 28 + Powers 71 + Combat 0 + Saves 13 = 135 points
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Post by Libra » Fri Dec 28, 2007 11:45 am

Keep up the good work Michuru. :D
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#104: Jihad

Post by Michuru81 » Mon Dec 31, 2007 9:20 am

JIHAD (Power Level 10)

Real Name: Unknown
Height / Weight: 5’10” / 167 lbs.
Hair / Eyes: Grey / Black
Place of Birth: Unknown (appears to be in mid-50’s)
First Appearance: Vindicators #674

Biography: Little is known about the man known as Jihad. He quite literally burst onto the scene in 2001, three days after the Vindicators VII disbanded. Taking advantage of a world without heroes, Jihad used his Neo-Sapien powers to send nineteen of his duplicates to hijack four commercial airline jets.

Jihad had intended to baptize America in terror and he had succeeded… but in a different way that he had expected. It was not the holy war he had envisioned but rather, he had renewed the country’s hatred for Neo-Sapiens.

Since the events of 9/11, the American government and the Department of SPB Affairs has been rabidly searching for Jihad and the rest of his terror cell. Though numerous arrests have been made, each time they think they have caught Jihad they discover it to be one of his duplicates. Just as he never himself goes into battle (opting to send a horde of his duplicates instead), it appears that he utilizes his duplicates as decoys while he sits hidden elsewhere.
  • STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 12 (+1)

    SKILLS: Bluff 3 (+4), Climb 2 (+4), Computers 2 (+3), Concentration 3 (+6), Craft (chemical) 4 (+5), Disable Device 4 (+5), Disguise 3 (+4), Drive 4 (+6), Intimidate 8 (+9), Knowledge (history) 4 (+5), Knowledge (tactics) 4 (+5), Knowledge (technology) 5 (+6), Knowledge (theology and philosophy) 6 (+7), Language 1 (Arabic [base], English), Medicine 2 (+5), Notice 4 (+7), Pilot 4 (+6), Search 4 (+5), Sense Motive 4 (+7), Stealth 4 (+6), Survival 5 (+8)

    FEATS: All-out Attack, Dedicated, Diehard, Equipment 10, Fearless, Fearsome Presence 5, Inspire 1, Leadership, Master Plan, Minions 13 (one-thousand 60-point minions), Power Attack, Startle, Teamwork 3

    POWERS: Duplication 10 (Power Feats: Absorption Healing, Mental Link, Progression 6, Sacrifice; Extras: Survival [+1])

    Equipment: explosive belt (as plastic explosive), leather jacket, knife (Subtle), satchel charge (as fragmentation grenade)

    COMBAT: Attack +4, Grapple, Damage, Defense +4 (+2 flat-footed), Knockback, Initiative +2

    SAVES: Toughness +3, Fortitude +5, Reflex +5, Will +10

    Abilities 22 + Skills 20 (80 ranks) + Feats 40 + Powers 39 + Combat 16 + Saves 13 = 150 points
Using Jihad wrote:In our campaign world, 9/11 was caused by a single super. Jihad is an extremist with the power to duplicate himself. How does he used that power? Well... he creates an army of suicide bombers.

When you get down to it, Duplication is a jank power. As a GM, this is beautiful though: you get a villain who can't ever be defeated by the PCs. They get the bad guy at the end but, nope, turns out it was a duplicate. They spent all that time wading through minions for nothing.

Speaking of minions... the guy with Duplication has 1,000 60-point minions. Yeah, that would be the terrorist build presented in page 229 of the core book. It may seem a bit like overkill but, let's face it... this guy would have quite a lot of fanatical followers. When it gets down to it though, Jihad may have numbers, but he doesn't have combat ability. He won't be a threat to the PCs... just a major annoyance and a fun story hook.
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Michuru81
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#105: The Wisent

Post by Michuru81 » Sat Jan 05, 2008 9:38 am

THE WISENT (Power Level 8)

Real Name: Bo Vidae
Height / Weight: 6’5” / 320 lbs.
Hair / Eyes: Brown (bald) / Hazel
Place of Birth: Babruysk, Belarus (December 10, 1960)
First Appearance: New Vindicators #12 (in shadows) / New Vindicators #16 (full)

Biography: Bo Vidae was born in Eastern Europe, though he does not remember much of his motherland. At the age of two, he moved to New York City with his parents and was raised in America.

When he was sixteen, Bo found himself operating as the muscle for one of New York’s mobs. He had dreams of elevating his status from simple enforcer to the man who calls the shots. However, his career was seemingly cut short by an encounter with the second Lodestone, Jacob Loder.

In juvenile hall, Bo continued his education, finishing high school and moving on to study law. Ultimately, his journey took him to a point where he was regarded as being the best criminal defense attorney money could buy… and secretly the man who had subjugated all of New York’s crime under him.

It all began with a connection to Patriot Robotics’ head honcho, Noah Meinstein. Meinstein made Vidae the premier go-to guy when it came to the illegal drug BOOST. Bo Vidae recruited seven young people, giving them BOOST to augment their abilities as SPBs. In such an enhanced state, the seven easily conquered the gangs of New York. Within a year, no one acted in the city without the orders of the Wisent.

NEW VINDICATORS: Sic Semper Tyrannis
Though he had the power he had dreamed of, he didn’t have revenge on the name Lodestone. During the White War, Jacob and James Loder had lost their lives- leaving eighteen-year-old Magnus Loder as the surviving member of the dynasty.

The Wisent put a price in Magnus’ head- offering five million dollars to whoever could end his life. While four graduates of the New Vindicators Academy of Europe (Bile, Didgeridoo, Dingo and Ungud) made their move, Occultus Unus and his twin brother Lurker were biding their time before springing their trap.

NEW VINDICATORS: Memento Mori
When his hired guns failed to kill Magnus, the Wisent changed his plan and opted instead to take away everything he cared about. He began setting trap after trap- targeting the family of Lodestone’s girlfriend, Loess. He soon moved on to Loess, orchestrating a scenario that would cause her to snap and put her in a precarious legal situation.

Adding insult to injury, he introduced himself to his enemy as Bo Vidae- offering Loess his expertise in legal defense.

Always striking the heroes from behind the scenes, the New Vindicators ultimately learned of the connection between Bo Vidae and the Wisent. Knowing that they could not strike him directly, they opted to set a trap for the mastermind- letting him expose himself as a Neo-Sapien and criminal mastermind.

Following their public battle, the Wisent was arrested and sent to Alcatraz Island where he continues to fight- using his knowledge to appeal his imprisonment.
  • STR 14 [22] (+6), DEX 10, CON 14 [18] (+4), INT 16 (+3), WIS 12 (+1), CHA 14 (+2)

    SKILLS: Bluff 6 (+8), Diplomacy 6 (+12), Gather Information 4 (+8), Intimidate 8 (+12), Knowledge (civics) 8 (+11), Knowledge (streetwise) 5 (+8), Languages 2 (Belarusian [base], English, Russian), Profession (lawyer) 7 (+8), Sense Motive 6 (+7)

    FEATS: All-out Attack, Attack Focus (melee) 2, Benefit 3 (Status, Wealth 2), Contacts, Connected, Equipment 10, Inspire 2, Minions 10 (two-hundred and fifty 45-point minions), Master Plan, Power Attack, Rage 5, Skill Mastery 2 (Bluff, Diplomacy, Gather Information, Intimidate, Knowledge [civics], Knowledge [streetwise], Profession [lawyer], Sense Motive), Takedown Attack, Well-Informed

    POWERS: Container 8 (Bison Form; Growth 4 [Extras: Continuous {+1}; Flaws: Permanent {-1}], Immovable 3 [Extras: Unstoppable {+1}] Protection 2, Strike 2 [Power Feats: Improved Critical, Mighty], Speed 2 [25 MPH], Super-Senses 2 [Additional Senses: Low-light Vision, Scent], Super-Strength 6)

    Equipment: cell phone, desktop, limousine, PDA, Wisent Law Offices (Size: Gargantuan; Toughness: 10; Features: Communications, Concealed, Library, Living Space. Cost: 9 equipment points); 30 free points

    COMBAT: Attack +1 (+3 melee, includes -1 due to size), Grapple +11, Damage +6, Defense +3 (+2 flat-footed, includes -1 due to size), Knockback -9, Initiative +0

    SAVES: Toughness +6, Fortitude +8, Reflex +1, Will +5

    Abilities 20 + Skills 13 (52 ranks) + Feats 41 + Powers 40 + Combat 12 + Saves 9 = 135 points
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smashed247
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Re: #105: The Wisent

Post by smashed247 » Sat Jan 05, 2008 10:10 am

Michuru81 wrote:POWERS: Container 8 (Bison Form)
Whenever I see or hear the word bison it always makes me think of AJ's quote :lol:
Michuru81 wrote:“I heard youzers all got taken down by a guy who turns into a bison!”

A chill ran up Taegan’s spine and a nervous twitch he had struggled to suppress surfaced.

“Maybe what you needed was a guy who could turn into a rhino!”
L8er

Michuru81
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#106: Bile

Post by Michuru81 » Sun Jan 06, 2008 8:41 pm

BILE (Power Level 8 / Minion Level 8)

Real Name: Jordan Frazier
Height / Weight: 5’8” / 157 lbs.
Hair / Eyes: Black / Blue
Place of Birth: Perth, Australia (April 22, 1989)
First Appearance: New Vindicators #13

Physical Description: Bile is a young man of average build whose nose shows evidence of when it was broken in his youth. He keeps his hair cut short and in a faint faux hawk.

Despite having left the school after the Trials, Bile is seldom seen outside of the specialized uniform the New Vindicators Academy of Europe supplied him with—the only clothes he owns that his sweat doesn’t devour. Typically, he wears street clothes overtop these.

Biography: Little is known about the young man known as Bile before his tenure at the New Vindicators Academy of Europe. Tight-lipped about his past, what is known is that Jordan Frazier was found naked and alone in the Australian outback…

…And that he is cursed by his Neo-Sapien abilities.

All of his bodily fluids are highly acidic- from his saliva to his sweat. If the boy had the need to eat or drink, it is assumed his waste would by deadly as well.

Now armed with a bio-containment suit that is protected against the acids his skin exhumes. As he gets older, the acid becomes stronger and stronger. Today, it is capable of even eating through the strongest steels. It is a dangerous ability possessed by a dangerous young man.

NEW VINDICATORS: sic semper tyrannis—Bile and three others graduates of the European Academy (all from Australia) were recruited by the Wisent and offered five million dollars if they could kill Magnus Loder.

Together, they entered the Trials, biding their time and striking at the hero during the Fourth Trial. They were stopped by the combined forces of Rumble and several students from the Asian Academy. Before their true intentions could be exposed, the foursome left the Trials…

NEW VINDICATORS: para bellum—The four Australians next surfaced under the command of Adonis Skraag. As members of the Affiliation, they attempted to fight off Lodestone. Though Bile, Didgeridoo and Dingo survived, Ungud was murdered by the former Vindicator…

NEW VINDICATORS: contraria contrariis curantur—When the Vindicators moved to stop the Sclera-led-Mokshans, they discovered Bile amongst them. Along with Anthrax, the Australia was captured by the heroes. Recalling his presence amongst the Affiliation, Lodestone proceeded to pry into the man’s shift in allegiance and learned that Bile was actually a spy planted by Adonis to observe Moksha’s movements.

When Lodestone assembled a team to confront the Affiliation, he brought Bile along and discovered the Australian’s greatest weakness: the man was afraid of heights. Though Bile lamented that he was of little use to the heroes, he proved his worth when he lied to his leader: when Adonis asked Lodestone if he thought there was a chance the Affiliation could be behind the outbreak, Bile told Adonis the heroes didn’t suspect them—despite having viewed contrary evidence when Lodestone was attacked by Mara.

Upon the Affiliation's return to the New Vindicators Academy, Bile asked Prompt to help him with the psychological block that prevented him from controlling his powers. Inside his head, Prompt saw that Bile had been molested as a child and that by keeping his acidic powers always on, he kept anyone else from touching him. After trying to help him over it, the two embraced each other but the mental scars surfaced and Bile moved to flee her. Ultimately, Prompt went into Bile's head to remove all memory of the abuse and the two were able to make love.

Bile was soon recruited to infiltrate Black Box's headquarters to retrieve the absconded school files. Along with Hourglass and Pack Master, Bile encountered Okami and Tide and fled the battle. After regrouping, Bile volunteered to return to the academy with Occultus Unus, seeking to protect the injured Cerulean from the former agent. On the way to using the Black Box on Lurker's twin brother, Bile's own memories returned. Realizing what Prompt had done sparked an angry feud between the pair.
  • STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10, WIS 10, CHA 10

    SKILLS: Intimidate 6, Notice 4, Sense Motive 4, Survival 6

    FEATS: Attack Focus (melee) 2, Defensive Roll 2, Diehard, Dodge Focus 2, Equipment 1, Endurance 1, Improved Initiative 1, Power Attack, Teamwork 1

    POWERS: Acid 8 (Power Feats: Mighty 3; Extras: Aura [+1], Duration [Continuous, +3], Penetrating [+1]; Flaws: Permanent [-1]), Disintegration 1 (Drawbacks: Reduced Range [-2 points]), Immutable, Immunity 1 (starvation and thirst)

    Equipment: costume (+2 Toughness, Immunity [cold, heat, his own powers])

    COMBAT: Attack +2 (+4 melee), Grapple +6, Damage +3, Defense +4 (+1 flat-footed), Knockback -3 (-2 flat-footed), Initiative +5

    SAVES: Toughness +7 (+5 flat-footed), Fortitude +9, Reflex +3, Will +2

    COMPLICATIONS: Phobia (Heights), Prejudice (Neo-Sapien), Reputation (Traitor)

    Abilities 14 + Skills 5 (20 ranks) + Feats 12 + Powers 71 + Combat 8 + Saves 10 = 120 points
Michuru81 wrote:Another member of the "Michuru81 Thinks I'm an Interesting Concept But Still Won't Develop My Character" club, Bile is someone who I've actually started to characterize recently in the story. Hopefully, as the Affiliation takes more of the stage up, this will continue.
Last edited by Michuru81 on Sun Jul 11, 2010 8:26 am, edited 3 times in total.
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Kusajishi Yachiru

Post by Michuru81 » Sat Jan 12, 2008 5:48 pm

KUSAJISHI YACHIRU (Power Level 5)

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STR 10 [4] (-3), DEX 18 (+4), CON 10, INT 10, WIS 8 (-1), CHA 16 (+3)

SKILLS: Bluff 4 (+7), Intimidate 0 (+3 [+13]), Stealth 0 (+8)

FEATS: Benefit 2 (Status 2 [11th Unit Lieutenant, President of the Shinigami Women’s Association), Defensive Roll 3, Disarming 5, Dodge Focus 6, Fearless, Improved Initiative 2, Taunt

POWERS: Concealment 10 (all senses; Extras: Duration [Continuous, +1]; Flaws: Limited [against spiritually unaware, -1], Limited [only on human world, -1], Permanent [-1]), Device 1 (Zanpakuto [easy to lose]; Strike 3 [Power Feats: Improved Critical, Mighty]), Enhanced Skills 3 (Intimidate 12), Leaping 4 (x25), Shrinking 4 (Power Feats: Innate; Extras: Duration [Continuous, +1], Normal Movement [+1]; Flaws: Permanent [-1]), Speed 4 (100 MPH), Super-Strength 5 (Max Load: 2,800 lbs.)

COMBAT: Attack +1, Grapple -6, Damage -3, Defense +7 (+1 flat-footed), Knockback -1, Initiative +12

SAVES: Toughness +2 (-1 flat-footed), Fortitude +1, Reflex +7, Will +0

COMPLICATIONS: Obsession (Zaraki Kenpachi)

Abilities 12 + Skills 1 (4 ranks) + Feats 20 + Powers 38 + Combat 0 + Saves 5 = 75 points
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Zaraki Kenpachi

Post by Michuru81 » Sat Jan 12, 2008 5:52 pm

ZARAKI KENPACHI (Power Level 12)

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STR 26 [28] (+9), DEX 14 (+2), CON 37 [38] (+14), INT 10, WIS 16 (+3), CHA 14 (+2)

SKILLS: Concentration 2 (+5), Intimidate 8 (+10), Knowledge (arcane lore) 2, Sense Motive 6 (+9), Stealth 0 (-2), Survival -8 (-5)

FEATS: Accurate Attack, All-out Attack, Assessment, Attack Focus (melee) 6, Attack Specialization (sword) 2, Benefit 1 (Status [11th Unit Captain]), Defensive Attack, Diehard, Equipment 1, Fearless, Improved Block 1, Improved Disarm, Improved Initiative 1, Improved Critical (sword) 4, Improved Overrun, Improved Sunder, Inspire 1, Interpose, Power Attack, Sidekick 15 (Yachiru), Sneak Attack, Startle, Takedown Attack 2, Tough 3, Weapon Break

POWERS: Concealment 10 (all senses; Extras: Duration [Continuous, +1]; Flaws: Limited [against spiritually unaware, -1], Limited [only on human world, -1], Permanent [-1]), Device 1 (Zanpakuto [easy to lose]; Strike 3 [Power Feats: Improved Critical, Mighty]), Emotion Control 6 (Power Feats: Progression 3; Extras: Area [burst, +1]; Flaws: Limited-one emotion [fear, -1], Range [Touch, -2]), Enhanced Skills 2 (Intimidate 8), Growth 1 (Power Feats: Innate; Extras: Duration [Continuous, +1]; Flaws: Permanent [-1]) Immovable 6, Impervious Toughness 10 (Flaws: Check Required [Intimidate, -1]), Leaping 1 (x2), Super-Senses 2 (Enhanced Senses: Extended Spiritual Awareness; Enhanced Senses: Spiritual Awareness), Speed 1 (10 MPH)

Equipment: bells (-4 Stealth), eye patch (Power Loss [Enhanced Skills])

COMBAT: Attack +0 (+6 melee, +10 sword), Grapple +15, Damage +9, Defense +6 (+3 flat-footed), Knockback -19, Initiative +6

SAVES: Toughness +17 (+10 Impervious), Fortitude +17, Reflex +7, Will +11

COMPLICATIONS: Obsession (Fighting), Reputation (Psychopath), Responsibility (11th Unit)

Abilities 57 + Skills 3 (12 ranks) + Feats 49 + Powers 35 + Combat 12 + Saves 16 = 172 points

At first, I considered Zaraki’s mental attributes being average across the board. Zaraki has shown himself to actually be very observant- being the only shinigami to decipher that amongst the captains, Tousen Kaname and Ichimaru Gin were the only two afraid to die. He even put his cunning to the test in his battle with Tousen, figuring out his opponent’s bankai and how to nullify its senses-depriving abilities.

Additionally, despite his lack of any real leadership capability he has inspired many to follow him loyally. Ikkaku fought him once in Rukongai and as a result of that battle wishes only to die in Zaraki’s service? The guy’s more charismatic and inspiring than he lets on.

Still, I gave him a penalty to his Survival check. Let’s face it, he survived Rukongai thanks to his superior physical abilities and sheer intimidation- not due to any sort of cunning. One of the more comical traits about Zaraki is that he has a terrible sense of direction…

The most difficult part was how to represent two of Zaraki’s abilities, the first one being the one suppressed by his eye patch. Near the end of his fight with Ichigo, Zaraki tears off his eye patch and explains how the Research and Development Bureau made it especially for him; the thing is perpetually eating his reiatsu. I opted to represent this as just an augmentation to his Intimidation ability. He swings his sword threw a building and brings it down- but he was doing that before. Rather than overcomplicate him with energy auras and blasts, I just went the easy route here.

The biggest pain was dealing with Zaraki’s Impervious Toughness. I considered giving it a power loss drawback or just linking it to his Emotion Control. Ichigo starts out being unable to cut Zaraki, due to his fear, and Tousen eventually ends up that way.
Last edited by Michuru81 on Thu Jan 17, 2008 7:49 am, edited 1 time in total.
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Post by Thorpacolypse » Sat Jan 12, 2008 6:59 pm

AWESOME Bleach builds! That and Full Metal Alchemist are the two that I actually watch and like and you are doing great justice to the characters.

Ichigo is coming soon, I hope.
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Post by Michuru81 » Sun Jan 13, 2008 9:04 pm

Thorpacolypse wrote:AWESOME Bleach builds! That and Full Metal Alchemist are the two that I actually watch and like and you are doing great justice to the characters.
Thank you so much! I love both those series- sadly, BLEACH doesn't seem have much representation here on Roll Call. I'm hoping to tackle some others- Ikkaku, Tousen, the Grand Fisher, Yoruichi... I might try my hand at a few characters from Rurouni Kenshin and Fullmetal Alchemist too. I definately wanna stat Seta Soujiro and Major General Olivier Milla Armstrong. It's just a matter of not getting too in over my head, as I'm hoping to not neglect my original builds. :(
Ichigo is coming soon, I hope.
Aye. I'm taking kind of an unconventional approach to him- stating him at various stages of his life- prior to receiving Rukia's powers, prior to losing those powers... My hopes are to build up to presenting the bankai-swinging Ichigo as a PC- Power Level 10, 150 points.
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