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Razz's Rndm stuff: Moondog, Hellhound and Mongrel

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Postby razzputin » Thu May 14, 2009 11:02 pm

thank you Libra

Image

Now hold that pose, ducky! Man I wish I could get all of this on film! Ol Schwartzie couldn't do a better action scene!


Freeze Frame PL: 10 (150 pp)

ABILITIES: STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 20 (+5) CHA: 14 (+2)

SKILLS: Acrobatics 2 (+6), Bluff 4 (+6), Climb (+1), Computers 2 (+3), Concentration (+5), Electronic 4 (+5), Diplomacy (+2), Disable Device 4 (+5), Disguise (+2), Escape Artist (+4), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Medicine 2 (+7), Notice (+5), Acting 4 (+6), Search (+1), Sense Motive 2 (+7), Sleight of Hand 2 (+6), Stealth 2 (+6), Survival (+5), Swim (+1)

FEATS: Accurate Attack, Attack Specialization (1), Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (2), Eidetic Memory, Elusive Target, Equipment (2), Improved Block (2), Improved Disarm (2), Uncanny Dodge, Attack Focus (Ranged) (1)

POWERS: Mind Control [12] [Ex: area] [Ex: penetrating], [Ex: sustained] [PF: subtle]
[Fl: one command] [Fl: do not move] [Fl: ranged]
Sensory Shield {Joo Janta sunglasses} [5], [],
protection {armored } [4],

COMBAT: Attack 5 [Unarmed +1] Defense 16 (12 flat-footed) Init 4

SAVES: Toughness 8 (6 flat-footed) Fortitude 4 Reflex 6 Will 10

Abilities 30 + Skills 7 (0 ranks) + Feats 18 + Powers 47 + Combat 18 + Saves 9 – Drawbacks 0 = 129

:arrow: Here's somebody I converted rather quickly the night before game night. He's Freeze Frame a member of IMAGE Immanent Mutant Ascenscion and Global Evolution. He's a one trick pony but it's a very potent trick. He mind controls people to where they "do not move". He's a decent sort and is squemish about doing any harm to anyone which is at odds with the group he is in which was founded in opposition of Genocide. Even though he's a decent sort I'm sure he would be high on the list of people to get amongst those in power. Just because he wouldn't hurt you doesn't mean he wouldn't humilate you. I imagine it would be like fighting Hiro Nakamora from heroes you'd probably look damn silly a lot. anyway more to come on IMAGE later.
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Postby MorningKnight » Fri May 15, 2009 9:03 am

One of my favorite books! Great conversion!
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Postby razzputin » Sun May 17, 2009 1:14 am

Yeah the mutant file is one of my faves too. I'll put up more later but I just threw him up as a bit of a rush job. I'll polish him up later adding backstory and other little touches. I had surprisingly little time to work on characters during my vacation but soon I'll finish up my story for a bit in our game group and then I'll be able to post a lot more.
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Postby razzputin » Mon Jun 15, 2009 8:12 pm

Up next the pack

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Quote "Maybe you'll like being dead"

Background: Willie was born evil. While he didn't come from a hollywood home his family loved him. It didn't matter you know how some kids get in fights well when those kids fought Willie they ended up in the hospital his peers soon learned to leave him alone. Sports offered him some success for awhile until in a heated wrestling match where he snapped a poor boys neck. He liked it..a lot. He began running with a gang and became known as an effective hit man on the street. He became a little to well known and within a year he was looking at a lengthy prison sentence. Once inside his street talking manor had him on the bad side of Andre "Bones" Higgins, and he was no match for the 300pound opponent. Willie knew he wouldn't win this one but he either showed up or was marked for death. Before the fight a well built man pulled Willie aside and showed him how to get to the soft part of a man's throat. Minutes later "Bones" higgins lay bleeding to death and Willie walked away with the old man, also known as Sergeant Joe Duffene. Willie, nicknamed "Doberman" after he had torn higgins throat out, became Armondo's replacement in the pack. Duffene refined the talents of the young men whose speed and dexterity were phenomenal. Willie became a masterful fighter and soon all the inmates learned to mess with him was to mess with death itself. Willie also learned the fine art of modern security and lockpicking: Duffene did the rest.

Doberman PL: 8 (110 pp)

ABILITIES: STR: 10 (0) DEX: 26 (+8) CON: 24 (+7) INT: 12 (+1) WIS: 10 (0) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+13), Disable Device 5 (+6), Drive 3 (+11), Escape Artist (+8), Streetwise 8 (+9), Stealth 3 (+11)

FEATS: All-out Attack, Evasion (1), Fearless, Grappling Finesse, Improved Block (1), Improved Initiative (1), Improved Pin, Instant Up, Move-by Action, Power Attack, Prone Fighting, Rage (2), Stunning Attack, Teamwork (2)

POWERS: *Strike, penetrating [5] - DC:20:tough,
Strike, mighty [7] - DC:22:tough,
*Speed [6]

COMBAT: Attack 9 [Unarmed +0 (Bruise)] Defense 19 (14 flat-footed) Init 12

SAVES: Toughness 7 (7 flat-footed) Fortitude 8 Reflex 10 Will 0

DRAWBACKS: Vulnerable -1 1/2 from electricity [Freq DC 15] [Sev DC 10]

Abilities 34 + Skills 6 (24 ranks) + Feats 15 + Powers 17 + Combat 36 + Saves 3 – Drawbacks -2 = 109 / 110


:arrow: This ugly mug is the wolverine wannabe of the pack except he's got speed and no regen. He fights pretty good on his own but he's really good at running by someone hitting them and being out of range before they can do much about it. He's good at aid action and gives a whopping +4 to hit so he often helps Moondog (coming soon) out.

:arrow: Note I'm using the tactical movement rules from mastermind's manual so his movement isn't quite as outrageous as it seems at first glace.
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Postby razzputin » Mon Jun 15, 2009 8:59 pm

here you go, a group photo of the Redeemed

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Postby razzputin » Fri Jun 19, 2009 1:55 pm

alright the 2nd member of the pack Rottweiler

:arrow: Here's Angus or as he's known amongst the pack Rottweiler He was a backalley pitfighter with mutant healing that didn't want to fight his fellow pitfighters he wanted to fight the people that put him there. Well Mongrel the leader of the pack (lookout. lookout. lookout. :wink: ) busted up the ring shot up those that were holding him. As Mongrel was trying to figure out what to do with this guy Angus asked him "are you gonna shoot me?" with no hint of fear. "I don't think so" Mongrel replied. "good, cause then I'd have to kill you" Angus said sadly. Mongrel looked down at the massive man with the seemingly childish brain. This poor soul was forced to fight to stay alive, forced to kill for entertainment of others; a pawn in a much larger game than he knew. Mongrel thought back to his jail-days, and it was easy for him to empathize. "If you come with me, you'll only have to kill people who deserve it. You won't have to fight in an arena anymore." Mongrel said calmly. Angus looked up into the mans eyes. He wasn't lying, somehow Angus could sense it. The man had already chased away his keepers, but they would be back soon. Angus stood up gently, one arm pressed to his rapidly-healing wounds and used his other hand to steady himself on the man's shoulder. Angus followed his new master out of the arena.

Image

quote that didn't hurt

PL: 8 (100 pp)

ABILITIES: STR: 26 ( +8 ) DEX: 16 (+3) CON: 24 (+7) INT: 8 (-1) WIS: 6 (-2) CHA: 12 (+1)

SKILLS: Climb ( + 8 ), Sense Motive 8 (+6), Swim (+ 8)

FEATS: All-out Attack, Animal Empathy, Grappling Finesse, Improved Pin, Improved Throw, Power Attack, Attack Focus (Melee) (2)

POWERS: *Regeneration [12], bruised or unconscious once a round [2], as a standard action, ,
injured or staggered once a round [4], as a standard action, ,
Disabled check once a round [6],
*Speed [6],
Super-Senses [2],
Discriminatory Scent [1],
UV sight [1]

COMBAT: Attack 6 [Unarmed +8 (Bruise)] Defense 16 (13 flat-footed) Init 3

SAVES: Toughness 7 (7 flat-footed) Fortitude 8 Reflex 4 Will 0

Abilities 32 + Skills 2 (8 ranks) + Feats 8 + Powers 20 + Combat 24 + Saves 4 – Drawbacks 0 = 90 / 100

:arrow: Here's Rottweiler he's a little slow but don't mock him it's probably the last thing you'll do. Think Conan minus the medieval weapons plus wolverine's regeneration abilities. He usually starts off Fights going all out to grab hold of someone until he snaps their neck. If he gets hurt badly then he fights not so aggressive until he heals back up then he's right back in your face.

Roleplaying Tips: Rottweiler has a very child-like mind. He is almost always happy, even when taking damage in the middle of a fight. His soliloquies are typical sounding like they are coming from a psychopathic second-grader, and he talks in a halting sing-song speech pattern.
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Re: Razz's Rndm stuff: Freeze Frame, Doberman and Rottweiler

Postby razzputin » Mon Aug 03, 2009 1:29 am

Here's Moondog 3rd member of the pack

Background Scott came from the small town of Creekville, Alabama. In a small town like that everyone knows everyone. Scott was a typical product of his environment, a friendly, funny person who chased girls and played football. But unlike the rest of his partying cronies, Scott didn't plan on getting some girl pregnant and spend the rest of his life working at the mill. Scott worked hard in school, learning with an appetite that amazed his teachers. Scott's dream was to play football for the University of Alabama, and while he may not have been big enough then he knew he would continue to grow if he kept eating the way he had for the past two months. Where Scott put the food was a mystery to his parents, who were sure a huge growth spurt was in the near future. Unfortunately they didn't have to wait that long. Something happened to Scott one summer night while the full moon glowed down on the two kegs being enjoyed by he and most of his classmates. The beer seemed to go to his head a lot quicker than it had before, he felt dizzy and disoriented. The party blurred before him, and the weirdly distorted faces of his friends asked him if he was all right. Scott passed out and his friends placed him in the back of the pickup and went back to the party. Next thing you know the truck tailgate went sailing through the air with a screech of torn metal and popping rivets. The party broke up as a large canine muzzle crested the truck-bed. Scott climbed from the truck and landed with a thud. It took him a second to realize why everything looked different. He was taller. Much taller. When he looked down to see what he was standing on, he saw the fur on his feet, which were huge. He looked in the truck window to see his reflection in the moonlight his cry of terror came out as a roar as well. Scott fled for home in a panic. He calmed down before he arrived home and discovered he could make his wolf-shape revert to normal. He got home only to see men with shotguns and rifles pounding on his door. It took him a bit to realize they were there for him. One of the men turned and saw Scott standing naked at the edge of the driveway, debating whether to call for his pa or to turn and run. The men walked slowly towards Scott, guns leveled. The sheriff, spoke up for the pack of men. "Scott, you all right?" he asked sounding genuinely concerned. Scott winced at the flashlights in his eyes, he couldn't see the men clearly, all he could see was the moonlight reflecting off the gun barrels. Guns, they were going to shoot him! He ran. "Scott, don't run, son, we want to talk to ya," the sheriff said softly. Another man in the pack spoke up. "I told ya sheriff, them kids was playin' tricks on us. When I get home I'm gonna' whip that boy's hide!" Grumbles of consent were echoed by the mob, and the sheriff was about to tell everyone to go home when Scott tripped and fell backwards hitting his head on a rock. Scott was out for only a second, but when he came too he couldn't see straight and all he could remember was the guns. Guns for him. The men Jumped back as the teenager's body doubled in size. Scott struggled to stand, brain filled with terror over what he had become earlier and fear from the men's guns. The sheriff tried to stop the men but when the first gun went off there was no stopping the barrage. Scott felt bullets and shot slam into him. They stung badly. He was unaware they didn't penetrate his skin. All he knew is that if he didn't leave he would die. Scott ran into the woods, never to see home again.
In the City, Scott found out what out of place really meant. he couldn't find a job and spent weeks sleeping in the alleys. It was only when someone tried to mug him that his life changed. The muggers knife may have been effective against a 160lb teenager, but against a 400lb werewolf it was horribly ineffective. Word got out on the street what Scott could do and soon he was rolling in bodyguard money. Scott was good at bodyguard work it took him a month for Scott to become the second hand man for the biggest drug dealer on the East side, just about the time Mongrel (coming soon) started his rampage. A whisper in the night was Scott's intro to Mongrel. The offer was simple; let Mongrel past security and Scott could be more than a bodyguard, he could be part of the ruling class. So with something so simple as an unlocked door to his bosses bedroom, Scott made his decision.

Image

MOONDOG

Quote "Boah, you jest bit off morn' you can chew."

PL: 8 (127 pp)

ABILITIES: STR: 22 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 10 (0) CHA: 18 (+4)

SKILLS: Acrobatics 7 (+10), Bluff (+4), Climb (+6), Concentration 4 (+4), Diplomacy (+4), Disguise (+4), Escape Artist (+3), Gather Info (+4), Handle Animal (+4), Intimidate 6 (+10), organized crime 4 (+6), Notice 5 (+5), Search (+2), Stealth (+3), Swim (+6)

FEATS: All-out Attack, Animal Empathy, Endurance (1), Equipment (1), Fearsome Presence (6), Improved Initiative (1), Improved Sunder, Uncanny Dodge

POWERS: *Growth [4],
*Protection [6], Impervious [6],
*Strike, mighty [claws] [4] - DC:25:tough,
*Speed [3],
Super-Senses [5],
danger sense-smell, ,
darkvision,
scent,
ultra hearing, ,
Super-Strength [5],
Sensory Shield-Goggles [6]

COMBAT: Attack 5 [Unarmed +6 (Bruise)] Defense 15 (12 flat-footed) Init 7

SAVES: Toughness 10 (10 flat-footed) Fortitude 8 Reflex 6 Will 4

Abilities 26 + Skills 6 (24 ranks) + Feats 13 + Powers 47 + Combat 24 + Saves 11 – Drawbacks 0 = 127 / 127
Last edited by razzputin on Sun Aug 30, 2009 1:38 pm, edited 1 time in total.
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Re: Razz's Rndm stuff: Doberman, Rottweiler and Moondog

Postby razzputin » Sun Aug 30, 2009 1:33 pm

Sorry It's been so long between posts I've been busy going to a friend's wedding in Chicago and then a proper vacation in Colorado(thank goodness my dad was buying or there's no way I could have afforded that). Ahh I needed that. Only two more members to go to have the Pack done and then I'll explain what they're all about for those that don't have shadows of the city.
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Re: Razz's Rndm stuff: Doberman, Rottweiler and Moondog

Postby razzputin » Fri Sep 11, 2009 12:59 am

Now I give you the 4th member of the pack hellhound

P. J. miles or Pj was a typical guy with a wife and two kids. At 34 working six days a week as a cabbie with a mortgage and the prospect of putting two kids through college, it looked like his life couldn't get any worse. He was wrong.
It was an average day when all hell broke loose: literally. He thought little of the fare he picked up outside the public library. Had he looked carefully, he would have seen the frantic glances of a man who fears pursuit. He would have seen someone afraid for his very soul.
Pj noticed none of this, but he did notice the flying man in the black cape that landed on the hood. Pj recognized the man from the warnings he'd seen on the news: it was Prophelese. Prophelese was terrorizing the city with his satanic magic, and it was well known he cared little about who was killed.
After he recovered from his initial shock, Pj demonstrated amazing speed as he dove from his cab, but he was not fast enough. His passenger was already out of the cab and turning the corner of the next block when Pj was grabbed by some unseen force. He was lifted off his feet and brought face to face with Prophelesse.
"It would appear that your passenger has stiffed you out of your fare," Prophelese's deep voice rumbled. Pj was speechless, his mind blank with terror as he stared into the magician's deep red eyes.
"We can't have that," Propelese continued, "now can we?" P.j started to hyper-ventilate as thoughts of his children he knew he would never see again flashed through his mind.
"I know how you feel," the magician said. "The man has stolen from me as well. Perhaps we can work together to teach him a lesson." Prophelese’s eyes rolled back into his head as he started to mumble a chant in an awesomely deep baritone. Pj finally found his own voice, and he began to scream. His screams quickly turned into howls as a voice he couldn't recognize erupted from his throat. He was suddenly engulfed in flames and he felt his skin bubbling away from his muscles: he was on the verge of passing out when the pain stopped.
"Now go teach that man not to steal," Prophelese commanded. "Sic' him."
Before he even knew what he was doing, Pj flew upward from his taxi, flames trailing behind him as he rose. His sight had changed, and he now saw everything as heat patterns. He could see so much! He recognized everything, but all of it was so much more detailed than ever before. Looking back at his taxi, he saw swirls of dissipating heat that came from the back seat. The swirls continued away from the car and around the next block, a pattern that was plain to his eyes but invisible to the rest of the world. Following it was child's play.
His body was surging with power as he flew over the streets, following the man's trail. It only took him seconds to cacth up to his passenger, who was scrambling to scale a fence in a back alley. The man turned and looked at Pj with newfound terror. Pj watched the patterns in his face change by the second, and yet there was a constant shape to them that Pj knew would never alter.
"Please!" the man screamed. "Please don't take me!" Five minutes ago he would have felt compassion towards the man, now he only wanted to do his master's bidding. Pj stretched his arm towards the passenger, setting him ablaze with the flames of hell that leapt from his fingers. The man had time to scream once before Pj silenced him forever with a second blast. Prophelese’s bidding was done.
He was returning to his new master when panic filled his body: Prophelese was in trouble. Pj flew as fast as he could, shooting over the streets as a blaze of hellfire. He was back in seconds and saw a man raising a knife above the prone Prophelese. Pj dove for the man, but he was too late. The knife found its mark and Prophelese joined the ranks of so many of his victims.
Pj's head was suddenly clear. He blinked with confusion at the man pointing the gun at him, not remembering how he had caught fire or why he felt no pain or panic.
"What happened?" Pj asked in a whisper. As he looked at his blackened skin the racing memories of his family came back to him. His flame went out as he sat down on the pavement and buried his head in his hands. "What happened to me? What happened?" he mumbled to himself.
Mongrel kept the gun pointed until he was certain it was not a trick. The man was in shock and needed help. Mongrel heard the rapidly approaching sirens and knew he had to move. He reached his hand out to the man and helped him off the ground.
"Come on buddy," Mongrel said softly, "we've got to get out of here." Pj looked up at Mongrel, his mind awash with confusion. He let Mongrel guide him away from the dead body on the pavement and followed him out of the area. He has been following him ever since.
He still loves his family and sends money to them whenever he can. His family has no idea of where or what he is, and Pj will never tell them.

Image

HELLHOUND

You can run but you can't hide

PL: 8 (125 pp)

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

SKILLS: Concentration (+2), Drive 2 (+6), Escape Artist (+4), Streetwise 2 (+2), Notice 8 (+10), Sense Motive (+2), Stealth (+4), Survival (+2)

FEATS: Accurate Attack, Attack Focus (Ranged) (1), Luck (2), Precise Shot (1), Equipment (2)

POWERS: Blast, improved range [fire bolt] [9] - DC:24:tough,
Dazzle [flashfire] [9] - DC:19:ref,
Flight [8],
Flight 4 [4], tiring [4],
disciminatory sense [17],
tracking scent only works within 1 minute, ,
spatial awareness, ,
infrared sight, ,
protection [4],
impervious [4],
Sensory Sheild [6],
Mind Shield [4], Flaw:Fade [2]

COMBAT: Attack 6 [Unarmed +0 (Bruise)] Defense 18 (14 flat-footed) Init 4

SAVES: Toughness 8 (8 flat-footed) Fortitude 6 Reflex 6 Will 4

Abilities 20 + Skills 3 (12 ranks) + Feats 7 + Powers 61 + Combat 28 + Saves 6 – Drawbacks 0 = 125 / 125

:arrow: Okay here's Hellhound he's a fairly typical fire blaster. He can fly fast but in a pinch he can fly REAL fast. However doing so tires him out (flaw on the last 4 ranks of Flight for a total of 12 ranks). The original character had levels with range mod so I gave the MnM version improved range. he's very good at sitting back and sniping even vs. other blasters. Unless your blaster is a mentalist. We had one in my group who tore him up, so the pack went out and got themselves the best mental defense money could buy. Now since they did this on short notice it isn't quite everything the black market dealer told them it would be (it has a tendency to fade fast) hence the Mind Shield. He's best used among the pack as someone who dazzles people setting up his team mates to really put the hurt on. With his spatial awareness this trick isn't likely to happen back at him though.
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Re: Razz's Rndm stuff: Rottweiler, Moondog and Hellhound

Postby razzputin » Fri Sep 25, 2009 1:42 am

Finally I give you Mongrel Leader of the Pack (take it El Humidor)

Armondo Lincoln Mohammed was born of mixed blood and mistreated most of his youth because of this. He became a fighter of racism, joining “rainbow” political groups and speaking out aggressively against intolerance. By age 21 he became a political leader in his community, teaching others to fight racism wherever they found it. It was his fight against the city that was his downfall. Investigating racist hiring policies against city officials and Mayor Bradford Whitman in particular that began to attract attention, not only from the media but also from the mayor’s “low-profile” supporters. The mayor was as corrupt as they come, his zoning kickbacks and bribes to prevent prosecutions had made him a rich man. But the men who made him rich weren’t about to see their investment brought down by a 21-year old kid with a big mouth.
Armondo’s parents were gunned down one night as they sat in their home. A series of payoffs and planted evidence led to a suspect being arrested for the murder: Armondo. He was tried and given the wealth of evidence against him (thanks to bribes and payoffs) sentenced to life with no parole. His political career was over.
With his mixed heritage it was like his youth all over again but this time with much more lethal consequences. The inmates gave him the nickname “Mongrel” and all races shunned him. For three years he fought for his life almost daily. His viscous fighting caught the eye of inmate Joe Duffene.
Sergeant Duffene, marine corp. (dishonorably discharged) was a 48 year-old man serving several life terms. Despite his advancing years, he had found a system that gave him power in the prison, what he called a fire team. He had four strong men that he recruited from the inmates and trained to survive. He taught them methods of fighting, he taught them ways to kill a man in seconds, he taught them ways to survive in a vicious riot, and he taught them to be loyal.
Once you were in the pack, as the gang of five was known you were in to stay. Being in the group was a sure way to survive, a guaranty of respect. When one of the pack got parole, Duffene needed a replacement. He picked Armondo.
For the next two years Armondo got respect and learned how to take care of himself and his crew. Anybody who crossed the pack soon ended up dead. He was grudgingly becoming accustomed to the fact that he was going to spend the rest of his life in prison when politics fell into his life again.
Whitman was up for reelection. His popularity with minorities was at an all time low, and he needed their vote if he was to win the mayorship again. His team was looking for the perfect humanitarian effort when the Whitman hit upon the solution let Armondo out of jail.
Whitman figured correctly that Armondo’s political power was destroyed and he figured correctly that leading a publicized campaign to let the “poor, misguided youngster” out of his life sentence would win votes. What he didn’t figure on was how much Armondo had changed. Armondo no longer cared about right and wrong, all he cared about was revenge.
After Whitman rode to victory Armondo was freed. After the media hype died down. Armondo went to work, he found Duffene’s contacts on the outside and they taught him how to use many weapons. Mongrel as he called himself now was well trained and armed to the hilt.
He visited Whitman at his home one night, slipping past the burglar alarms and into the mayor’s bedroom. Dragging the begging Whitman into the bathroom at gunpoint, Armondo made the mayor face the mirror as he put a bullet through the back of his head.
Since that night Mongrel has lead a shadowy existence. He has turned up as a crime fighter on rare occasions, usually when a Nazi or a racist group is involved, but for the most part he has remained out of sight. He is a suspect in several major thefts, but even if he was caught nothing could be linked to him.
Mongrel is a dark character, leading a life of unfulfilled promise and wasted youth. He lives for himself, and the only things he cares about are success and the four members of his Pack. Killing is second nature to him now, and while he is not a psychopath a human life has absolutely no value to him. He is cold, calculating and will stop at nothing to get what he wants.

Image

Quote: "You want a piece a' me?"

MONGREL PL: 10 (135 pp)

ABILITIES: STR: 26 (+8) DEX: 22 (+6) CON: 17 (+3) INT: 16 (+3) WIS: 12 (+1) CHA: 20 (+5)

SKILLS: Acrobatics 4 (+10), Bluff (+5), Climb 2 (+10), Concentration (+1), demolitions 8 (+11), Diplomacy (+5), Disguise 5 (+10), Drive 2 (+8), Escape Artist (+6), Gather Info (+5), Handle Animal (+5), Intimidate 7 (+12), Investigate 2 (+5), Tactics 7 (+10), Notice 7 (+8), Search (+3), Sense Motive (+1), Stealth 4 (+10), Survival 4 (+5), Swim (+8)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Chokehold, Defensive Attack, Dodge Focus (5), Equipment (8), Improved Aim, Improved Block (1), Improved Disarm, Improved Grapple, Improved Trip, Inspire (2), Leadership, Power Attack, Sneak Attack (1), Startle, Track

POWERS: equip
*Blast, autofire X2, silencer [modified m60] [6] - DC:21:tough,
*Blast, penetrating [custom magnum] [6] - DC:21:tough,
*Blast, area-exp, 4 chrgs [grenades] [8] - DC:23:tough,
*strike, mighty [combat knife] [2] - DC:25:tough,
protection [kevlar vest] [4],
Sensory Sheild [6],
Mind Sheild [4], Flaw:Fades [2]

COMBAT: Attack 8 [Unarmed +8 (Bruise)] Defense 23 (14 flat-footed) Init 6

SAVES: Toughness 7 (7 flat-footed) Fortitude 5 Reflex 6 Will 4

Abilities 53 + Skills 13 (52 ranks) + Feats 31 + Powers 0 + Combat 32 + Saves 5 – Drawbacks 0 = 134 / 135

:arrow: Mongrel has no powers, but is a natural fighter and possesses great strength for a "normal." He is probably a mutant, but has never been tested. He is a virtual library of street-survival skills, and his mastery of weapons is complete. In combat, he prefers to let his Pack take on the melee action while he snipes from a safe distance. He is not afraid of melee, but is deadly when he can aim, power attack, all out attack, and sneak attack. Giving him a +9 to hit DC 26 damage with double autofire so however much he hits by goes up that much more :shock: . Very dangerous I generally targeted the regenerator first so they could see how cool they were from surviving that bit of visciousness :twisted: . Mongrel has no concept of honor in combat and will do whatever is necessary to win quickly.

:arrow: Yeah here's Mongrel he seems a little dated now and reminds me of Al Pacinco in Scarface just a little to much. However it's fun making a normal who can give a super a run for their money.
Last edited by razzputin on Fri Jan 25, 2013 12:50 am, edited 2 times in total.
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Re: Razz's Rndm stuff: Moondog, Hellhound and Mongrel

Postby Thorpacolypse » Fri Sep 25, 2009 7:25 pm

Good stuff there, Razz. Keep up the good work.
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Re: Razz's Rndm stuff: Moondog, Hellhound and Mongrel

Postby razzputin » Mon Oct 19, 2009 12:47 am

for the GMs in the audience highlight below to hear the plan of the pack

The pack are a dark age fighting force that appears to be vigilante heroes when the players first encounter them. They are a bit overzealous (such as killing criminals and anyone else who happens to be in the vicinity) but unless the players look deeper than face value they won't know that what the pack is actually trying to do is eliminate the competition in the drug biz while leaving enough there to stitch it together so that they can control the drugs to the city. They make a good group to contrast with a modern group or if you don't contrast that much to be competition for.
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Re: Razz's Rndm stuff: Moondog, Hellhound and Mongrel

Postby razzputin » Wed Dec 09, 2009 12:19 am

does anybody know how to do that trick where you put text in a format that the reader has to highlight it to see? If so please share the method I'm looking to have some information that I only want those who want it to have.
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Re: Razz's Rndm stuff: Moondog, Hellhound and Mongrel

Postby razzputin » Fri Mar 05, 2010 2:20 am

Sorry I've been gone so long I've had to process the fact that I am now going to be a father

of twins

girls

can't wait but hope I'm ready :shock: :)

anyway I've got the next week off so expect to see some posts.
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Re: Razz's Rndm stuff: Moondog, Hellhound and Mongrel

Postby Woodclaw » Fri Mar 05, 2010 5:46 am

razzputin wrote:Sorry I've been gone so long I've had to process the fact that I am now going to be a father

of twins

girls

can't wait but hope I'm ready :shock: :)

My mother once said that none is ever really ready, but everyone tries to do the best. Anyway I wish you all the best.
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