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Blade's Builds - Fun with Symbiotes...

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Postby Bladewind » Sun May 04, 2008 7:34 pm

Thank you !

I enjoy posting my little corner of the MnM Universe and am glad to see others like it too.

I'm currently working on two conversions of PCs from an old Spycraft/ D20 game (and one more, created in the same vein). Should have them posted tomorrow or Tuesday at the latest.
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Postby Bladewind » Wed May 07, 2008 7:34 pm

Code: Select all
LINDA CELENZA (WHITE KNIGHT)
PL: 8  (120 pp)

ABILITIES:   
STR: 11 ( 0)
DEX: 14 (+2)   
CON: 14 (+2) 
INT: 14 (+2) 
WIS: 13 (+1)   
CHA: 16 (+3)

SKILLS: 
Bluff  (+3),
Climb 4 (+4),
Computers 2 (+4),
Concentration  (+1),
Diplomacy 3 (+6),
Disguise  (+3),
Drive 6 (+8),
Escape Artist  (+2),
Gather Info 4 (+7),
Handle Animal  (+3),
Intimidate 5 (+8),
Investigate 4 (+5),
Knowledges:
  Behavioral Sciences 1 (+3),
  Civics 1 (+3),
  Current Event 2 (+4),
  Streetwise 3 (+5),
  Tactics 5 (+7),
Notice 4 (+5),
Profession: Agent 3 (+4),
Search 5 (+7),
Sense Motive  (+1),
Stealth 4 (+6),
Survival  (+1)

FEATS: 
Assessment,
Attack Focus (Ranged) (3),
Benefit (3),
 Diplomatic Immunity, Security Clearance
 Traceless (No Fingerprints), Charisma bonus to Intimidate
Defensive Attack,
Defensive Roll (1),
Dodge Focus (2),
Equipment (5),
Evasion (1),
Grappling Finesse,
Hide in Plain Sight,
Improved Grapple,
Improved Pin,
Improved Throw,
Improved Trip,
Leadership,
Master Plan,
Uncanny Dodge

POWERS: 
*Mind Reading [8] - DC:18: will,
Extra - Area, ,
Power Feat - Subtle x2, ,

*The Suit (Hard to Lose Device) [1],
Power Feat - Subtle, ,
*Protection [5],

*Identi-Card (Easy to Lose Device) [1],
*Machine Control [1], Extra - No Save, (More akin to Mind Control vs Machines)
Flaw - Limited (Requires Card Interface), ,
*Morph - Any Debit/ Credit or Identity Card [1],


EQUIPMENT [25],
*Blast (Gun) [8] - DC:23:tough,
Alt Power - Stun [8] - DC:23:tough,
Alt Power - Sleep [8] - DC:23:tough,

*Cell-Phone [1], *PDA [1],

*Commlink [1],

*Hold Out Pistol [2] - DC:17:tough,


COMBAT: 
(Akido)
Attack 5  [Unarmed +0 (Bruise)]   
Defense 17 (12 flat-footed)   
Init  2

SAVES: 
Toughness 8 (7 flat-footed) 
Fortitude 4 
Reflex 5
Will 5

DRAWBACKS: 

Abilities    22  + 
Skills       14 (56 ranks)  + 
Feats        29  + 
Powers       26  + 
Combat       20  + 
Saves         9  – 
Drawbacks     0 =
            120 / 120



:arrow: I've chosen to forgo pictures for the MJ23 agents, at least for now. The casting Call for White Knight is Diane Lane.

:arrow: Linda Celenza was a character in a hybrid D20 game played by my sig other. By Hybrid, I mean a blend of several D20 products. She’s been converted to MnM.

:arrow: Visit www.beasthold.org for the original campaign. She’s from the Regional Campaigns, specifically Forging Day.

:arrow: Majestic 23 very much resembles the M.I.B. from the movies and popular culture, having their own rival organizations and priorities.

:arrow: The basis of this build was the SWAT Officer and the Government Agent from the Core Rulebook built up together to PL 8 and worked from there rather than any attempt to convert the Faceman and Soldier classes from Spycraft.

:arrow: For some reason, I was flipping through Masterminds Manual as I was building these and decided that it’d fit the concept to give each agent access to a fighting style. Akido fit the way that Linda was played.

:arrow: I always found it odd, that of all the agents that were created between the two games, no one really referred to Linda as White Knight. All other agents went by their code-names. White Knight was most often referred to as Linda. IT may have had something to do with the fact that a standard issue weapon was the LINDA pistol…

:arrow: I toyed with gadgets to represent the array of gadgetry available in a superspy game but decided against it. Likewise, her weapons are equipment rather than devices (even if the LINDA pistol should technically be a device).[/img]
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Postby Bladewind » Wed May 07, 2008 7:35 pm

Code: Select all
MOUSE
PL: 8  (120 pp)

ABILITIES:   
STR:  8 (-1) 
DEX: 12 (+1) 
CON: 14 (+2)   
INT: 18 (+4)   
WIS: 12 (+1)   
CHA: 9  (-1)

SKILLS: 
Bluff  (-1),
Climb 4 (+3),
Computers 13 (+17),
Concentration  (+1),
Craft
 Electronic 9 (+13),
Diplomacy 3 (+2),
Disable Device 4 (+8),
Disguise  (-1),
Drive 6 (+7),
Escape Artist  (+1),
Gather Info 8 (+7),
Handle Animal  (-1),
Intimidate 5 (+4),
Investigate 4 (+8),
Arcane Lore 10 (+14),
Knowledge:
  Behavioral Sciences 1 (+5),
  Civics 1 (+5), 
  Current Event 2 (+6),
  Technology 3 (+7),
Notice 4 (+5),
Prof: Agent 4 (+5),
Search 7 (+11),
Sense Motive  (+1),
Stealth 4 (+5),
Survival  (+1),
Swim  (-1)

FEATS: 
All-Out Attack,
Attack Focus (Melee) (1),
Benefit (3),
 Diplomatic Immunity, Security Clearance
 Traceless (No Fingerprints), Charisma bonus to Intimidate
Chokehold,
Connected,
Contacts,
Dodge Focus (2),
Eidetic Memory,
Equipment (5),
Improved Block (2),
Improved Disarm,
Improved Grapple,
Improved Trip,
Inventor,
Luck (3),
Master Plan,
Power Attack,
Ritualist,
Second Chance (1), 
  Second Chance on Computer Checks
Skill Mastery (1),
  Take 10 w/ Computers, Disable Device, Gather Info, Know: Tech
Well-Informed

POWERS: 
*Comprehend - Code [1],

*Datalink [4],
Power Feat - Cyberspace, ,

*Machine Control* [4],

POWERS: 
*Mind Reading [8] - DC:18: will,
Extra - Area, ,
Power Feat - Subtle x2, ,

*The Suit (Hard to Lose Device) [1],
Power Feat - Subtle, ,
*Protection [5],

*Identi-Card (Easy to Lose Device) [1],
*Machine Control [1], Extra - No Save, (More akin to Mind Control vs Machines)
Flaw - Limited (Requires Card Interface), ,

*Morph - Any Debit/ Credit or Identity Card [1],

EQUIPMENT [10],
*Cell-Phone [1],
*PDA [1],
*Commlink [1],

*Hold Out Pistol [2] - DC:17:tough,

COMBAT:  Attack 5  [Unarmed -1 (Bruise)]   Defense 17 (12 flat-footed)   Init  4

SAVES:  Toughness 7 (7 flat-footed)  Fortitude 4  Reflex 4  Will 9

DRAWBACKS: 

Abilities 13  + 
Skills 23 (92 ranks)  + 
Feats 29  + 
Powers 19  + 
Combat 20  + 
Saves 13  – 
Drawbacks 0 =
117 / 120


:arrow: Mouse's casting call is Kate Winslet. Her online persona resembles Mouse from the animated series Reboot.

:arrow: Created for a spin-off game of the one noted above for White Knight, Mouse was part of a Majestic 23 game where the world hadn’t quite gone to heck in a hand basket and was still around as we know it – the mythological stuff was just a lot more real than most people realized.

:arrow: Mouse is built the same way as White Knight – as a concept in MnM rather than a conversion. She had levels in Snoop, Fixer from Spycraft and also of Shadowjack from Urban Arcana. (Linda was a Pointman with levels of Psychic Warrior.)

:arrow: Mouse is everything that you expect – shy, introverted and reserved. And yet an essential component to the function of any computer. My favorite session where Mouse showed her stuff was when the three ladies of the team decided to spoof the armory as a diversion. They felt it was a lark to see if they could get extra equipment. Mouse did it for the thrill. The role-playing and rolls were so spectacular that Control deemed it to be the first success in a generation…

:arrow: Mouse would be a good candidate for the Gadgets power, the related comment about White Knight notwithstanding.

:arrow: Oddly, another of my sig other’s characters. My agents somehow came across as far more… generic.

:arrow: Mouse’s fighting style is Krav Maga, a direct and deliberate diversion from her mousy concept. There’s nothing showy about her fighting. When she has to, she’ll take you down.

:arrow: Three points left. Was toying with some kind of Enhanced Feats limited to when online, but haven’t figured out what I want yet… However, I may borrow from Taliesin’s Oracle build and incorporate Challenges into this build. (Mainly Hide Tampering and Discrete Inquiry.)
Last edited by Bladewind on Wed May 07, 2008 7:37 pm, edited 1 time in total.
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Postby Bladewind » Wed May 07, 2008 7:36 pm

Code: Select all
Code Name          Faircastle
Real Name          Adriana Caselotti
Public Name        Diana Castle
Identity           Secret ID
Hero/Villain       Hero
Origin             Metahuman
Allegiance         Majestic 23
Motivation         Goodness/ Justice
Gender             Female
Age                329
Height             5'10"
Hair               Black
Eyes               Blue

FAIRCASTLE / DIANA CASTLE
PL: 8  (120 pp)

ABILITIES:   
STR: 10 (0) 
DEX: 14 (+2)   
CON: 12 (+1)   
INT: 11 (0)   
WIS: 15 (+2)   
CHA: 20 (+5)

SKILLS: 
Acrobatics 2 (+4),
Bluff 12 (+17),
Climb 2 (+2),
Computers 1 (+1),
Concentration  (+2),
Diplomacy 14 (+19),
Disguise  (+5),
Drive 2 (+4),
Escape Artist  (+2),
Gather Info 4 (+9),
Handle Animal 13 (+18),
Intimidate  (+5),
Investigate 3 (+3),
Knowledge
 History 2 (+2),
Medicine 2 (+4),
Notice 4 (+6),
Dance 6 (+11),
Singing 8 (+13),
Prof: Agent 3 (+5),
Search 5 (+5),
Sense Motive  (+2),
Stealth 5 (+7),
Survival 12 (+14)

FEATS:
Ambidexterity,
Animal Empathy,
Attack Focus (Melee) (1),
Attractive (3),
Benefit (2),    Diplomatic Immunity, Security Clearance
Benefit (2),    Traceless (No Fingerprints), Charisma bonus to Initiative
Connected,
Contacts,
Dodge Focus (3),
Teamwork (1),
Track,
Well-Informed

POWERS: 
*Immunity - Aging, Poisons [2],

*Comprehend Animals [2],
Power Feat - Subtle, ,

*Animal Control [8] - DC:18:will,
Extra - Linked to Emotion Control, ,
Flaw - Sense Depedent (Voice), ,
Power Feat - Dynamic, ,
Dynamic Alt Power - Summon Animal [8] - DC:18:will,

*Emotion Control [4] - DC:14:will,
Flaw - Limited to Animals, ,
Flaw - Limited to Love, ,
Alt Power - Calm, ,

*Morph [2],
Extra - Attack, ,
Flaw - Others (animals) Only, ,
Flaw - Cosmetic Changes Only, ,

*The Suit (Hard to Lose Device) [1],
Power Feat - Subtle, ,
Protection [5],

*Identi-Card (Easy to Lose Device) [1],
Machine Control* [1], Extra - No Save, ,
Flaw - Limited (Requires Card Interface), ,
Morph - Any Debit/ Credit or Identity Card [1],

QUIPMENT [25],
*Blast (Gun) [8] - DC:23:tough,
Alt Power - Stun [8] - DC:23:tough,
Alt Power - Sleep [8] - DC:23:tough,

*Cell-Phone [1], *PDA [1],
*Commlink [1], *Hold Out Pistol [2] - DC:17:tough,

COMBAT: 
Attack 6  [Unarmed +0 (Bruise)]   
Defense 17 (12 flat-footed)   
Init  5

SAVES: 
Toughness 6 (6 flat-footed) 
Fortitude 3 
Reflex 4
Will 7

DRAWBACKS: 

Abilities 22  + 
Skills    20( 78 ranks)  + 
Feats     18  + 
Powers    30  +
Combat    20  + 
Saves      9  – 
Drawbacks  0 =
         119/120         


:arrow: Faircastle was a total lark to create. I’m curious to see if anybody can figure out who I “patterned” her off of. Mind you, “pattern” is the key word. Her powers have been developed to both spoof and honor several portrayals of the character in film as well as to make her a more fun build.

:arrow: The subtle on her comprehend represent an ability to speak with animals in her own language.

:arrow: Animals love her, and although she has control over them, she doesn’t exert it – it just seems to flow naturally. The morph ability is that no animal that approaches Faircastle is ever ugly…

:arrow: Faircastle is the only one of the three agents I’ve posted so far that doesn’t have a combat style. It just doesn’t fit the character. (Doesn’t mean she can’t fight though…)

:arrow: Adriana Caselotti is the name I would give this agent as her everyday name. However, MJ23 tend to have “unassuming” names. She thus shortens/ alters it to Diana Castle. (There’s a big hint in there as to the character’s “true identity”.)

:arrow: Listing her archenemy would spoil the punch of the character’s origin, so I’ll leave it out. Same for her background, but assume that she’s some three hundred years old.
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Postby Bladewind » Wed May 14, 2008 11:53 am

Code: Select all
XENOMORPH WORKER
PL: 7  (105 pp)

ABILITIES:   
STR: 12 (+1) 
DEX: 12 (+1) 
CON: 20 (+5)   
INT:  2 (-4)   
WIS:  8 (-1) 
CHA:  3 (-4)

SKILLS: 
Bluff          (-4),
Climb          (+1),
Concentration  (-1),
Diplomacy      (-4),
Disguise       (-4),
Escape Artist  (+1),
Gather Info    (-4),
Handle Animal  (-4),
Intimidate     (+5),
Notice         (-1),
Search         (-4),
Sense Motive   (-1),
Stealth        (+1),
Survival       (-1),
Swim           (+1)

FEATS: 
Attack Focus (Melee) (5),
Benefit (1),              Constitution for Intimidate
Dodge Focus (1),
Fearsome Presence (3),
Improved Initiative (2),
Sneak Attack (1)

POWERS:
*Immunity - Aging, Life Support [10],

*Concealment - Visual (Infrared) [1],
*Concealment - Visual (All - Blending) [4],

*Leaping [2],

*Super-Movement - Wall Crawling [2], *

Super Senses [9], - Counters Obscure, Tremorsense, Ultra-Hearing, ,

*Additional Limb (Tail) [1], Power Feat x2 - Extended Reach (10 ft), ,

*Corrosion (Acid Blood) [7] - DC:22:tough,
Extra - Penetrating, Triggered (When Injured), ,
Extra - Reaction (Injured Condition), Secondary Effect, ,
Flaw - Only when injured, ,

*Transform (Anything into Resin) [4],
Extra - Continuous, , Extra - Area, ,
Flaw - Range (Touch), ,
Flaw - Action (Full Round), ,
Power Feat - Selective, 

COMBAT:
Attack     1  [Unarmed +1 (Bruise)]   
Defense   16 (12 flat-footed) 
Init       9

SAVES: 
Toughness    5 (5 flat-footed)
Fortitude    5 
Reflex       5 
Will        -1

DRAWBACKS: 
Disability - Cannot see in visible light spectrum
Vulnerable - Fire

Abilities   -3  + 
Skills       0 (0 ranks)  +
Feats       13  + 
Powers      87  + 
Combat      12  +
Saves        4  – 
Drawbacks   -8 = 105 / 105


:arrow: The last of my aliens, save perhaps the eggs and HQ, the worker serves one purpose. And that is to create the hive. They are responsible for all the sticky goo that accompanies the Drones and Praetors and at least one will be present along any grouping.

:arrow: I toyed with ways to reduce stats to increase the resin making ability, but then I figured that if I present a few of them, then they can increase productivity easily enough.

:arrow: Otherwise, nothing spectacular to these builds that hasn’t been covered in the notes on the other aliens…
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Postby Bladewind » Wed May 14, 2008 11:54 am

Code: Select all
STALNOIVOLK (STEEL WOLF)
Character Name     Stalnoivolk (Steel Wolf)
Real Name          Ivan Illyich Gort
Identity           Secret ID
Hero/Villain       Neither
Origin             Super Science
Allegiance         Stalinist Russia
Motivation         Patriotism
Gender             Male
Age                90s (Appears late 40s/ Early 50s)
Height             6'2"
Weight             275 lbs
Hair               Black (Grey)
Eyes               Blue
Size               Medium
Quote                “You start to annoy me, little gnat. Time to swat you.”
Occupation         Exiled Super Soldier

PL: 10  (150 pp)

ABILITIES: 
STR: 21 (+5/+2) 
DEX: 12 (+1) 
CON: 20 (+5/+1)   
INT: 12 (+1)   
WIS: 13 (+1)   
CHA: 10 (0)

SKILLS:
Bluff 5 (+5),
Climb 9 (+14),
Concentration  (+1),
Disable Device 7 (+8),
Escape Artist  (+1),
Intimidate 15 (+20),
Investigate 4 (+5),
Knowledge:
 Tactics 4 (+5),
Notice 6 (+7),
Prof: Soldier 4 (+5),
Search  (+1),
Sense Motive 2 (+3),
Stealth 8 (+9),
Survival  (+1),
Swim  (+5)

FEATS: 
Accurate Attack,
Assessment,
Attack Focus (Melee) (2),
Benefit (2),
Chokehold,
Chokehold,
Connected,
Contacts,
Critical Strike,
Diehard,
Dodge Focus (3),
Favored Environment (1),
Improved Grab,
Improved Initiative (1),
Improved Throw,
Power Attack, Rage (2),
Sneak Attack (1)

POWERS: 
*Immunity - Aging, Cold [2],

*Super-Strength [5],

*Enhanced Strength [7],
*Enhanced Constitution [7],

*Impervious Protection [5],

*Leaping [4],

*Penetrating Damage (Blungeonng) [4] - DC:19:tough,
Power Feat - Mighty, 

COMBAT: 
Attack 8  [Unarmed +5 (Bruise)]   
Defense 20 (13 flat-footed)   
Init  5

SAVES: 
Toughness 10 (10 flat-footed) 
Fortitude 12 
Reflex 6 
Will 7

DRAWBACKS: 

Abilities   14  + 
Skills      16 (64 ranks)  + 
Feats       23  +
Powers      49  +
Combat      30  + 
Saves       18  – 
Drawbacks    0  =
           150 / 150


:arrow: Russian super-soldier, fought Firestorm and I don’t think I’ve really seen him outside of that title…

:arrow: In the Bladeverse, Steel Wolf is a part of the same organization (The Omega Protocols) that created other Russian metahumans. These include Cythonna, Red Star, Omega Red and others…

:arrow: I suppose that he could fit into a MJ23 campaign with some tweaks...
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Postby Bladewind » Wed May 14, 2008 11:58 am

oops - double post.
Last edited by Bladewind on Wed May 14, 2008 12:02 pm, edited 1 time in total.
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Postby Bladewind » Wed May 14, 2008 12:00 pm

Code: Select all
CHASE MANHATTAN
PL: 8  (120 pp)

ABILITIES:   
STR: 10 ( 0) 
DEX: 18 (+4)   
CON: 14 (+2)   
INT: 10 ( 0)   
WIS: 12 (+1)   
CHA: 14 (+2)

SKILLS: 
Bluff  (+2),
Concentration  (+1),
Diplomacy  (+2),
Disguise  (+2),
Drive 11 (+15),
Escape Artist  (+4),
Gather Info 4 (+6),
Handle Animal  (+2),
Intimidate 2 (+2),
Investigate 2 (+2),
Knowledge:
 Civics 1 (+1),
 Current Event 2 (+2),
 Streetwise 3 (+3),
 Tactics 4 (+4),
Notice 4 (+5),
Pilot 6 (+10),
Search 2 (+2),
Sense Motive 2 (+3),
Sleight of Hand 4 (+8),
Stealth 5 (+9),
Survival  (+1)

FEATS: 
Accurate Attack,
All-Out Attack,
Assessment,
Attack Focus (Melee) (4),
Benefit (2),               Diplomatic Immunity, Security Clearance
Benefit (1),               Traceless (No Fingerprints),
Defensive Attack,
Defensive Roll (1),
Dodge Focus (2),
Elusive Target,
Equipment (4),
Hide in Plain Sight,
Improved Block (1),
Improved Disarm,
Improved Initiative (1),
Improved Pin,
Power Attack,
Quick Draw (1),
Stunning Attack,
Takedown Attack (1),
Taunt,
Uncanny Dodge

POWERS: 
*The Suit (Hard to Lose Device) [1],
Identi-Card (Easy to Lose Device) [1],

*Machine Animation [10],
Power Feat - Dynamic, ,
Dynamic Alt Power - Datalink [20],
Dynamic Alt Power - Morph (Ex: Attrack/ Flaw: Ltd to Machines) [10],
DAP - Transform (Machines into Machines - Ex: Continuous/ Fl: Touch) [5],

*THE SUUIT [1],
Power Feat - Subtle, ,
*Protection [5],

*IDENTI-CARD [1],
*Machine Control* [1], Extra - No Save, ,
Flaw - Limited (Requires Card Interface), ,
*Morph - Any Debit/ Credit or Identity Card [1],

EQUIPMENT [20],
*Blast (Gun) [10],
*Cell-Phone [1],
*PDA [1],
*Commlink [1],
*Hold Out Pistol [2] - DC:17:tough

COMBAT: 
Attack        4  [Unarmed +0 (Bruise)] 
Defense      15 (11 flat-footed)   
Init          8

SAVES: 
Toughness    8 (7 flat-footed) 
Fortitude    4 
Reflex      10 
Will         4

DRAWBACKS: 

Abilities   18  +
Skills      13 (52 ranks)  +
Feats       30  + 
Powers      34  + 
Combat      14  + 
Saves       11  – 
Drawbacks    0 =
           120 / 120


:arrow: Chase Manhattan, yet another member of Majestic 23. I built her with gadgets, then decided against it. She’ll transform any item in her hands into something sleeker and more efficient, this making it the gadget she desires.

:arrow: Chase is a Wheelman/ Soldier in terms of her Spycraft stats. The cyberpathy represented above wasn’t present in the game where she was played, but represent well her love of gadgetry and fits more with the other agents that I’ve posted.

:arrow: I actually managed to fit three fighting styles into her creation: Fencing, Boxing and Escrima.
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Postby Bladewind » Thu May 15, 2008 8:10 pm

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Code: Select all
LAUREL KENT
PL: 10  (170 pp)

Character Name       Laurel Kent
Concept              Oan Manhunter- Loyal to the Guardians
Real Name            Laurel Kent/ Terri Henshaw
Identity             Secret ID
Hero/Villain         Hero (?)
Origin               Alien Technology
Allegiance           LSH, Guardians of the Universe
Motivation           Acceptance
Gender               Female Appearance
Hair                 Black
Eyes                 Blue (red)
Size                 Medium
       
Quote                No man escapes the Manhunters.

ABILITIES:   
STR: 14 (+2)
DEX: 16 (+3)   
CON: 18 (+4)   
INT: 12 (+1)   
WIS: 12 (+1)   
CHA: 14 (+2)

SKILLS: 
Acrobatics  (+3),
Bluff 4 (+6),
Climb  (+2),
Computers  (+1),
Concentration 4 (+5),
Craft
 Mechanical 4 (+5),
 Electronic 8 (+9),
Diplomacy 4 (+6),
Disable Device  (+1),
Disguise 3 (+5),
Drive  (+3),
Escape Artist  (+3),
Gather Info 8 (+10),
Handle Animal  (+2),
Intimidate 2 (+4),
Investigate  (+1),
Knowledge
 Current Event 3 (+4),
 History 3 (+4),
 Tactics 6 (+7),
 Technology 8 (+9),
Medicine  (+1),
Notice 3 (+4),
Perform
 Acting 5 (+7),
Pilot  (+3),
Ride  (+3),
Search 6 (+7),
Sense Motive 2 (+3),
Sleight of Hand  (+3),
Stealth 3 (+6),
Survival 8 (+9),
Swim  (+2)

FEATS: 
Attack Focus (Melee) (4),
Attack Specialization (2),   (+4 with Attack Bonus Energy Blast)
Attractive (1),
Defensive Attack,
Dodge Focus (2),
Elusive Target,
Favored Opponent (1)         (Ring Bearers)
Jack-of-All-Trades,
Power Attack,
Quick Change (2)

POWERS: 
*Device (Legion Flight Ring) Hard to Lose [2],
Power Feat - Restricted - Legion Members, ,

*Flight [9],
Power Feat - Dynamic, ,
Alt Power - Space Flight [9],
Dynamic Alt Power - Super-Strength [9],
Dynamic Alt Power - Telelocation [18],

*Immunity - Life Support [9], , ,
*Immunity - Critical Hits, Fatigue, Aging [3],

*Illusion - All sense types [1],
Extra - No Save, ,
Extra - Duration (Sustained), ,
Flaw - Limited to passing for human/Kryptonian hybrid, ,

*Protection [6],

*Feature - Compartment (Kryptonite Storage) [1],

*Super-Senses - Tracking [1],

*Absorption - Energy [10],
Power Feat - Dynamic, ,
Flaw - Limited to Power Ring/ Power Battery Energy, ,
DAP - Drain (Power Ring Energy) - PF- Incurable (Must be recharged) [9] - DC:19:will,
 - Boost - Blast (Energy) PF - Variable Descriptor (Light Spectrum) [10] - DC:25:tough,

LSH FLIGHT RING [2],
*Concealment 1 (Public Service Monitoring) [1], - Visual Sense
- Limited to Machines, ,
Power Feat - Close Range, ,
*Enhanced Feat - Quick Change, ,
*Super Senses [2], - Communication Link - (Auditory and Visual), ,
Power Feat - Progression x5 (All Flight Rings), 

COMBAT:
Attack 5  [Unarmed +2 (Bruise)]   
Defense 16 (12 flat-footed) 
Init  3

SAVES: 
Toughness 10 (10 flat-footed) 
Fortitude 4 
Reflex 3 
Will 4

DRAWBACKS: 
Power Loss - Removal of Kryptonite heart
COMPLICATIONS
Secret
Responsibility

Abilities     26  + 
Skills        19 (76 ranks)  + 
Feats         16  + 
Powers        91  + 
Combat        18  + 
Saves          3  – 
Drawbacks      3 =
             170 / 170


:arrow: There isn’t a whole heckuvalot out there on Laurel Kent – she was supposedly invulnerable and strong. And she was the last of the Manhunters. I took this premise and built on it somewhat.

:arrow: Her Absorption and Drain come in a 3 points per rank. She can essentially go toe-to-toe with any of the Lantern Corps and take their energy. She then can use that energy to fuel her blast power. The variable descriptor feat is used to send the blast up and down the visible spectrum – many GLs and other Lanterns being susceptible to the colour flaw of their rings… (Green vs Yellow, Yellow vs Blue, Red vs Purple...)

:arrow: Her power source is Kryptonite. To simulate this, blow a HP to stunt Perception Range Damaged, with no save and limited to Kryptonians off of her Flight Array (Rank 8). Enough to give Supes pause I should think.

:arrow: The LSH Flight Ring is a stripped down version of Taliesin’s. I didn’t charge her for the Flight aspect as she can fly under her own power. It’s interesting to note that by her very descriptors that the LSH flight ring renders her team-mates concealed by their rings when they employ that function.

:arrow: I’d accept the build as a PC seeing as how her “money-attack” is mostly effective against Ring Bearers… something that shouldn’t be present in every story and even when it is, it won’t be something that she will be broadcasting as an ability…

:arrow: Absorption and her Toughness score flaunt the rules somewhat, but I houserule it into being acceptable. Her Absorption is rather limited and if she's in close contact with a Lantern she'll be attempting to drain his ring anyway.

:arrow: Otherwise, simple enough variant on a Superman/ Paragon type.

:arrow: Background-wise, I had a little fun here. I’m still fleshing it out, but Laurel is actually more likely “descended” from Hank Henshaw and Metallo than Clark Kent, despite the name reference.

:arrow: Two complications on this one – Secret (Being a Manhunter) and Responsibility (Eradicating Fear and Anger)
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Postby Bladewind » Sat Jun 21, 2008 12:41 pm

Got triple whammied. 1st a Gastro. 2nd a Throat infection then the computer died.

Ack bad luck happens in threes so I should be back in action soon.

Actually, i've been working on putting a lot of the Bladeverse ideas into a coherent form that is now being put into computer format for posting purposes...
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Postby Bladewind » Sun Jul 06, 2008 6:59 pm

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SYNERGY
Code: Select all
Affiliation   Majestic 23, Stormwatch Division (Department of Metahuman Affairs)
Real Name     Christine Trelawney
Identity      Secret ID
Origin     Mutant
Allegiance    Belief System
Motivation    Upholding the Good
Gender        Female
Age   
Height        5'10"
Weight        130 lbs
Hair          Blonde
Eyes          Blue
Size          Medium
   
Quote   

Occupation   Recruiting Officer
Nationality  Canadian
Ethnicity    North American

PL:          11  (165 pp)

ABILITIES:   
STR: 12 (+1) 
DEX: 14 (+2)   
CON: 12 (+1)   
INT: 18 (+4)   
WIS: 16 (+3)   
CHA: 14 (+2)

SKILLS: 
Acrobatics             5 (+ 7),
Bluff                    (+ 2),
Climb                    (+ 1),
Computers              9 (+13),
Concentration            (+ 3),
Diplomacy              3 (+ 5),
Disguise                 (+ 2),
Escape Artist            (+ 2),
Gather Info            8 (+10),
Handle Animal            (+ 2),
Intimidate               (+ 2),
Investigate            8 (+12),
Knowledge:
 - Metagenes          10 (+14),
 - Physical Sciences   6 (+10),
 - Life Sciences       6 (+10),
 - UN Protocol         8 (+12),
Medicine               9 (+12),
Notice                   (+ 3),
Perform:
 - Oratory             4 (+ 6),
Search                 4 (+ 8),
Sense Motive             (+ 3),
Stealth                  (+ 2),
Survival                 (+ 3),
Swim                     (+ 1)

FEATS: 
All-out Attack,
Attack Focus (Melee) (6),
Attack Specialization (3),  +6 to attack rolls with Neutralize
Benefit (2),                Diplomatic Immunity, Security Clearance
Benefit (1),                Traceless (No Fingerprints)
Chokehold,
Dodge Focus (4),
Improved Block (2),
Improved Disarm,
Improved Grapple,
Improved Trip,
Leadership,
Master Plan,
Power Attack,
Teamwork (2)

POWERS: 
*The Suit (Hard to Lose Device) [2],
*Identi-Card (Easy to Lose Device) [1],

*Counter All Powers [12] - DC:22:will,
Power Feat - Subtle, ,
Flaw - Only mutant and Kryptonian class powers, ,
Extra - Duration (Sustained), ,
Alt Power - Empowerment (Rank 7) [7],
Empowerment is limited to "Activating" metagenes, ,

*Super-Senses [5], - Acute/ Analytical Detect (Metagenes), ,
Alt Power - Telelocation (Limited to metagene carriers) (Rank 10), ,

Cybernetic Implants, ,
*Comm-Link - Skywatch Satellite [1],
*Enhanced Feat - Eidetic Memory [1],

Identi-Card (Easy to Lose Device) [1],
*Machine Control* [1],
Extra - No Save, ,
Flaw - Limited (Requires Card Interface), ,
*Morph - Any Debit/ Credit or Identity Card [1],

The Suit [2],
Power Feat - Subtle
*Protection [9]

COMBAT: 
Attack    5  [Unarmed +1 (Bruise), Neutralize Metagenes 13 ()]   
Defense  19 (12 flat-footed)   
Init      2

SAVES: 
Toughness 10 (10 flat-footed) 
Fortitude  6 
Reflex     5 
Will      10

COMPLICATIONS:
Erased Past
UN Protocol

DRAWBACKS: 

Abilities 26  + 
Skills    20 (80 ranks)  +
Feats     28  +
Powers    57  + 
Combat    20  + 
Saves     15  – 
Drawbacks  0 = 165 / 165


:arrow: This write-up is based heavily on the www.writeups.org version as my Stormwatch comics are in a box under the bed.

:arrow: I choose to make Stormwatch a more public (slightly more public anyway…) division of Majestic 23 in the Bladeverse. It is directly related to both MJ23 and to the UN, and Synergy is its most public member. The more generic term for Stormwatch is the Department of Metahuman Affairs.

:arrow: standard MJ23 devices and feats, Krav Maga fighting style – taught to take her opponents down, not dance with them…

:arrow: For those that know of Stormwatch, Synergy could activate that universe’s version of mutants, called “Seedlings.” In the Bladeverse, she has the same role, but “Seedling” also encompasses “mutant” and “metagene.” The three labels all reference the same phenomenon.

:arrow: As an added twist, and a link to the involvement of Krypton (and other alien races) in Earth’s pre-history and history, she can also neutralize Kryptonian class powers. This will likely be with no save at no additional cost to the powers. This is a result of her neutralize power having the descriptor of “red stellar energy wavelength.” (Note, on my Bladeverse Supes build, I’ve removed the drawback and turned it into a complication, a norm I plan to follow for all Kryptonian class beings…)

:arrow: Note that Synergy has “The Suit” in her devices, the same technology was also used to create her skin-tight uniform. As a further one-off from MJ23, despite her Erased Past, her current identity of Chris Trelane is a matter of public record. Her classified history indicates that she is the sister of Dr Janet Klyburn of STAR Labs.

:arrow: Off of her super-senses, she can unerringly track a target virtually any distance… (Tele-location) This is an add-on to the character at my whim but I think it fits the concept.

:arrow: Her Empowerment ability allows her to grant latent mutants/ metagene carriers temporary access to those powers. (An assumption of the Bladeverse is similar to DC metagene activation – often caused by a stressful external stimuli – Synergy can bypass that.) Although she can “only” grant 35 points of powers and even that only to one person at a time, assume that she can permanently activate any metahuman that the GM sees fit if she is being used an NPC. In combat situations, she does not choose what powers her subject acquires. (See the flaws –two flaws are combined to give a net –1 to the power cost. Those are that she affects only a limited amount of the population, and a variation on uncontrolled) As a PC, obviously she’d be restricted to the power as listed.
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Postby Bladewind » Wed Aug 06, 2008 8:05 pm

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NIGHTWING III
Character Name     Nightwing III
Concept            Daughter of Nightwing (Tim Drake) & Spider Woman (Jessica Drew)
Real Name          Robyn Drake
Identity           Secret ID
Hero/Villain       Hero
Origin             2nd Generation Metahuman
Motivation         Responsibility
Gender             Female
Age                17
Height             5'10"
Weight             132 lbs
Hair               Black (Red Wig)
Eyes               Blue
   
Size   Medium

PL: 10  (150 pp)

ABILITIES:   
STR: 10 ( 0) 
DEX: 24 (+7)   
CON: 16 (+3)   
INT: 14 (+2)   
WIS: 14 (+2)   
CHA: 12 (+1)

SKILLS: 
Acrobatics               10 (+17),
Bluff                       (+ 1),
Climb                     3 (+ 3),
Computers                 6 (+ 8),
Concentration               (+ 2),
Craft
 - Electronic             3 (+ 5),
Diplomacy                 1 (+ 2),
Disable Device            3 (+ 5),
Disguise                    (+ 1),
Escape Artist             1 (+ 8),
Gather Info               4 (+ 5),
Handle Animal               (+ 1),
Intimidate                4 (+ 5),
Investigate               4 (+ 6),
Knowledge
- Behavioral Sciences     1 (+ 3),
- Current Event           2 (+ 4),
- Physical Sciences       4 (+ 6),
- Streetwise              1 (+ 3),
- Technology              1 (+ 3),
Medicine                  2 (+ 4),
Notice                    7 (+ 9),
Search                    3 (+ 5),
Sense Motive              4 (+ 6),
Sleight of Hand           1 (+ 8),
Stealth                   3 (+10),
Survival                    (+ 2)

FEATS: 
Attack Focus (Melee) (+3)   +3 bonus to melee attack rolls
Defensive Attack            Reduce attack bonus to increase defense bonus
Dodge Focus (+8)            +8 dodge bonus
Elusive Target              Double penalties for ranged attacks against you in melee
Equipment (+4)              20 points worth of equipment
Hide in Plain Sight         You don't need cover or concealment to hide
Instant Up                  Stand up as a free action
Inventor                    Can create temporary devices
Leadership                  Spend hero point to remove adverse conditions from ally
Master Plan                 Bonus in situations when you have a chance to plan
Move-by Action              Move both before and after a standard action
Precise Shot (+1)           No penalty for shooting or throwing into melee
Redirect                    Trick an opponent into hitting someone else
Sneak Attack (+1)           +2 damage when you surprise attack an opponent
Takedown Attack (+1)        Gain addtl melee attack when you drop an opponent
Uncanny Dodge               Retain your dodge bonus while flat-footed

POWERS: 
*Device - Webshooters (Easy to lose) [4],

*Super-Strength [5],
Alt Power - Strike [10] - DC:25:tough,
Alt Power - Venom Blast (Precise Electrical Blast) [9] - DC:24:tough,

*Healing [2],
Flaws (Limited) - Others Only, Stabalize only [2],
Power Feat - Stabalize [2],

*Super-Movement - Sure Footed (Reduce penalty by 75%) [3],
*Super Movement - Wall-Crawling (1/2 movement speed) [1],
*Super-Movement - Swinging [1],

*Speed [3]
Flaw – Limited to Swinging

*Leaping [3],

*Flight [2],
Limited to Gliding

*Immunity (Disease, Poison, Environmental Radiation) [3],
Power Loss - Exposure for the first time (-1)

*Emotion Control Love [5] - DC:15:will,
Extra - Action x3 (Reaction)
Linked to Emotion Control Hate
Flaw - Limited to Hate
Flaw - Limitited to those attracted to women
Flaw - Limited - Sense Dependent (Olfactory)
Flaw - Uncontrolled

*Emotion Control Hate [5] - DC:15:will,
Extra - Action x3 (Reaction)
Linked to Emotion Control Love
Flaw - Limited to Hate
Flaw - Limitited to those attracted to men
Flaw - Limited - Sense Dependent (Olfactory)
Flaw - Uncontrolled

DEVICE - WEBSHOOTERS [4],
*Snare (Webbing) [9] - DC:19:ref,
Power Feat - Reversible
Power Feat - Tether, 

EQUIPMENT - UTILITY BELT (20 EP)
Boomerangs (10 EP)    Damage +5, returning
Binoculars (1 EP)     Reduce range penalty for vision by -1/ 50 ft
Cell Phone w/ Bluetooth in cowl (1 EP)
Sleep Gas Pellets (1 EP) Fatigue Explosion (Fort Save DC 14) Smoke Pellets (1 EP) Obscure Visual
Tear Gas Pellets (1 EP) Dazzle 4/ Nauseate Explosion 4
Uniform (5 EP) Protection +5

COMBAT: 
Attack       7  [Unarmed +0 (Bruise)]   
 Damage    +10 (strike)
Defense     19 (10 flat-footed)   
Init        +7

SAVES: 
Toughness    8 (8 flat-footed)
Fortitude    8 
Reflex      15 
Will         7

DRAWBACKS: 
Full Power - Both versions of Emotion Control [-2]
Power Loss – Flight (without costume) [-0]

COMPLICATIONS:
High School Student
Underage

Abilities    30   + 
Skills       17  (68 ranks)  + 
Feats        28  + 
Powers       54.5 + (due to Speed, don’t want an extra rank…)
Combat       16   + 
Saves        18   – 
Drawbacks    -2  = 162 / 150


During the 80s, Jessica Drew (aka Spider Woman) was assigned the task of determining the identities of Nightwing and Daredevil.

She might very nearly have succeeded, as her primary choice of target was the then current Nightwing. At the time, Jessica also joined the NYPD as a detective (her credentials forged by S.H.I.E.L.D.). Tim Drake was also working through the GCPD at the time, using his influence as an officer to aid Daredevil and his own vigilante-alter-ego. As fate (and bad storytelling) would have it, Jessica and Tim started seeing each other.

Eventually, Spider Woman did discover the identity of Nightwing and by extension deduced many of identities of various New York based heroes including. As expected though, she refused to divulge that information. Jessica and Tim were eventually wed, and Jessica gave birth to a healthy baby girl in 1981,

Robyn grew up in relative normalcy, unaware of her parents’ alter-egos. And this despite the death of her mother when Robyn was five years old.

In high school, she excelled at gymnastics – her mother’s enhanced metabolism showing signs of having passed down. She also showed signs of a gifted intellect and took to many of her subjects with an ease that made her a top student and the envy of many others.

It was the emergence of some of her other powers that caused Robyn to question if she was a metahuman and eventually led to an admission by her father that her mother had not died in a shoot-out but at the hands of Lex Luthor and his allies.

Robyn also discovered to her dismay that her body exuded pheremones that she had little control over… however she also discovered her venom blast when one of her classmates was severely injured in a football game – she supplemented her own first aid skill with a light shock to the other teen’s heart and saved his life...

Her father never actually forbade her from becoming a superhero, and she soon fashioned hero own costume and identity, becoming the third Nightwing… She has since teamed up with Spiderman on occasion, and the two are becoming fast friends. Where this friednship will go is anybody's guess.



:arrow: Update 08/08/06 – to reach caps in certain areas and smooth out the origin a little for a better fit into the Bladeverse. My original comments still stand... Some tweaks to the history above...

:arrow: Update 08/08/07 – minor tweaks.

:arrow: Update 08/08/09 – more minor tweaks. Gave her some goon-sweeping action…

:arrow: I still don't really like the Pheremone Powers.... However, in light of her skills and her inventor power, I’m toying with an idea that she can create an odourless perfume to mask her pheremones… think neutralize. The drawback is meant to further reduce the cost on a power with limited advantages.

:arrow: The gliding and leaping got separated. This was due to cost and level. I wanted to increase Leaping but not Flight speed. Flight also has a drawback – a zero point requirement to have her costume. Not warranted for point anot worth a complication… just flavour really.

:arrow: I rank the cost of the Speed power at 0.5. It gets rounded up to a full four points for cost calculation purposes.

:arrow: One other minor change - I dropped the rebreather froom her equipment, she has a cell-phone instead... she can blow a HP if she really needs the rebreather...

:arrow: She still has Spidey’s web-shooters, or copies thereof. A change to the history is here. Spidey actually uses the movie history for his origins, with webshooters despite the movie version… Therefore he starts his career in the early 2000s… He gains his powers in a visit to STAR Labs where an attempt to replicate the powers of Spider Woman is underway… Her webshooters are easy to lose to indicate that she hasn’t mastered them as well as Pete has…

:arrow: she is now over her PL 10/ 150 limits… this is the exact cost of the web shooters and ill be her primary requirement to pay-off with PP. And now she hits her caps a little better…
Last edited by Bladewind on Sat Aug 09, 2008 1:42 pm, edited 1 time in total.
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Postby Libra » Fri Aug 08, 2008 11:38 am

Keep up the good work Bladewind. :D
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Postby Bladewind » Sun Aug 10, 2008 4:39 pm

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TSUNAMI
PL: 10  (150 pp)

ABILITIES:   
STR: 20 (+5/+2)
DEX: 16 (+3)   
CON: 17 (+3)   
INT: 14 (+2) 
WIS: 12 (+1)   
CHA: 15 (+2)

SKILLS: 
Acrobatics                  2 (+5),
Bluff                       4 (+6),
Climb                         (+5),
Concentration                 (+1),
Diplomacy                     (+2),
Disguise                      (+2),
Escape Artist                 (+3),
Gather Info                   (+2),
Handle Animal                 (+2),
Intimidate                  4 (+6),
Knowledge
 - Current Event            2 (+4),
 - Theology and Philosophy  1 (+3),
Notice                        (+1),
Search                        (+2),
Sense Motive                  (+1),
Stealth                       (+3),
Survival                      (+1),
Swim                          (+5)

FEATS: 
Accurate Attack,
All-Out Attack,
Attack Focus (Melee) (4),
Dedication,
Defensive Attack,
Defensive Throw,
Dodge Focus (8),
Endurance (2),
Environmental Adaptation,
Equipment (2),
Evasion (1),
Grappling Finesse,
Improved Block (2),
Improved Disarm,
Improved Grab,
Improved Grapple,
Improved Pin,
Improved Throw,
Improved Trip,
Instant Up,
Stunning Attack,
Uncanny Dodge

POWERS: 
*Water Control [15],
Alt Power - Current Control, ,
Alt Power - Trip, ,

*Swimming [7],

*Immunity - Drowning, Pressure [2],

*Enhanced Strength [5],

*Super-Strength [3],

*Protection [5]

COMBAT:
Attack     4  [Unarmed +5 (Bruise)]
           8 (Melee)   
Defense   19 (10 flat-footed)   
Init       3

SAVES: 
Toughness   8 (8 flat-footed)
Fortitude   8 
Reflex      8
Will        6

DRAWBACKS:

COMPLICATIONS:

Prejudice (nisei)

Abilities   29  +
Skills       4 (13 ranks)  +
Feats       35  + 
Powers      57  + 
Combat      10  + 
Saves       15  – 
Drawbacks    0 =
         150 / 150


:arrow: This is meant to be a quick interpretation of Tsunami from Young All Stars. Room for improvement. For instance, she doesn’t really hit her caps even though I left her at PL 10.

:arrow: Her complication only works well in her time frame, as it’s tied to anti-Japanese sentiment.

:arrow: Her write up is based on my old DC Who’s Who, Wiki and the DC Database Project (The last of which being the source of the picture.)

:arrow: Protection isn’t something she’s known for, and neither is her immunity to pressure. However, you can’t have an Aquaman type and not have those aspects IMNSHO.

:arrow: If you bring her to a modern campaign, her knowledge of current events becomes history (specifically WWII)

:arrow: Cliché but she’s listed as being an expert hand-to-hand combatant. Astute observers will see the feat list for Aikido, Judo and Karate in her build. I chose those more out of theme for her than any solid evidence from the comics. The first two styles sort of flow like water and the last hits hard…
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Postby Bladewind » Wed Aug 13, 2008 4:57 pm

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THE CARTEL
Concept           Morphing Duplicator
Real Name         Unknown
Identity          Secret ID
Hero/Villain      Villain
Origin            Unknown (Mutant ?)
Allegiance        Kingpin
Motivation        Greed, Personal Power
Gender            Various
Age               Unknown
Height            Variable
Weight            Variable
Hair              Variable
Eyes              Variable
Size              Medium

Quote   I believe you've met my associates

PL: 9  (165 pp)

ABILITIES:   
STR: 10 ( 0) 
DEX: 12 (+1)   
CON: 14 (+2)   
INT: 15 (+2)   
WIS: 16 (+3)   
CHA: 15 (+2)

SKILLS: 
Acrobatics           (+1),
Bluff            14 (+16),
Computers         7 (+ 9),
Concentration       (+ 3),
Diplomacy         6 (+ 8),
Disable Device      (+ 2),
Disguise         30 (+32), (includes +25 from Morph)
Drive               (+ 1),
Escape Artist       (+ 1),
Gather Info       4 (+ 6),
Handle Animal       (+ 2),
Intimidate        8 (+10),
Investigate         (+ 2),
Knowledge
 Current Event     6 (+ 8),
 Popular Culture   8 (+10),
 Streetwise        6 (+ 8),
Medicine             (+ 3),
Notice             2 (+ 5),
Perform
 Acting            8 (+10),
Pilot                (+ 1),
Profession           (+ 3),
Ride                 (+ 1),
Search               (+ 2),
Sense Motive       8 (+11),
Sleight of Hand      (+ 1),
Stealth            2 (+ 3),
Survival           4 (+ 7)

FEATS:
Assessment                   Know a subject's relative offensive and defensive ability
Attack Focus (Ranged) (+4)   +4 bonus to ranged attack rolls   
Benefit (+5)                 Five Alternate Identities
Challenge (+3)               Combat Diplomacy, Conversational Paralysis, Fast Talk
Connected                    Make a Diplomacy check to call in favors or aid   
Contacts                     Make a Gather Information check in one minute   
Elusive Target               Double penalties for ranged attacks against you in melee
Equipment (+3)               15 points worth of equipment   
Jack-of-All-Trades           Use any skill untrained   
Master Plan                  Bonus in situations when you have a chance to plan   
Move-by Action               Move both before and after a standard action   
Skill Mastery (+1)           Take 10 w/ Bluff, Diplomacy, Intimidate, Perform (Act)
Teamwork (+3)                Additional +3 bonus for aid actions   
Well-Informed                Gather Information check when meeting someone

POWERS: 
*Easy to Lose Device - Identi-Card [1],

*Duplication [9],
 Extra - Duration (Continuous), ,
 Extra - Heroic, ,
 Extra - Horde, ,
 Power Feat - Mental Link (Limited to when absorbing), ,
 Power Feat - Metamorph x2, ,
 Power Feat - Progression x8 (1000 Duplicates), ,
 Power Feat - Sacrifice, ,

*Morph (Any Humanoid) [5], *Immunity - Aging [1],

INDENTI-CARD [1],
*Machine Control* [1],
 Extra - No Save, ,
 Flaw - Limited (Requires Card Interface), ,
*Morph - Any Debit/ Credit or Identity Card [1],

EQUIPMENT, , *Padded Clothing - Protection [7]

COMBAT: 
Attack 5  [Unarmed +0 (Bruise)]   
Defense 15 (12 flat-footed)   
Init  1

SAVES: 
Toughness 9 (9 flat-footed) 
Fortitude 4 
Reflex 4 
Will 10

DRAWBACKS: 

Abilities    22  + 
Skills       22 (88 ranks)  + 
Feats        27  + 
Powers       62  + 
Combat       20  + 
Saves        12  – 
Drawbacks     0 = 165 / 165


The Cartel is a rather odd name for a villain, I admit. However, it should be fairly obvious that none of the duplicates in this design actually refer to themselves as such. The idea behind this character is Jamie Madrox meets Mystique. The base being works for the Kingpin. It’s assumed that a position of greater power than underling could have been achieved by now, considering the immunity to aging… it’s even possible that such is already the case. However…

The individuals forming The Cartel provide a remarkably reliable information network,

:arrow: This character hits only a few caps, and that’s by design. A few skills, and with equipment could probably hit a damage cap or two. But that’s really not the point.

:arrow: The Horde extra is a workaround for the dupes to be able to “summon dupes” despite the rules constraint on dupes creating dupes…

:arrow: The two metamorph feats are included because there is another Bladeverse Baddie that is actually “simply” a part of The Cartel despite a full fledged identity of his own. The other metamorph will be possibly be posted. It’s more of a fighter type, having PL 9/ 117 PP to play with… Given that the metamorphed character may likely have the morph power as well, the thug types might not all look alike…

:arrow: Where The Cartel obtained an MJ23 IdentiCard is anyone’s guess. :evil grin: The fact that the duplication power extends to same is frightening…

:arrow: The Cartel can show up on a regular basis, with specific identities recurring or always being the villain that seems to know far more than possible. He/She is meant as a foil to Nightwing (Robyn Drake), who is being set up to be the “Bat-god” of the Bladeverse, despite having a lot of work to get there yet…
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Bladewind
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Joined: Thu Jun 17, 2004 11:20 am
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