OUBLIETTE (Original 2E Builds)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Michuru81
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#206: Haymaker

Post by Michuru81 » Wed Jan 14, 2009 9:33 am

HAYMAKER (Power Level 10)

Real Name: Ralph Miller
Height / Weight: 6’3” / 315 lbs.
Hair / Eyes: Black / Hazel
Place of Birth: Philadelphia, Pennsylvania (January 2, 1960)
First Appearance: Vindicators #525

Physical Appearance: Haymaker is a tall and muscular black man with a right ear permanently swollen, courtesy of Cauliflower ear; he has sported the boxer’s badge of courage since 1982.

Biography: At twenty-years-old it looked like Ralph “Haymaker” Miller might go on to become the heavy weight champion of the world. At least it did until he received word that his wife of two years was leaving him with their three children. In a fit of rage Ralph punched through a locker and others who worked out at the same gym began to suspect that he was a Neo-Sapien.

News of his ability spread like wildfire: Ralph Miller was a Neo-Sapien with fists capable of punching holes in solid steel and instantly his record became suspect. Before he knew it he wasn’t welcome in the ring and he felt as though he had truly lost everything…

His ex-wife bled him for everything he had in alimony and child support and still wanted more. With no other marketable skills Haymaker turned to a life of crime—using his powers to demolish a path through to the bank vault and his ability as a boxer to deal with anyone who got in his way.

Though he was thwarted time after time by Crusader’s team of Vindicators, it wasn’t until the Aurelius formed a second group that he felt he truly met his match: Onyx was, as Haymaker felt, his missing half. A black woman whose Neo-Sapien powers cost her a future in boxing, Haymaker became infatuated with his opponent and something similar to a rivalry blossomed between the two. Haymaker began committing crimes to get her attention and ultimately offered to walk the straight and narrow to be with her.

His stint serving justice was short-lived however when a local mob boss took his children hostage to coerce Haymaker into serving him as an enforcer. Haymaker grudgingly obliged and the Vindicators were forced to put the man down one last time—with his defeat he found himself in Alcatraz.

THE AFFILIATION: Ira Deorum – Following the Affiliation’s declaration of war on humanity, Lodestone needed to build a team to supplement the Vindicators against the Affiliation’s growing numbers. While freeing Silverback from prison, Lodestone extended an offer to all inmates (excepting the Wisent) to join him in safeguarding mankind. Amongst the few who joined him was Haymaker, ready to try living the good life once more and hoping to honor Onyx’s memory in doing so.
  • STR 18 (+4), DEX 14 (+2), CON 18 (+4), INT 10, WIS 10, CHA 12 (+1)

    SKILLS: Acrobatics 8 (+10), Bluff 5 (+6), Climb 5 (+9), Intimidate 8 (+9), Knowledge (popular culture) 6, Profession (boxer) 5, Sense Motive 8, Swim 5 (+9)

    FEATS: Acrobatic Bluff, All-out Attack, Assessment, Attack Focus (melee) 4, Attack Specialization (unarmed) 2, Defensive Attack, Defensive Roll 4, Defensive Strike, Dodge Focus 4, Elusive Target, Finishing Blow, Improved Block 4, Improved Initiative 2, Martial Artist 1 (Boxing), Power Attack, Renown 1, Takedown Attack 2, Tough 2, Ultimate Effort 1 (Ultimate Save [Toughness])

    POWERS: Strike 6 (Extras: Autofire [+3], Penetrating [+1]; Power Feats: Mighty 4), Super-Strength 5 (Power Feats: Counterpunch, Groundstrike)

    COMBAT: Attack +0 (+4 melee, +8 unarmed), Grapple +13, Damage +4 (+12 strike), Defense +10 (+3 flat-footed), Knockback -5 (-3 flat-footed), Initiative +10

    SAVES: Toughness +10 (+6 flat-footed), Fortitude +11, Reflex +9, Will +3

    COMPLICATIONS: Prejudice (SPB), Responsibility (Family), Rival (Onyx), Temper

    Abilities 22 + Skills 10 (40 ranks) + Feats 35 + Powers 46 + Combat 12 + Saves 17 = 142 points
Michuru81 wrote:Being the one-trick pony that he is, Haymaker isn't going to be challenging the PCs any time soon. You'll never here a group of players ask aloud, "How do we stop him?" or muttering, "There's going to be something I'm overlooking..." Haymaker's strategy is simple: hit things. He hits hard but... that's all he's really going to be doing. Particularly nasty GMs will exploit his Ultimate Save and all but force players to hit him with Will save-evoking effects but really Haymaker's an annoyance, not a threat.
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#207: Mister Mayhem

Post by Michuru81 » Wed Jan 14, 2009 11:22 am

MISTER MAYHEM (Power Level 12)

Real Name: David Meinstein
Height / Weight: 6’3” / 200 lbs.
Hair / Eyes: White / Blue
Place of Birth: Manhattan, New York (November 27, 1988)
First Appearance: Vindicators #401

Physical Description: Despite having been born in 1988, in 1979 David appears to be in his fifties. At the age of 37, David Meinstein time traveled back in time from the year 2025, landing in 1949, making him 67 at the time he appeared as Mister Mayhem.

Biography: In 2025, the Vindicators were defeated by Apocatastasis and his Synod. Ultimately only their leader, Hikari, survived. He came to the Illuminati, determined to try an experimental approach to defeating Apocatastasis: time travel.

With David Kennel’s Neo-Sapien ability to manipulate dimensions, time travel was a possibility. However, the heroes were worried about creating a paradox and opted to save parallel universes, rather than their own dimension.

This solitary goal in mind, David Kennel took Hikari Himura and David Meinstein into the nexus of time and space where they were attacked by another member of the Illuminati: Brian Hart. Determined to going back in time himself, to get revenge on Hikari’s father, Michuru, Brian fought the trio and created a backlash that sent all four men across the ages.

David Meinstein landed in 1949 and found himself alone. Assuming that Brian Hart’s attack scattered the others through history, David began working in preparation for their arrival and hollowed out Going-to-the-Sun Mountain in Montana—building a fortress inside the mountain to serve as a possible headquarters. He labored for thirty years and in that time he met a woman…

One look at Sarah’s eyes exposed her as a Neo-Sapien; she had been living in seclusion, fearing what society would do to punish her for her genetic makeup. The two eventually fell in love and married in 1969. Two years later the pair saw their one and only child birthed into a world that would come to fear and hate her for simply existing. Determined not to stand by and wait for Hikari or David Kennel any longer, David set out to give his family a world they could rest peacefully in.

In 1979 David came forward, wearing the armor he had brought from the future, and declared Antarctica a sovereign nation that would accept any and all Neo-Sapiens. Many flocked to Ellis Island, where he would launch the portal to his utopia, Moksha, from. Such a move panicked the governments of the world; assuming that a nation of Neo-Sapiens was an army waiting to strike, the Vindicators IV were dispatched the deal with the man the media dubbed ‘Mister Mayhem’ and though few know what happened down at the south pole, the public believes that Walkabout killed the man branded a tyrant and the people of Moksha were scattered around the globe.
  • STR 14 (+2), DEX 15 (+2), CON 14 (+2), INT 15 (+2), WIS 18 (+4), CHA 16 (+3)

    SKILLS: Acrobatics 2 (+4), Bluff 6 (+7), Diplomacy 8 (+15), Knowledge (arcane lore) 6 (+8), Knowledge (business) 6 (+8), Knowledge (history) 8 (+10), Knowledge (popular culture) 5 (+7), Knowledge (tactics) 6 (+8), Knowledge (technology) 3 (+5), Language 1 (English [base], Japanese), Profession (industrialist) 5 (+9), Sense Motive 8 (+12)

    FEATS: Equipment 10, Improved Defense 2, Inspire 3, Leadership, Minion 11 (ten 120 point minions), Taunt

    POWERS: Device 26 (Unit 001 [hard to lose]), Immunity 1 (siblings’ powers)

    Unit 001: Comprehend 3 (Languages [read, speak and understand]), Electrical Control 10 (Alternate Powers: Blast 6 [Extras: Area {line, +1}], Boost 20 [Teleport; Flaws: Personal {-1}], Datalink 10, Dazzle 10 [visual], Energy Aura 5), Enhanced Attack 6, Enhanced Defense 6, Flight 6 (500 MPH), Immunity 9 (life support), Protection 10 (Extras: Impervious 6 [+1]), Super-Senses 6 (Additional Senses: Communication Link [Bastion the Fist], Direction Sense, Distance Sense, Infravision, Radio, Time Sense), Super-Strength 6, Teleport 4 (Extras: Accurate [+1], Portal [+2])

    Equipment: 50 free points in equipment

    COMBAT: Attack +14, Grapple +22, Damage +2 (+10 electrical control), Defense +12 (+6 flat-footed), Knockback -9, Initiative +2

    SAVES: Toughness +12 (+6 Impervious), Fortitude +6, Reflex +6, Will +12

    DRAWBACKS: Normal Identity (very common frequency, major intensity; 5 points)

    COMPLICATIONS: Enemy (Father), Obsession (Property Damage), Responsibility (Hub Enterprises), Secret (Identity)

    Abilities 32 + Skills 16 (64 ranks) + Feats 28 + Powers 105 + Combat 28 + Saves 16 – Drawbacks 5 = 220 points
Michuru81 wrote:Given that the Vindicators IV are themselves an analogue of the Fantastic Four, it was only natural that their villains followed in the same suit. Their version of Doctor Doom isn't the maniacal mad scientist but a misguided messiah.

My original stats for Mister Mayhem from a few years back had his armor functioning on cosmic energy, but given the descriptor I've given it in my campaign world I'm trying to make that a more scarsely seen energy and certainly not one anyone can harness through technology. Since Mister Mayhem is essentially Portal from the future, I tweeked the armor to more resemble the original battlesuit--something that comes in handy later on in the narrative...
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Post by Libra » Wed Jan 14, 2009 2:46 pm

Marvelous work Michuru. :D
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

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#208: BOOM!

Post by Michuru81 » Wed Jan 14, 2009 2:49 pm

BOOM! (Power Level 8)

Real Name: Calvin Rollins
Height / Weight: 5’7” / 183 lbs.
Hair / Eyes: Brown / Green
Place of Birth: Brandon, South Dakota (March 26, 1982)
First Appearance: Vindicators #660

Physical Appearance: Overweight for his height, BOOM! had an unkempt appearance even prior to his incarceration: he seldom shaved save for when the itchiness became too much and his wavy hair was often uncombed. These days his appearance is even more ghastly: the muzzle used to suppress his powers keeps him from being able to shave, leaving a wild growth of hair streaming down the sides of his face.

Biography: Calvin Rollins didn’t mind working the midnight shift at his community’s hospital. He was lazy by nature and the less he worked the better to him. He also hated dealing with people—making radiology the perfect gig. It wasn’t often between that someone needed a chest x-ray at 1:37 in the morning. Most often his shift involved doing as little as humanly possible and avoiding anyone and everyone.

It was his poor work ethic that hurt him. Avoiding work and avoiding his superiors he ducked into a wing off of the radiology department and found himself sealed in a chemotherapy room.

The thought of the radiation hit him hard. Calvin began to panic and scream for help. Pounding against the door and crying out for anyone who could hear him fueled his powers’ manifestation.

A sonic blast erupted from his maw—obliterating the door and the wall attached. Calvin was freed but the damage was irreversible: Calvin could not open his mouth without emitting the destructive blast of sonic force.

Now fully unable to speak, Calvin was forever denied that which he abhorred: human contact. Now that it was beyond his reach he found himself yearning for it. Mad with the grief of losing his ability to vocally communicate to his peers, Calvin began to terrorize his coworkers and family until he was ultimately stopped by the Vindicators VII and placed—muzzled—in Alcatraz.
  • STR 10, DEX 12 (+1), CON 10, INT 13 (+1), WIS 10, CHA 8 (-1)

    SKILLS: Knowledge (technology) 6 (+7), Medicine 5, Profession (radiologist) 5

    FEATS: Improved Initiative 1, Move-by Action

    POWERS: Blast 8 (Extras: Action [Free Action, +2], Area [cone, +1], Duration [Continuous, +3], Linked [Dazzle, +0], Penetrating [+1]; Flaws: Permanent [-1], Range [Touch, -1]; Power Feats: Knockback 8, Triggered [opening his mouth]; Drawbacks: Disability [mute, -4 points], Power Loss [when unable to open his mouth, -1 point]), Dazzle 8 (auditory; Extras: Action [Free Action, +2], Duration [Continuous, +3], Explosion [+1], Linked [Blast, +0]; Flaws: Range [Touch, -1], Permanent [-1]; Drawbacks: Power Loss [when unable to open his mouth, -1 point]), Immunity 2 (starvation and thirst, his own powers)

    COMBAT: Attack +0, Grapple +0, Damage +0 (+8 blast), Defense +0, Knockback -0, Initiative +5

    SAVES: Toughness +0, Fortitude +2, Reflex +3, Will +6

    Abilities 3 + Skills 4 (16 ranks) + Feats 2 + Powers 101 + Combat 0 + Saves 10 = 120 points
Michuru81 wrote:Yeah, yeah, yeah... it's a free action Blast/Dazzle. In the hands of fair GM this isn't going to be a problem--especially not considering BOOM!'s numerous glassjaws.
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Post by Tattooedman » Wed Jan 14, 2009 9:35 pm

An excellent run of villains. :D

Nice to see you working on that to-do list of builds, good work as usual. :wink:

Keep it up.
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Post by Tattooedman » Thu Mar 05, 2009 9:43 pm

~BUMP~


Figures I give him some congrats and then he disappears........ :wink:



hopefully he'll be back soon with more of his great original characters. :D
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#209: Kakei Juzou

Post by Michuru81 » Tue Jul 14, 2009 8:12 pm

Tattooedman wrote:~BUMP~


Figures I give him some congrats and then he disappears........ :wink:



hopefully he'll be back soon with more of his great original characters. :D
Be careful what you wish for... it just might come true four months later.

KAKEI JUZOU (Power Level 10)

Real Name: Juzou Kakei (Westernized)
Height / Weight: 5’0” / 116 lbs.
Hair / Eyes: Bald (Black) / Hazel
Place of Birth: Osaka, Japan (November 3, 1576)
First Appearance: Vindicators #634

Physical Description: Kakei Juzou typically appears as a bald-headed man clad in a dark brown samue—the garments worn by Buddhist monks. However, Kakei’s ability gives him control over his own growth—his hair included—giving him a full head of hair with a single thought.

Though ageless, Kakei appears to be 24-years-old.

Biography: In the mid-15th century, Japan was unstable. As central authority weakened, a power vacuum began to devour the nation and the daimyo rose to power. A small cloister of monks, seeking to secure power for the emperor, conducted a ritual that believed would give them dominion over nature itself.

Instead it unleashed the Fallen for forty days and Japan knew chaos unlike any it had ever seen.

Before the seven were drawn back into their prison they sired new Nephilim and sowed new seeds meant to cripple mankind. They had orchestrated the gekokujou—an aristocratic upheaval in which overlords saw their power usurped by unknowns.

It was the start of the Sengoku period, a time in which the Nephilim returned briefly to the material world and Neo-Sapiens slowly blossomed across the country.

Amongst these ancient Neo-Sapiens was Kakei Juzou, a young man able to control his body’s growth. His strange talent was enough to draft him amongst one of the shinobi clans and Kakei was slowly taught the arcane secrets the ninja clans had discerned.

Armed with his power, his arcane teachings and martial training, Kakei was chosen for a special mission: he was one of ten shinobi chosen to retrieve an artifact believed capable of stopping the war. Legend said that the totem rendered whoever held it able to outlive their enemies and, assuming it bestowed immortality, the group hurried for it.

Upon finding it its power was used up on the ten, granting them agelessness.

The ten remained together as the Sanada Juuyuushi—a clan devoted to serving Sanada Yukimura and helping to manipulate the course the time-skipper saw in his prophetic visions.

NEW VINDICATORS: Beatae Memoriae—When Deimos returned to Japan to finish his training, Kakei Juzou was the first of the Sanada Juuyuushi to test his skill against him.
  • STR 14 (+2), DEX 18 (+4), CON 14 (+2), INT 10, WIS 13 (+1), CHA 10

    SKILLS: Acrobatics 10 (+14), Climb 6 (+8), Concentration 5 (+6), Intimidate 8, Language 1 (English, Japanese [base]), Notice 4 (+5), Stealth 10 (+14), Swim 6 (+8)

    FEATS: Attack Focus 2 (melee), Attack Specialization 2 (unarmed), Blind-Fight, Chokehold, Defensive Roll 4, Dodge Focus 10, Evasion 1, Hide in Plain Sight, Improved Initiative 2, Martial Artist 1 (Ninjutsu), Sneak Attack 5, Startle, Stunning Attack, Takedown Attack 1

    POWERS: Features 1 (hair growth), Immunity 1 (aging), Growth 8 (Dynamic Alternate Powers: Elongation), Magic 4 (Illusion 4 [visual]; Alternate Powers: Super-Movement 2 [Permeate], Teleport 6 [Power Feats: Change Direction, Easy; Flaws: Short-Range {-1}]; Drawbacks: Power Loss [when unable to gesture, -1 point]), Regeneration 1 (Recovery Rate [Injured 1 {20 minutes}]; Power Feats: Regrowth)

    COMBAT: Attack +6 (+8 melee, +12 unarmed), Grapple +10, Damage +2, Defense +14 (+2 flat-footed), Knockback -3 (-1 flat-footed), Initiative +12

    SAVES: Toughness +6 (+2 flat-footed), Fortitude +5, Reflex +11, Will +14

    Abilities 29 + Skills 11 (44 ranks) + Feats 38 + Powers 29 + Combat 20 + Saves 23 = 150 points
Michuru81 wrote:A few months back I took an inventory of my characters and what their origins were and was a bit disgruntled by how many immortals were running around. I went through the Sanada Juuyuushi and changed them to be ageless instead so... there you go. Kakei Juzou goes from being unkillable to being perpetually 24.

As the Juuyuushi are going to be featured more coming up in the narrative, their builds will (hopefully) be popping up here. Kakei is sort of the group's loose cannon and as such is the one without ranks of Teamwork. He is actually a lot like Deimos--Will save out the whazoo to represent that stuborn "screw you, nobody tells me what to do" attitude both possess...
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#210: Conclave

Post by Michuru81 » Wed Jul 15, 2009 2:57 pm

CONCLAVE (Power Level 10)

Real Name: Unknown
Height / Weight: 5’10” / 160 lbs. (210 lbs. with right arm)
Hair / Eyes: Blonde / Blue
Place of Birth: Titan, Jovian Empire (July 4, 2117)
First Appearance: New Vindicators #110

Physical Appearance: Conclave perpetually wears a somber expression. His brow is typically furrowed and his lips are usually contorted into a frown.

He wears the military uniform of the Jovian Empire: a sunburst on a white tunic, worn over a silver space suit.

Time lost, Conclave arrived in 2009 from the year 2137, when he was 20-years-old.

Biography: In 2137, the universe is ruled by Sol Invictus, a man who has built himself up to be a god. In the religion he has installed in the minds of mortals, Neo-Sapiens should choose their breeding partners carefully in hopes of creating a stronger heir who might one day champion the Jovian Empire.

While Sol Invictus’ pantheon is stocked with many examples of this—children conceived with powerful women to inherit both parents’ power templates—Conclave was conceived when his father bedded a human servant while intoxicated.

Sol Invictus recognizes Conclave as his son but openly voices his disappointment that he is not as powerful as his siblings. As a result Conclave became the most determined of the Pantheon, tirelessly working to destroy his father’s enemies: the Vindicators.

NEW VINDICATORS: Condemnant Quod Non Intellegunt—After learning of Isaac Newton’s Sentry initiative, Conclave traveled to Earth to destroy the plants creating the android army intended to be used against the Pantheon. Ultimately he encountered Bulwark and as a result lost his right arm…

Still, the immortality he had received from his father kept him alive and Conclave took the arm of Bulwark’s pet Sentry, Glark, and had it grafted to his shoulder.

He next traveled to Ganymede, capital of the Jovian empire, where he fought the Vindicators once more. Again he was defeated and his father left him on the moon as he moved to destroy the Nexus—sending the Empire to be crushed by Jupiter’s atmosphere.

Conclave again escaped and learned of his father’s final death. Wanting revenge on the Vindicators, he traveled back to Earth. He appeared as Isaac Newton moved to send the scraps of Sentries back in time—to be used to repair Gideon Newton, as needed. Fused to the arm, Conclave was sent back in time as well and became trapped in 2009 where he has only his thoughts of revenge to drive him…

And only Bulwark and Sentry (and technically Solar Flare) to enact them on…
  • STR 15 (+2), DEX 13 (+1), CON 15 (+2), INT 10, WIS 12 (+1), CHA 10

    SKILLS: Disable Device 6, Intimidate 8, Knowledge (technology) 6, Notice 6 (+7), Sense Motive 6 (+7)

    FEATS: Accurate Attack, Attack Focus (ranged) 2, Defensive Roll 2, Dodge Focus 2, Equipment 5, Improved Initiative 2, Precise Shot 1, Startle

    POWERS: Device 14 (Sentry Arm [hard to lose]; removes drawback; Blast 10 [Extras: Area {Cone, +1}, Linked {Dazzle, +0}], Dazzle 10 [Extras: Area {Cone, +1}, Linked {Blast, +0}], Protection 4 [Drawbacks: Weak Point {-1 point}], Super-Strength 2), Light Control 10 (Alternate Powers: Blast 10, Dazzle 10 [visual], Dazzle 5 [visual; Extras: Area {Burst, +1}, Range {Perception, +1}], ESP 10 [visual], Illusion 10 [visual], Obscure 10 [visual]; Power Feats: Accurate, Precise), Immortality, Invisibility [total], Teleport 10, Super-Senses 3 (Additional Senses: Infravision, Low-Light Vision, Ultravision)

    Equipment: space fighter

    COMBAT: Attack +6 (+8 ranged, +10 light control), Grapple +10, Damage +0 (+14 blast), Defense +10 (+4 flat-footed), Knockback -4 (-3 flat-footed), Initiative +9

    SAVES: Toughness +8 (+4 versus critical hits, +6 flat-footed), Fortitude +5, Reflex +4, Will +8

    DRAWBACKS: Disability (one arm, -4 points)

    COMPLICATIONS: Enemy (Bulwark, Sentry), Reputation (Half-Human)

    Abilities 15 + Skills 8 (32 ranks) + Feats 16 + Powers 64 + Combat 28 + Saves 13 – Drawbacks 4 = 200 points
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#211: Split

Post by Michuru81 » Thu Jul 16, 2009 5:34 pm

SPLIT (Power Level 8)

Real Name: Khmer Wat
Height / Weight: 4’6” / 107 lbs.
Hair / Eyes: Black / Black
Place of Birth: Sihanoukville, Cambodia (October 10, 1988)
First Appearance: New Vindicators #13

Physical Description: Khmer is a short, dark-skinned Cambodian with black hair, typically worn in spikes. He has narrow, dark eyes and a tendency to infuriate nearly everyone around him.

Biography: The boisterous Split is a Neo-Sapien blessed with the ability to split into multiple clones (at present his limit is only a few hundred) of himself. As a student at the New Vindicators Academy of Asia, Split was as flirtatious as he is energetic.

NEW VINDICATORS: Sic Semper Tyrannis—Though Iris was appointed as a squad leader during the 2007 Trials, she cowed to Mutt’s more dominating personality and selected him, along with Arthropod and Split, to serve as her team. Together they made it through the first four Trials, only to be separated in the individual fights that composed the last Trial.

The energetic and flirtatious Split found himself up against Saya. Her ability to control his Neo-Sapien power meant he had only his training against her mastery of karate. Rather than be humiliated he surrendered… but his true fight came after when he worked up the nerve to ask his opponent out.

Reminded of the late Drew Jenkins, Saya agreed and the two began dating…

NEW VINDICATORS: Et Spe—While passing through the barrier Apocatastasis had erected around New York City separated the heroes, Split soon found himself in a large company: he was soon united with his girlfriend as well as Brass and Brickhouse. The group battled their way to the Nephilim and eventually faced Cimejas and then Dumah—two of the more powerful Nephilim who served under Apocatastasis.

Though both survived to the end, Saya and Split were unable to bring themselves to face Apocatastasis.
  • STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 10, WIS 10, CHA 10

    SKILLS: Bluff 4 (+6), Knowledge (popular culture) 4, Language 4 (English, Japanese, Khmer [base], Mandarin, Russian), Notice 4, Search 4, Sense Motive 4 (+6)

    FEATS: All-out Attack, Endurance 1, Equipment 2, Improved Block 1, Improved Disarm, Improved Initiative 1, Improved Trick, Power Attack, Sneak Attack 2, Talented 1 (Bluff/Sense Motive), Taunt, Teamwork 3

    POWERS: Duplication 8 (Power Feats: Absorption Healing, Mental Link, Progression 8 [500 duplicates], Sacrifice; Extras: Horde [+1], Survival [+1]), Immunity 1 (siblings’ powers)

    Equipment: cell phone, comm link, Vindicators Uniform (+2 Toughness, Immunity 2 [cold and heat]); 4 free equipment points

    COMBAT: Attack +4, Grapple +7, Damage +3, Defense +4 (+2 flat-footed), Knockback -2, Initiative +1

    SAVES: Toughness +5, Fortitude +7, Reflex +6, Will +13

    COMPLICATIONS: Prejudice (Neo-Sapien)

    Abilities 16 + Skills 6 (24 ranks) + Feats 16 + Powers 44 + Combat 16 + Saves 21 = 120 points
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#212: Rush

Post by Michuru81 » Thu Jul 16, 2009 5:38 pm

RUSH (Power Level 8)

Real Name: Kasey Clinton “K.C.” Thinruush
Height / Weight: 4’ / 78 lbs.
Hair / Eyes: Dirty Blonde / Hazel
Place of Birth: Inverness, Scotland (November 9, 1988 – May 21, 2008)
First Appearance: New Vindicators #13

Physical Description: A sufferer of achondroplasia, the first thing most people notice about Rush is his status as a dwarf. He has shoulder-length, dirty blonde hair usually swept back, and a bold nose.

Biography: Little is known of Rush’s life prior to his graduating from the New Vindicators Academy of Europe in 2007.

NEW VINDICATORS: Sic Semper Tyrannis—When Taegan was made a squad leader during the 2007 Trials he selected Axeion, the Rhino and Rush as his teammates. Rush’s super-speed proved to be invaluable as it became what permitted Taegan’s group to pass the first four Trials.

In the Fifth Trial the group found themselves in individual fights. In the first round Rush faced Stendhal, another speedster from the European Academy. Though the match occurred faster than the spectators’ eyes could follow, Rush was declared the victor and advanced to the second round.

In the second round Rush found himself in a free-for-all against Loess from the American school, Hitchhiker from the Asian institute and Scrimshaw from his own alma mater. When Hitchhiker forfeited before the match began it became a three-way battle. When Loess bested Scrimshaw, both moved to advance against each other in the third round—a round that never happened.

NEW VINDICATORS: Memento Mori—The Wisent sent a speeding train towards Columbus, Ohio, Magnus Loder’s hometown. Unable to catch up to it on his own, Magnus called the European Academy and asked for Rush’s help. The Scotsman raced across the Atlantic Ocean and one-by-one delivered his American allies to the train.

NEW VINDICATORS: Et Spe—Rush was amongst the conglomerated heroes who entered New York City after Apocatastasis took over. Finding himself in Staten Island, he fought his way through the resurrected children of Astaroth before meeting up with several other heroes. Together, the group faced off against the ancient Nephilim known as Amy—a battle Rush lost his life in.
  • STR 14 [10], DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10, CHA 12 (+1)

    SKILLS: Bluff 4 (+5), Craft (mechanics) 5 (+6), Drive 2 (+5), Intimidate 0 (-1), Languages 1 (English [base], French), Notice 4, Sense Motive 4, Stealth 0 (+7)

    FEATS: Attack Specialization 2 (unarmed), Elusive Target, Evasion 2, Equipment 1, Fast Overrun, Seize Initiative, Teamwork 2

    POWERS: Enhanced Dodge 8, Shrinking 4 (Power Feats: Innate; Extras: Duration [Continuous, +1]; Flaws: Permanent [-1]), Super-Movement 1 (Water Walking; Flaws: Limited [only while moving, -1]), Super-Speed 8 (2,500 MPH; Alternate Powers: Bullet 8, Deflect 8 [slow and fast], Rapid Attack, Strike 8, Takeaway; Extras: Affects Others [+1])

    Equipment: communicator link, New Vindicators uniform (+2 Toughness, Immunity 2 [cold and heat])

    COMBAT: Attack +4 (+8 unarmed [includes +1 from size], Grapple +0, Damage +0 (+8 strike), Defense +12 (+2 flat-footed [includes +1 from size]), Knockback -2, Initiative +35

    SAVES: Toughness +4, Fortitude +4, Reflex +9, Will +2

    COMPLICATIONS: Prejudice (Little Person, Neo-Sapien)

    Abilities 18 + Skills 5 (20 ranks) + Feats 10 + Powers 66 + Combat 12 + Saves 10 = 120 points
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Re: OUBLIETTE - Conclave, Split, Rush

Post by MorningKnight » Thu Jul 16, 2009 10:15 pm

Welcome back. Great updates.

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UC #14: Kurotsuchi Mayuri

Post by Michuru81 » Sun Jul 19, 2009 2:26 pm

KUROTSUCHI MAYURI (Power Level 12)

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STR 15 (+2), DEX 14 (+2), CON 18 (+4), INT 22 (+6), WIS 10, CHA 8 (-1)

SKILLS: Computers 4 (+10), Concentration 6, Craft (chemical) 10 (+16), Craft (mechanical) 6 (+12), Disable Device 4 (+10), Knowledge (arcane lore) 6 (+12), Knowledge (life sciences) 10 (+16), Knowledge (technology) 10 (+16), Medicine 8, Stealth 8 (+10)

FEATS: Attack Focus 5 (melee), Benefit 2 (Status 2 [12th Unit Captain, Chief of Research and Development]), Dodge Focus 5, Inventor, Master Plan, Sidekick 10 (Kurotsuchi Nemu), Skill Mastery 1 (Craft [chemical], Knowledge [life sciences], Knowledge [technology], Medicine), Speed of Thought

POWERS: Concealment 10 (all senses; Extras: Duration [Continuous, +1]; Flaws: Limited [against spiritually unaware, -1], Limited [only on human world, -1], Permanent [-1]), Device 7 (Ashisogi Jizou [easy to lose]; Paralyze 12 [Extras: Linked {Strike, +0}], Strike 3 [Power Feats: Improved Critical, Mighty; Extras: Linked {Paralyze, +1}]; Alternate Powers: Insubstantial 1 [Flaws: No Effective Strength {-1}; Drawbacks: One-Way Transformation {three days, -5 points}], Summon Konjiki Ashisogi Jizou 7 [Power Feats: Mental Link; Extras: Heroic {+1}; Drawbacks: Power Loss {self-destructs if turned against Kurotsuchi Mayuri, -1 point}]; Power Feats: Restricted [Kurotsuchi Mayuri]), Elongation 5 (Alternate Powers: Strike 2 [Power Feats: Extended Reach 2, Mighty], Gadgets 5 (easy to lose), Immunity 32 (critical hits, Fortitude effects), Immunity 80 (damage; Flaws: Limited [Insubstantial, -1]), Super-Movement 1 (Air Walking), Super-Senses 2 (Enhanced Senses: Extended Spiritual Awareness; Enhanced Senses: Spiritual Awareness), Teleport 2 (Flaws: Short Range [-1])

COMBAT: Attack +7 (+12 melee), Grapple +14, Damage +2 (+5 Ashisogi Jizou), Defense +17 (+6 flat-footed), Knockback -3 (-2 flat-footed), Initiative +6

SAVES: Toughness +7 (+4 flat-footed), Fortitude N/A, Reflex +8, Will +10

Abilities 27 + Skills 18 (72 ranks) + Feats 29+ Powers 142 + Combat 38 + Saves 16 = 270 points
Michuru81 wrote:Aside from the three who betrayed Soul Society, Kurotsuchi Mayuri is my least favorite character in Kubo Tite’s manga/anime series BLEACH.

Despite being the leader of 12th Unit, Mayuri is hardly the leader type. In his initial appearance he actually uses his subordinates as incendiaries. Hence the lack of Inspire/Leadership on Mayuri; he just isn’t the leader type.

Mayuri is one of the more off-the-wall captains (which is saying a lot considering that bunch) having experimented on himself. One of the first abilities he shows is his grappling-hook like arm and whip-ear. Another of his odd abilities comes at the end of his battle with Ishida: by stabbing himself with his sword, Kurotsuchi turns into a liquid form that he uses to escape. He claims that in this form he can’t attack or be attacked and Ishida mentions that it seems to be an effect of his zanpakuto. Granted, Mayuri could have been lying and Ishida could have been wrong but I translate this as an alternate power of Mayuri’s sword with the immunities bought separately.

Mayuri employs a lot of toys. First he has a detonator that causes a few of his subordinates to explode with a small radius (Blast 1 [Power Feats: Triggered; Extras: Explosion {+1}]). After Ishida blasts off his left arm he injects himself with something that regrows the lost appendage (Boost Regeneration 9 [Recovery Bonus 5, Recovery Rate 5 {Injured <standard action>}]; Power Feats: Regrowth). With some ingenuity this can account for the hordes of tricks he likely has up his sleeves.

Kurotsuchi Mayuri has had one other battle in the series—against the Octava Espada, Szayel Aporro Granz. Mayuri wins the battle through poisons and drugs, revealing little new information about his abilities other than that he has replaced his own organs with dummies.

Lastly, let’s talk Bankai. Ignoring the non-cannon filler arcs, the only Bankai we’ve been treated to have been performed by Hitsugaya, Renji, Byakuya, Tousen, Komamura, Unohanna, Ichigo, Ikkaku, Soi Fong and of course Mayuri here. Mayuri’s is actually the first one we see and… compared to all of the others… it sucks.

KONJIKI ASHISOGI JIZOU (Minion Rank 7 / Power Level 12)

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STR 26 (+8), DEX 8 (-1), CON 18 (+4), INT N/A, WIS 8 (-1), CHA N/A

SKILLS: Stealth 0 (-9)

FEATS: Fast Overrun, Improved Overrun

POWERS: Additional Limbs 2, Drain Constitution 12 (Power Feats: Slow Fade 3; Extras: Area [Cloud, +1], Aura [+1], Duration [Continuous, +3]), Growth 8 (Power Feats: Innate; Extras: Duration [Continuous, +1]; Flaws: Permanent [-1]), Strike 3 (Power Feats: Improved Critical, Mighty; Extras: Aura [+1], Duration [Continuous, +3])

COMBAT: Attack +2, Grapple +16, Damage +8 (+11 strike aura), Defense -2, Knockback -2, Initiative -1

SAVES: Toughness +4, Fortitude +4, Reflex -1, Will -1

Abilities -24 + Skills 0 + Feats 2 + Powers 119 + Combat 8 + Saves 0 = 105 points

When Ishida takes on Mayuri, Mayuri whips out his Bankai and Ishida obliterates it (and Mayuri) with one blast. Compared to the abilities every other captain displays this seems a little weak. Then again, it’s also the earliest one shown so… it’s possible that Kubo didn’t yet know what he was planning to do with the final release of a zanpakuto.

I was debating with using Extended Reach instead of the Area effect on the Drain but in the manga Kurotsuchi states that the poison spreads to about 200 yards which is roughly 65 feet so... it comes close to working out. Both the Drain and Strike are continuous because even after Ishida rips this freaky-lookin' thing in half it continues to spew out the toxin (and the swords jutting from its chest are still present).

In what may be a debatable move, I’ve left Konjiki Ashisogi Jizou with a Wisdom score. I would like to have left it with all three mental attributes as zanpakuto are sentient beings but considering that captains like Hitsugaya and Byakuya manifest bankai with no sentience I think it’s safe to say that what manifests as bankai is an extension of the zanpakuto. However, Szayel Aporro Granz clearly takes control over Kurotsuchi’s bankai, showing that it does have some degree of mental faculty.

Anywho, if anyone notices something left off, feel free to point it out as I'm sure I've missed something...
Last edited by Michuru81 on Sun Jul 19, 2009 6:28 pm, edited 2 times in total.
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UC #15: Kurotsuchi Nemu

Post by Michuru81 » Sun Jul 19, 2009 2:34 pm

KUROTSUCHI NEMU (Power Level 10)

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

SKILLS: none

FEATS: Equipment 1, Fearless, Grappling Finesse, Improved Initiative 1, Interpose, Teamwork 1

POWERS: Concealment 10 (all senses; Extras: Duration [Continuous, +1]; Flaws: Limited [against spiritually unaware, -1], Limited [only on human world, -1], Permanent [-1]), Immunity 6 (poison, interaction skills), Leaping 1 (x2), Super-Movement 1 (Air Walking), Speed 1 (10 MPH), Super-Senses 2 (Enhanced Senses: Extended Spiritual Awareness; Enhanced Senses: Spiritual Awareness), Teleport 2 (Flaws: Short Range [-1])

Equipment: Antidote

COMBAT: Attack +4, Grapple +8, Damage +0, Defense +4 (+2 flat-footed), Knockback -0, Initiative +8

SAVES: Toughness +0, Fortitude +0, Reflex +7, Will +0

Abilities 6 + Skills 0 + Feats 6 + Powers 19 + Combat 16 + Saves 3 = 50 points
Michuru81 wrote:Admittedly this is a very shallow build of Nemu from around the Soul Society arc. We find out a little more about her in Hueco Mundo--like the warped way Kurotsuchi Mayuri heals her. For one she's pumped full of toxins and then there's that stunt where she digs through the ground to find Syazel Aporro Granz's lab. With that last trick it's hard to sort campy goofiness from cannonical abilities given that it's one of the mangaka's more lighthearted moments.
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UC #16: Inoue Orihime

Post by Michuru81 » Sun Jul 26, 2009 7:53 am

INOUE ORIHIME (Power Level 8)

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STR 11, DEX 10, CON 12 (+1), INT 15 (+2), WIS 8 (-1), CHA 16 (+3)

SKILLS: Concentration 6 (+5), Diplomacy 2 (+5/+9 attractive), Knowledge (popular culture) 3 (+5), Notice 5 (+4)

FEATS: All-out Attack, Attack Focus 2 (melee), Attractive 1, Improved Block 1, Improved Disarm, Instant Up, Power Attack, Stunning Attack, Tough 1

POWERS: Force Field 12 (“Santen Kesshun”; Alternate Powers: Disintegration 8 [“Koten Zanshun”; Power Feats: Accurate 3, Subtle; Drawbacks: Power Loss {morale, -1 point}], Healing 19 [“Souten Kisshun”; Power Feats: Persistent, Regrowth, Subtle; Extras: Affects Objects {+1}; Drawbacks: Power Loss {morale, -1 point}]; Power Feats: Progression 1, Subtle; Extras: Affects Others [+1], Impervious [+1], Range [Perception, +2]; Drawbacks: Power Loss [morale, -1 point]), Super-Senses 5 (Enhanced Senses: Acute Spiritual Awareness, Extended Spiritual Awareness 2, Tracking Spiritual Awareness; Enhanced Senses: Spiritual Awareness)

COMBAT: Attack +2 (+4 melee, +8 disintegration), Grapple +4, Damage +0, Defense +2 (+1 flat-footed), Knockback -1, Initiative +0

SAVES: Toughness +2, Fortitude +4, Reflex +3, Will +2

COMPLICATIONS: Secret (Feelings for Ichigo)

Abilities 12 + Skills 4 (16 ranks) + Feats 10 + Powers 68 + Combat 8 + Saves 9 = 111 points
Michuru81 wrote:In Kubo Tite’s masterpiece BLEACH, Inoue Orihime is one of numerous classmates of the series’ protagonist who begins to develop her own spiritual abilities after a supernatural encounter… In her case these abilities are six fairies (Shun Shun Rikka) which combine to create one of three effects: by rejecting reality, Inoue has the ability to shield herself and those near her from attacks, heal the gravest of injuries or slice through almost anything. One would think that would make her the end all be all of the series but these abilities stem from her confidence which… well, falters from time to time. Anyone familiar with the series will notice the lack of a drawback requiring Orihime to chant in order to evoke her abilities. Orihime is one of the few characters who doesn’t actually evolve over the course of the series except to eliminate a few drawbacks (like the kodama). As a result this is Orihime upon her departure from Soul Society…

Let’s address a few points: despite her ditzy behavior, Orihime is shown to be one of the top-ranked students in her class; she’s rather oblivious though, so… high Intelligence, low Wisdom. Further, Tatsuki has claimed that Orihime is about the equivalent of a black belt in karate—hence the feats. As far as her single rank in Tough is concerned, numerous characters have remarked on the hardness of her head.

I’m not 100% sure if I’ve got Shun Shun Rikka down. I considered a very limited area Force Field, a perception-based Disintegration and adding range to her Healing. However, in game terms, in order to shield more than one person with her Force Field, Orihime’s ability would be at least ten feet in width and… that doesn’t happen. Her Disintegration can be deflected so… attack rolls are factored in and while I may be wrong I’m not thinking of any instance where she healed anyone without being right by their side.

Some of the tricks Orihime pulls out (like using her Force Field to slow her fall upon entering Seireitei) can be passed off as just extra effort.

Since I’m posting Orihime, one of the women of BLEACH, I’d also like to address a gripe I have with Kubo Tite’s work here… It was about the time I was reading the Turn Back the Pendulum gaiden that I noticed some misogynistic themes running through BLEACH. Of the eight shinigami who become visored none of the females possessed a rank above lieutenant while all of the males (with the exception of Hachigen) are all captain-class.

Further, in the current timeline only two females hold a class of captain: Soi Fong and Unohanna Retsu (Unohanna is captain of the 4th unit whose job is essentially… healing). The Espada count one female amongst their ranks: Tia Harribel—the quiet, soft-spoken one.

Factor in that one arc is devoted to Ichigo having to save Rukia from Soul Society and another centers on saving Orihime from Hueco Mundo and you start to see a pattern where BLEACH’s female characters are either waiting for the men to save them or are simply under a man’s authority. I mean, I get that BLEACH is a shonen manga but c’mon, already!
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UC #17: Charlie Coutrakon

Post by Michuru81 » Sun Jul 26, 2009 9:19 pm

CHARLIE COUTRAKON (Power Level 6)

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STR 11, DEX 9 (-1), CON 12 (+1), INT 15 (+2), WIS 9 (-1), CHA 9 (-1)

SKILLS: Computers 4 (+6), Knowledge (popular culture) 4 (+6)

FEATS: Benefit 1 (Wealth), Equipment 3, Luck 1, Teamwork 3, Ultimate Effort 1 (Ultimate Save [Fortitude])

POWERS: none

Equipment: cell phone, computer, Google shirt

COMBAT: Attack +0, Grapple +0, Damage +0, Defense +0, Knockback -0, Initiative -1

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

COMPLICATIONS: Reputation (Outcast, Perceived Homosexual, Virgin)

Abilities 5 + Skills 2 (8 ranks) + Feats 8 + Powers 0 + Combat 0 + Saves 9 = 24 points[/list]
Michuru81 wrote:Charlie is one of the main characters of the amazingly awesome web series I AM NOT INFECTED which… I’m going to go ahead and say is quite possibly the greatest web series out right now (that’s right The Guild and There Will Be Brawl—you heard me). It’s about three guys fleeing the zombiepocalyse and taking shelter in the site of a new reality television show, the Frat House of Representatives. There they meet Dean Mozian, aka Cameraman, who is the crew’s surviving member. To deal with the outbreak of zombies, America quarantined off Los Angeles and the boys of IANI are trying to coerce their audience into formulating a rescue plan to save them.

IANI is a comedy show though and Charlie is… well, one of the things that makes it all so funny. From the get-go he is the frequent subject of Hartley and Paul’s mockery and they don’t generally let him hold a gun (except for that one time when Hartley decided it was time to pop Charlie’s zombie-killin’ cherry… and not since). According to Paul, Charlie runs the website. He’s the smartest boy in the bunch but… his fall from the front stoop of the Frat House, his lack of common sense and his… dismal ability to really amalgamate with society add him to negative hits in Dexterity, Wisdom and Charisma.

Charlie is shown to be wealthy (he buys the television for Paul during the boys’ trip to Compton) and his ranks of equipment reflect the car that Harley and Paul recently locked them all out of. As far as Charlie’s three ranks of Teamwork, this is here to reflect “The Usual Plan.” The Usual Plan is not so much a plan but rather than Paul and Hartley resort to in the absence of a plan: they push Charlie into a horde of zombies and run for their lives. To further help Charlie survive The Usual Plan, Charlie has some degree of Luck and Ultimate Effort… you know, to help him resist the outbreak.

Charlie’s complications are… well, many. In fact, his frequently enduring Hartley and Paul’s presence should earn him a small stockpile of hero points (to be spent surviving The Usual Plan).

You may be wondering why bother statting Charlie as a PL 6 when a PL 0 may be more appropriate. The idea is that even though Charlie is… well, beyond pathetic (it’s all part of his charm; seriously, Charlie is my favorite of the bunch) he’s capable of doing the damage when given the chance (i.e., trusted with a shotgun).
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