NEW VINDICATORS (Full - OOC)

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Re: NEW VINDICATORS (Looking for Interest)

Post by Plan B » Sat Jan 30, 2010 12:47 pm

I'm considering submitting British Neo-Sapien with metal based powers.
  • Insert witty comment here.

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Re: NEW VINDICATORS (Looking for Interest)

Post by 9thDoctor » Sat Jan 30, 2010 1:42 pm

Ok, here are my two concepts.
#1) Adam Greene
Nationality: British
Age: 14 (gifted)
Hair: white
Eyes: grey

For those who read the story section, he might be a bit familiar. He is based on ZuluEchoNovermber's Oliver Smith story. I have asked ZEN to use this concept and he agreed, fortunately. Bio is still a bit short, will be fleshed out, 9thDoctorstyle, promise.

Adam was born a normal child. He and his parents lived in York for a long time. But when he had his accident, they moved to live in a city less hilly. He was 8 when the car hit him. Since then he was paraplegic.
At age 12 he first manifested his powers, tinkering with his electric wheelchair he got zapped, which triggered his latent genetic abilities.
He always was considered smart, but after the incident he turned into the neighbourhoods Einstein. He was submitted to the New Vindicator Academy when the teachers of his old school were getting demotivated, teaching him.
Abilities 22 +Skills 12 +Feats 9 +Powers 59 +Combat 8 +Saves 10 =120 - Drawbacks variable
Abilities: [22pp]
STR 6
DEX 6
CON 10
INT 24
WIS 24
CHA 12

Skills: [12pp]
Computer 8 (+15)
Craft Electronics 6 (+13)
Craft Mechanical 4 (+11)
Craft Chemical 2 (+9)
Disable Device 4 (+11)
Knowledge Technology 6 (+13)
Knowledge Physical Sciences 6 (+13)
Knowledge History 2 (+9)
Knowledge Current Events 2 (+9)
Knowledge Earth Sciences 2 (+9)
Knowledge Life Sciences 2 (+9)
Notice 2 (+9)
Search 2 (+9)

Feats: [9pp]
Online Research, Attack Specialisation Grab-o-mat 3, Dodge Focus 4, Inventor

Powers: [59pp]
Datalink 6 (Machine Control, 20 mile range, Subtle, Duration Continous, Alternate Power)
--AP: Nullify Electronics 7 (Nullifying Field, Duration Concentration, Distracting)
Comprehend Machines
Communication 6 (Radio, Area, 20 mile range, selective, subtle)
Quickness 6 (Mental tasks only, 100 times faster)
Super Senses: Machine Awareness (accurate, extended 2)

Superwheelie 2000 [Device 5(hard to loose)]
--Tuned Engine Speed 2
--Force Field 10 (Ablative, Selective)
--Immovable 2
--Grab-o-mat Grappling Arm [Container 3]
----Additional limb 1 (1 arm)
----Super Strength 2
----Strike 8 (Extended Reach 2)

Combat: [8pp]
Base Attack 2
Base Defense 2

Saves: [10pp]
Fortitude 0 +3 =3
Reflex -2 +4 =2
Will 7 +3 =10

Drawback:
Paraplegic (the cost should Michuru81 decide, since I have my Super-Wheelie)

#2) Helen Wellington-Jones
Nationality British
Age 16
Height 6'2''
Hair, Eyes, Skin: silver

Helen was born certainly not a normal child...unless you think a 15 pound baby with a metallic body normal.
She grew up relatively normal, though. (this story too will be fleshed out)

Abilities: [22pp]
STR 10/28
DEX 16
CON 10
INT 14
WIS 16
CHA 16

Skills: [11pp]
Acrobatics 2(+5)
Bluff 4(+7)
Diplomacy 5(+8)
Gather Information 2(+5)
Knowledge Pop Culture 2(+4)
Knowledge Current Events 2(+4)
Knowedge Civics 2(+4)
Knowledge History 2(+4)
Knowledge Behavioural Sciences 2(+4)
Knowledge Physical Sciences 2(+4)
Languages: English (native), French, Italian, German
Notice 5(+8)
Perform Singing 5(+8)
Sense Motive 6(+9)

Feats: [9pp]
Fascinate (Singing)
Attractive 1
Melee Focus 2
Dodge Focus 1
Inspire 1
Interpose
Improved Block 2

Powers: [48pp]
Density 10 (+20 STR, Impervious Protection 5, Immovable 3, Super Strength 3; Continous, Permanent; Weight 1400pds)
Immunity (Starvation, disease, poison)
Protection 6 (Impervious 2)
Immovable 2 (Unstoppable)
Super Strength 2 (Groundstrike, Thunderclap)

Combat: [16pp]
Base Attack 4 +2 melee =6
Base defense 4 +1=5
Toughness = 11 (Impervious 6)
Initiative = 3
Grapple = 21

Saves: [14pp]
Fortitude 0+6=6
Reflex 3 +4=7
Will 3 +4=7

Abilities 22 +Skills 11 +Feats 9 +Powers 48 +Combat 16 +Saves 14=120pp
St.Louis Blues - GM
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CeeCee - Wild Cards (on Hold)

My Roll Call - The Doctor's Original Builds
The Doctor's Conversions

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Re: NEW VINDICATORS (Looking for Interest)

Post by ZuluEchoNovember » Sat Jan 30, 2010 1:56 pm

Alright, here's Eve v.1.0. The build isn't complete. I'd like to get your feedback before finishing.

She was once one of the most beautiful and popular girls in school. She was a star athlete on the gymnastics team, on the cheerleading squad, and a straight A student. Eve was just so... perfect. No one thought there was anything wrong with that until one day her perfection took on a more noticeable 'glow'. Her skin actually became luminescent, and Eve was outed as a Neo-Sapien. Her popularity took a dive, and she was shunned by her classmates. Soon after this, the government began rounding up Neo-Sapiens and placing them in internment camps. Eve's parents were able to smuggle her out of the country, and she has been enrolled in New Vindicators Academy.

Eve is essentially the epitome of untapped potential. Her mind and body are both at peak human form, but she has never really applied herself. All Eve used to care about was her popularity in school. Good grades were easy to get without really trying. She loved making everything look effortless. Now that she has actually faced real adversity, her attitude is changing little by little. Her combat skills are based mainly on her heightened reflexes and instinctual muscle control. Like I said, she can make anything look easy.

Image

Eve
Name: Eve Robbins
Nationality: United States
Eyes: Blue
Hair: Red

Power Level: 8 (120pp)

Abilities: STR: 10 [24] (+7), DEX: 10 [24] (+7), CON: 10 [24] (+7), INT: 10 [24] (+7), WIS: 10 [24] (+7), CHA: 10 [24] (+7)

Skills: Acrobatics 4 (+11), Diplomacy 0 (+7/+15)

Feats: Attractive 2, Beginner's Luck, Dodge Focus 6, Jack-of-All-Trades

Powers:
Container 18 "Perfection" (Extra: Duration [Continuous] +1; Flaw: Permanent -1; Drawback: Noticeable [Luminescent appearance; -1pp]; 89pp)

Perfection (90pp)
Enhanced Strength 14 (14pp)
Enhanced Dexterity 14 (14pp)
Enhanced Constitution 14 (14pp)
Enhanced Intelligence 14 (14pp)
Enhanced Wisdom 14 (14pp)
Enhanced Charisma 14 (14pp)
Speed 1 (10 mph; 1pp)
Super-Senses 5 (Danger Sense, Vision [Extended], Low-Light Vision, Hearing [Extended], Ultrahearing; 5pp)

Combat: Attack +4; Damage +7 (Unarmed); Defense +9 (+2 flat-footed); Initiative +7

Saves: Toughness +7, Fortitude +9, Reflex +9, Will +9

Abilities 0 + Skills 1 + Feats 10 + Powers 89 + Combat 14 + Saves 6 - Drawbacks 0 = 120/121

Complications: Accident (Luminescence increases to blinding levels during moments of heightened emotion or stress), Prejudice (Neo-Sapien), Reputation (as a stuck-up b!#@h), Rivalry (with Tatjana "Fach")
Last edited by ZuluEchoNovember on Fri Feb 19, 2010 3:56 pm, edited 8 times in total.
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Re: NEW VINDICATORS (Looking for Interest)

Post by Anomaly » Sat Jan 30, 2010 2:54 pm

I'm up for it, if ya still need more.

Here's the short of it.

Viktor DeGallow quit school at age 14. He saw little need for it since his family was independently wealthy, and he just planned to mooch off them until he took over the family winery. His father seemed unconcerned with his only remaining son’s decision and welcomed the assistance on in the fields and with the business. A life of lazy days and excess then followed for quite some time. Age 17, Viktor took a joy ride on his new dirt bike and had apparently drank a bit too much. He ended crashing into the side of the local church. The bike was totaled, as were several of the walls of the building. The boy however, ended up wedged in a hill on the opposite side of the building.

Several weeks passed as the family fought off the press and the ensuing legal disputes, all the while trying to establish what was to be done with the Viktor. Viktor was given a choice. He could be sent to America and try to make his own way, or go back to school at the European Vindicators Academy (provided they would allow him admittance). Either way, he was no longer allowed to remain at the vineyard and cause the family dishonor and hardship.

Much of his spare time is spent hitting on the ladies. He thinks highly of himself and his family’s wealth, even though he has all but been disowned. Despite his age, he is just barely qualified to be a sophomore in high school, in part due to his family’s bribery. Prior to his abilities manifesting he felt untouchable due to the family’s level of respect and wealth. He’d flaunt his new toys and party often. He was a social dynamo for a few years. With his powers, he feels even more unstoppable (yeah puns). He does what he wants with little regard to what others desire. He won’t place people in harm’s way on purpose, but if they end up there themselves, too bad. Example: When walking down the halls, people are better to let him pass then take a chance of him running into them as he walks by. His drinking has been curbed to an acceptable level as he does not wish a repeat of the disrespectful behavior that caused his banishment. He thinks highly of bringing honor back to his family name. Disrespect shown to him is likely to be confronted and dealt with in a harsh manner. However, the majority of the time he prefers to be suave and talk his way through most other issues.

Abilities: (12) 14/10/14/8/12/14

Saves: (10) 5/0/5 [7/0/6]

Combat: (16) Defense 4 Attack 4

Skills: (9) Bluff5[7] / Craft: Mechanical 2[1] / Diplomacy 6[8] / Drive 3[3] / GatherInfo 2[4]
Know(business)3[2] / Know(civics)1[0] / Know(Earth science) 3[2] / Notice5[6]
Pilot 1[1] / SenseMotive4[5]
Languages: Spanish / English

Feats: (13) Improved Overrun/ Move-by Action / Takedown Attack (1) / Luck (1)
Improved Trip / Endurance / Attractive (1) / Fast Overrun / Equipment (1)

Equipment List: Vindicators Uniform [commlink, immunity (enviro cold/hot)], Mirrored Tech Shades [(+5 vs bright light dazzles(flash goggles), darkvision (night vision goggles)]

Powers: (68)
Inertial Barrier
container 11(ex: Affects Others 11) (pf: progression 1 [2 people], selective)
Permanent Duration / Sustained "off" / Free Action
Immovable 15 (ex: unstoppable 10)
Protection 12 (ex: impervious 12, fl:impervious only effect vs physical)
Super Movement: Air walk 2
Speed 4
Super Strength 4 (fl: limited - only while in motion)

Complications: Prejudice(NeoSapien), Temper(Disrespect), Honor(Pride)

Trade off: +4 toughness / -4 defense
PP: 124 / 124
Codename: Impasse
Last edited by Anomaly on Thu Mar 17, 2011 11:30 am, edited 30 times in total.
Player of: Amalgam Anomaly Impasse Coulomb

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Re: NEW VINDICATORS (Looking for Interest)

Post by Tattooedman » Sat Jan 30, 2010 5:46 pm

Greystone:


PL: 8
Str 12 (+1) Dex 10 (+0) Con 12 (+1) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8.), Concentration 8 (+10), Diplomacy 4 (+6), Knowledge (Pop Culture) 4 (+4), Knowledge (Streetwise) 4 (+4), Language 2 (Base: English; Spanish), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+6)

Feats: Diehard, Equipment, Improved Initiative, Power Attack, Taunt

Powers: Features 2 [Iron Stomach; Shiftable Skin]
Protection 5
Shapeshift 7 (Flaw: Limited [Humanoids Only])
Super Strength 1

Saves: Toughness +8*/+6 [*Vindicators Uniform]
Fort +5
Ref +4
Will +7

Combat: Attack +4
Damage +10 (Unarmed)
Defense +6 (+3 flat-footed)
Initiative +4

Equipment: Vindicators Uniform: +2 Toughness; Immunity 2 [cold & heat]
Comm Link


Costs: Attributes 12+ Skills 12+ Feats 5+ Powers 58+ Saves 13+ Combat 20= 120 pts.

Real Name: Jack Rexroth
Height: 5’ 9”
Weight: 157 lbs
Hair: Black
Eyes: Brown
Place of Birth: Dayton, Ohio (November 8, 1992)

Background: Jack Rexroth’s life was normal growing up, the son of two working parents who made sure he had all the basics in life and some of his wants too. They spent “family time” together but he had times when he had to entertain himself with their work schedules left him home alone for a few hours a day. He had a small circle of friends, but he wasn’t the most popular kid at school and girls weren’t a totally foreign concept to him.

That was until one day he and his mother were in a car wreck.

The impact left Jack concussed and knocked out briefly until his mother’s moans of pain awakened him. Realizing that they needed to get out of the broken car Jack fought to free his mother from the wreckage but lacked the strength to do it, it that moment his Neo-Sapien powers manifested, allowing him to make himself strong enough. Though he didn’t realize that was what happened, and most others simply attributed it to one of those amazing things of where a situation triggered a response from the body under stress.

But his efforts had been too late, his mother’s injuries were too severe and she died as the paramedics arrived. His father sank into a depression over the loss of his wife and soon began to drink to escape his pain, leaving Jack to deal with all of it alone. Jack reacted like most young teenagers did, by developing a bad attitude.

Soon he was running with the rougher crowd, started smoking, got a couple tattoos, a few piercing, skipping school and getting into fights. That was his days at school, at home Jack was either ignored completely by his father or bore the brunt of his alcohol fueled anger over his loss. The abuse only added to Jack’s behavior which led to more beatings at the hands of his father.

Finally tiring of the treatment after several years, Jack hit his father back. Though he hadn’t purposely used his powers since his mother’s death, Jack subconsciously drew upon them again and left his father with several deep cuts that required almost a hundred stitches. Jack stared for a few moments in shock at his now clawed fingers for a few moments before gathering his wits enough to wash the blood off and call 911 for his father before packing a few minor belongings in his backpack and ran out the door of their apartment.

Having nowhere else to go Jack lived on the streets, fending for himself and with no real way to provide for himself. He stole what he needed to get by, practicing with his powers to make it easier as well as to keep himself safe from the other predators of the streets. Soon he had a reputation as someone to leave alone and enough of the basics to get by on, a place to sleep and food to eat.

But it didn’t last for too long. New York was transformed into a hellish nightmare by Apocatastasis and though the Vindicators managed to stop him and return the city to normal, Jack felt the repercussions of it. Soon after Black Box came looking for any and all reports of possible Neo-Sapien activity and with Jack’s street reputation they quickly came looking for him.

His powers nullified and sent to Petoria, Jack was branded along with everyone else there and lived in the hidden camp until they were rescued by the Vindicators.

Realizing that he had nowhere to go in America given how it had turned into almost a police state for any Neo-Sapien, Jack took the offer made by Quintessence to transport anyone who wanted to go to Vienna and attend the European Academy.

Wanting to keep a bit of his own identity, as one of the Americans refugees at the school, he uses the name of Greystone. After the name of the street he lived on before Black Box captured him.

Notes wrote:Finally got it all worked out.
Basically my idea on Greystone’s Shapeshift here is that he stays in human shape but adds whatever he thinks would best be helpful, claws, wings, enhanced strength, enhanced dexterity, fins, gills, a tail, improved toughness and so on. I was thinking that as time went on he could develop abilities based on animals or something along those lines.

His “normal” form is tougher and stronger than he would look and mostly due to his living on the streets and scrounging for scraps to eat has allowed Greystone to pretty much eat anything he wants to. Finally the Shifting Skin Feature is something Greystone plays with a lot, it allows him to change the pigments of his skin and it’s feel. It also lets him give himself tattoos of his own design, something he does just for fun and to mess with other students and teachers from time to time.
the updates: 11/08/10 wrote: :arrow: I've been working to spend those pp we earned as well as making a few changes to Jack's build. There were a couple skills & feats that really didn't fit how he's ended up playing out (teamwork? set-up? what was I thinking???), and I increased some of his combat abilities since he's been working on that so much with Vlad.

So I've finally gotten the build where I'm liking it. So some skill & feat changes as well as a small boost in the Will save plus I got a pic worked up of what Jack would look like in comics. :mrgreen: (I figured I might as well use the pic that gave me the original idea for the character.....). So here's Jack in all his re-worked glory, if I don't hear anything from Mich about the build I'll figure it's all good and will update the original character post.
Updates wrote:Image
Greystone:

PL: 8
Str 12 (+1) Dex 10 (+0) Con 13 (+1) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Craft (Art) 6 (+6), Diplomacy 4 (+6), Intimidate 8 (+10), Languages [German; Spanish], Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+8.)

Feats: Attack Focus 2, Challenge [Improved Demoralize], Equipment, Improved Initiative, Lionheart, Power Attack, Startle

Powers: Features 2 [Iron Stomach; Shiftable Skin]
Shapeshift 8 [40 pt. pool] (Flaw: Limited [Humanoids Only])

Saves: Toughness +3*/+1 [*Vindicators Uniform]
Fort +5
Ref +4
Will +8 [+12 vs. fear]

Combat: Attack +4/+6 (melee)
Damage [Varies]
Defense +7 (+3 flat-footed)
Initiative +4

Equipment: Vindicators Uniform: +2 Toughness; Comlink; Immunity 2 [cold & heat]


Costs: Attributes 13+ Skills 10+ Feats 9+ Powers 58+ Saves 14+ Combat 22= 126 pts.
Update: 5/14/11 wrote:Image
Greystone:
PL:
8
Str 12 (+1) Dex 10 (+0) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Craft (Art) 6 (+6), Diplomacy 4 (+6), Intimidate 8 (+10), Languages 2 [German; Spanish], Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+8.)

Feats: Attack Focus [Melee] 3, Challenge [Improved Demoralize], Equipment 2, Improved Initiative, Lionheart, Power Attack, Startle

Powers: Features 2 [Iron Stomach; Shiftable Skin]
Shapeshift 8 [40 pt. pool] (Flaw: Limited [Humanoids Only])

Saves: Toughness +4*/+2 [*Vindicators Uniform]
Fort +6
Ref +4
Will +8 [+12 vs. fear]

Combat: Attack +4/+7 (Melee)
Damage [Varies]
Defense +7 (+3 flat-footed)
Initiative +4

Equipment: Vindicators Uniform: +2 Toughness; Comlink; Immunity 2 [cold & heat]
Cell Phone
MP3 player
-3 ep not used


Costs: Attributes 14+ Skills 10+ Feats 11+ Powers 58+ Saves 14+ Combat 22= 129 pts.
__________________________________________
-I went ahead and gave Jack 1 rank in Equipment to get him a cell phone (for those times he's not in uniform and needs to get ahold of someone.

-Then I went bumped his Attack Focus [Melee] up another rank and increased his Constitution score by 1 since he's still hitting the Wreck Room so much.
Way Late Updates wrote: Image
Greystone:
PL:
8
Str 15 (+2) Dex 11 (+0) Con 15 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Craft [Art] 6 (+6), Diplomacy 4 (+6), Intimidate 8 (+10), Languages [German; Spanish], Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+8.)

Feats: Attack Focus [Melee] 4, Challenge [Improved Demoralize], Dodge Focus, Equipment 2, Improved Initiative, Lionheart, Power Attack, Startle

Powers: Features 2 [Iron Stomach; Shiftable Skin]
Shapeshift 8 [40 pt. pool] (Flaw: Limited [Humanoids Only])

Sample Traits:
-Aquatic Form [11 pts]: Enhanced Feat 1 [Environmental Adaptation (Aquatic)]
Immunity 3 [Environmental Cold, Environmental Pressure, Underwater Suffocation]
Super-Senses 3 [Sonar]
Swimming 4

-Bat Radar [3 pts]: Super-Senses 3 [Sonar]

-Chameleon’s Skin [2 pts]: Concealment 4 [visual] (Flaws: Blending)

-Claws [11 pts]: Strike 6 (Power Feats: Improved Critical 4, Mighty)

-Cloven Legs [9 pts]: Enhanced Feat 1 [Endurance]
Speed 4
Super-Movement 2 [Sure-Footed 2]

-Dragon Scales: [4 pts] Protection 4

-Dragon Wings [4 pts]: Flight 4 (Flaw: Limited [Winged])

-Electric Eel Glands [16 pts]: Strike 8 [electrical] (Extra: Aura)

-Increased Muscle Mass [18 pts]: Enhanced Strength 12 & Super Strength 2

-Not My Face [16 pts]: Morph 8 [humanoids]

-Self Cloning [9 pts]: Duplication 9 (Flaws: Full-Round Action, Real)

-Sensitive Nose [4 pts]: Super-Senses 4 [Olfactory (Analytical, Extended, Tracking Scent 2)]

-Toxic Frog Skin [8 pts]: Drain Constitution 8


Saves: Toughness +4*/+2 [*Vindicators Uniform]
Fort +7
Ref +4
Will +8 [+12 vs. fear]

Combat: Attack +4/+8 (Melee)
Damage [Varies]
Defense +8 (+3 flat-footed)
Initiative +4

Equipment: Vindicators Uniform: +2 Toughness; Comlink; Immunity 2 [cold & heat], Morphic [adjusts to different forms]
Cell Phone
MP3 player
-2 ep not used


Costs: Attributes 21+ Skills 10+ Feats 12+ Powers 58+ Saves 15+ Combat 22= 138 pts.


>>>
:arrow: Somehow I've forgotten to update Jack's build here for a long while now, sorry Mich. I'm sure everyone can spot all the subtle changes that have happened, most of the pp have been spent on improving Jack's combat ability for the most part but at the moment I can't recall everything.

Plus I finally got a chance to use that excellent pic Arkrite was kind enough to get that included Jack in it. :D

:arrow: Well I was sitting on 2 unspent pp in addition to the 3 we got for the end of the Laputa arc.....so I decided to keep with my original plan of improving everything else about Jack besides his powers. Thus I bumped up his Strength & Constitution by one each (nothing really changes since the jump up was to an odd number but that's the way 2E goes) and added a rank of Dodge Focus to bring up his Defense to PL caps.
Last edited by Tattooedman on Mon Mar 17, 2014 11:16 am, edited 19 times in total.
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Re: NEW VINDICATORS (Looking for Interest)

Post by SandersonCooper » Sat Jan 30, 2010 6:44 pm

Roger Leyland

The name of Roger Leyland was almost constantly on the lips of the attending students of St. Thomas’ school for boys. Leyland was a legend, known for his thrilling presentations of otherwise boring material, and the ability to convince teachers to let him get away with almost anything. Blessed with a tongue made of 24 carats, Leyland overcame all obstacles. Despite the odds, his monochromacy, a single-parent home life, all of that barely phased his rise to the top of all social ladders. Leyland took to wearing sunglasses all the time, saying it barely mattered whether he wore them or not, since the world was all dark to him anyway. His status as a neo-sapien was a poorly kept secret amongst the students at the school. He had manifested at a young age when a bat flew into his room and nearly attacked him, he zapped it out of existence with a beam of energy. That the most popular guy at the school was one of the so-called “freaks” of the world barely fazed them, his ability to get himself and others out of trouble and into the popular cliques kept him below the radar. He was more than happy to do so, as his opinion of the neo-sapien community was not entirely optimistic. Being outed was inevitable, as his mother found out by a loose-tongued friend. Her job within the British civil service in Ireland made it easy to contact the appropriate people to get him shipped off to the European academy, grumbling all the way.

Roger Leyland

Power Level: 8; Power Points Spent: 108/120

STR: +0 (10), DEX: +3 (16), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +4 (18)

Tough: +0, Fort: +1, Ref: +3, Will: +8

Skills: Bluff 2 (+6), Computers 4 (+8), Concentration 4 (+7), Diplomacy 3 (+7), Disable Device 4 (+8), Gamble 4 (+7), Gather Information 2 (+6), Intimidate 2 (+6), Investigate 2 (+6), Knowledge (civics) 1 (+5), Knowledge (current events) 1 (+5), Knowledge (history) 1 (+5), Knowledge (theology & philsophy) 1 (+5), Language 1 (+1), Sense Motive 4 (+7), Sleight of Hand 4 (+7)

Feats: Attractive, Conspiracy Theorist 2, Master Plan, Sense Murderous Intent, Take it in at a Glance

Powers:
Immunity 5 (damage type: Light based attacks)
Straight Laser (Linked)
Blast 8 (Linked; DC 23; Line Area (5x200 ft. line - Targeted), Penetrating; Noticeable, Lethal)
Visual (Dazzle 10) (Alternate; affects: one sense type - visual, DC 20)
Drain 10 (Linked; drains: single trait - toughness, DC 20)

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +3)

Attacks: Blast 8, +3 (DC 23), Drain 10, +3 (DC Fort/Staged 20), Unarmed Attack, +3 (DC 15), Visual (Dazzle 10), +3 (DC Fort/Ref 20)

Defense: +3 (Flat-footed: +2), Knockback: +0

Initiative: +3

Languages: English, Russian

Totals: Abilities 28 + Skills 10 (40 ranks) + Feats 6 + Powers 46 + Combat 12 + Saves 6 + Drawbacks 0 = 108
There is no reason at all for my panzer tank to be equipped with stained glass windows.

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Re: NEW VINDICATORS (Looking for Interest)

Post by Horsenhero » Sat Jan 30, 2010 7:41 pm

Okay, here he is in all his "how many licks does it take to get to the center" glory:


Candyman

PL 8 128PP


Vladislav Radikovich
Nationality- Romanian (Transylvanian)
Gender- Male
Age-16
Ht.- 5ft 8in.
Wt.-180 lbs.
Eyes- Green
Hair- Black

Str.- 24/14 (+7/+2)
Dex.-12 (+1)
Con.-20 (+5)
Int.-10 (+0)
Wis.-12 (+1)
Cha.-12 (+1)

Saves: Toughness 11*/5 (*Candy Form) Fort 6 (1 base +5 Con) Ref. 5 (4 base+1 Dex.) Will 4 (3 base+1 Wis.)

Skills: Acrobatics 6 (+7) Bluff 2 (+3) Concentration 8 (+9) Diplomacy 2 (+3) Knowledge: Theology and Philosophy 2 (+2) Knowledge: Tactics 6 (+6) Language 3 (Russian, English, German. native is Romanian) Notice 6 (+7) Sense Motive 6(+7) Stealth 7 (+8)

Feats: Acrobatic Bluff, Attack Specialization 2 (Snare), Attack Focus 4 (melee), Dodge Focus 2, Evasion, Improved Grab, Improved Pin, Interpose, Power Attack

Powers- Container (Candy form): Bouncing 6 (Impact Resistant, Bounce Back Attack. PF: Pinball), Elongation 4 (feats: Improved Grapple, Crushing Pin), Enhanced Strength 10, Insubstantial 1, Snare 8 ( Drawback: Reduced Range 2 increments max. 2pt), AP: Snare 7(Shapeable, Drawback: 2 Range increments max. 2pt), Super- Movement 2 (Wall-Crawling)



Drawbacks: Normal Identity (Free Action): Cannot change if immersed in water 3pt
Drawback: Involuntary Transformation: Immersion in water causes him to resume
human form. Uncommon/Moderate (DC 10 to overcome) 2pt

Combat: Attack +5 (+8 Snare/Melee), Grapple +19, Damage +7, Defense 15 (3 bonus + 2 Dodge Focus+ 10 base) Knockback -5, Initiative +1

Abilities 20+ Skills 12+ Feats 14 + Powers 65 + Combat 14 + Saves 8 = 127 - Drawbacks 5= 128

Complications-

Code of Honor: Vlad has a fairly strong moral code. He respects women, and will avoid fighting them if possible. He is pious. He will avoid killing if at all possible.

Self-concious about his powers: Vlad has always suspected, and entering the New Vindicators Academy of Europe has confirmed, that his abilities are slightly...silly.

Rivalry with/Envious of his father: Vlad's father was a military man. A pragmatic man who has always pushed Vlad hard and never has been happy with his eldest (adopted) son, he is the measuring stick against which Vlad measures all his actions.

Adopted: Vlad has never met and knows nothing about his biological parents.

Responsibility: Ellen Woolf

Responsibility: NVAE
Last edited by Horsenhero on Tue Jul 02, 2013 9:34 pm, edited 12 times in total.

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Re: NEW VINDICATORS (Looking for Interest)

Post by Arthur Eld » Sat Jan 30, 2010 8:30 pm

PRODIGY (Power Level 8)

Real Name: Jason Andrew Lamperouge
Height/Weight: 5'9/135 lbs
Hair/Eyes: Black/Blue
Place of Birth: Albany, New York (November 19th, 1992)
First Appearance: New Vindicators European Academy #1

Physical Description: Jason is a pale-skinned boy, his hair looking all the more shockingly dark because of that. His hair hangs from his head in a somewhat styled, somewhat rakish manner, a number of straight tips fanning out about his lower ears and chin. His height is made to appear greater than it is due to his skinny body-having not yet grown into his latest growth spurt, he appears almost emaciated when not clothed, although he usually dresses to disguise this. When not in his NV uniform (which he keeps under his clothes at most times), Jason wears simple outfits, usually a button-down or V-neck in soft, pastel hues with dark jeans of some kind. He's usually never seen without a pair of bright blue Converse High-Tops.

Relationships: Charles Lamperouge (Father), Tabitha Lamperouge (Mother), Elizabeth Lamperouge (Sister)

Abilities: STR 9 (-1), DEX 10 (+0), CON 12 (+1), INT 31/15 (+10), WIS 29/15 (+9), CHA 19/13 (+4)

Skills: Bluff 13 (+14/+17), Computers 10 (+12/+20), Craft (electronic, mechanical) 4 (+6/+14), Craft (artistic) 1 (+11) Diplomacy 9 (+10/+13), Disable Device 4 (+6/+14), Intimidate 2 (+3/+6), Investigate 3 (+5/+13) Knowledge (technology) 4 (+10/+18), Knowledge (arcane lore) 3 (+9/+17), Knowledge (all others) 0 (+6/+14), Languages 6 (Chinese, Arabic, French, Latin, German, Language of the Birds, base-English), Medicine 4 (+6/+13), Notice 8 (+10/+17), Pilot 2 (+2), Search 2 (+4/+12), Sense Motive 9 (+11/+18)

Feats: Assessment, Attack Specialization (sword), Artificer, Beginner's Luck, Distract (Bluff), Dodge Focus 7, Eidetic Memory, Equipment 2, Fascinate (Bluff), Improved Defense, Inspire 2, Inventor, Jack of All Trades, Luck, Master Plan, Quick Draw, Set-Up, Sneak Attack, Speed of Thought, Uncanny Dodge (hearing)

Equipment: Laptop, Vindicator costume (+2 Toughness, Immunity (heat and cold), communicator), cellphone, helmet (digital camera, binoculars, night vision goggles)

Powers: Enhanced INT 16 (Sustained, Subtle, Power Loss) 8
Super-Senses 1 (Analytical Vision) 1
Enhanced WIS 14 (Sustained, Subtle, Power Loss) 7
Enhanced CHA 6 (Sustained, Subtle, Power Loss) 3
Quickness 4 (x25, Mental Only, Power Loss) 1
Necromancy (all powers have Power Loss-if unable to speak or gesture)
Ray of Enfeeblement Ranged Drain Strength 3 5
Fear Emotion Control 6 (Limited to Fear) 1
Chill Touch Strike 5 (Chill Touch, Power Loss-if Unable to speak or gesture) 1

Pentacle of the Blade Device 3 (Easy to lose, Restricted to magic users, Feature 1 (Transforms from pentacle to sword), Drawback (Attack Name) 10
Tondeo Strike 7 (Penetrating, Improved Critical)

Combat: Attack +5, +7 sword, (DC 22 Tondeo, DC 24 Sneak Attack, 18-20 crit), Grapple +4 Defense 23, 13 flat-footed, Initiative +10

Saves: Toughness +3, Fortitude +3 (2), Reflex +5 (5), Will +12/+5 (3)

Abilities 14+Skills 22 (88 ranks)+Feats 28+Powers 37+Combat 22+Saves 10=133

Complications: Prejudice: SPB, Secret Neo-Sapien, Wizard Arrogance: Genius, Relationship Eve Robbins
Last edited by Arthur Eld on Tue Apr 03, 2012 11:58 am, edited 53 times in total.

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Re: NEW VINDICATORS (Looking for Interest)

Post by hero4hire » Sun Jan 31, 2010 12:11 am

Though totally different conceptually, Eve ended up being very similiar physically to what I was going to submit for Kid Kong. So I am going to go a different route.



EIDOLON
Image
PL: 8 (120 pp)

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

SKILLS: Climb (+2), Computers 1 (+4), Concentration 4 (+11), Disable Device 1 (+4), Drive 4 (+4), Intimidate 10 (+10), Knowledge: Streetwise 4 (+7), Notice 8 (+15), Search 7 (+10), Sense Motive (+7), Stealth 5 (+5), Survival (+7), Swim (+2)

FEATS: Attack Focus (Melee) (4), Distract-Intimidate (1), Equipment (1), Luck (1), Set-Up, Sneak Attack (3), Startle, Trance

POWERS:
Astral Form [PF: Selective] [9],
Enhanced Wisdom [14],
Super-Senses [Cosmic Awareness] [2],
Telepathy [2]


COMBAT: Base Attack 4 [Unarmed +2] Defense 14 (12 flat-footed) Init 0

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

DRAWBACKS: None

Abilities 14 + Skills 11 (44 ranks) + Feats 13 + Powers 66 + Combat 16 + Saves 0 – Drawbacks 0 = 120 / 120

History
Eddie Long was born to a single mother who lived in the dead-end town of Solvay just outside of Syracuse, NY. At young age, his Mother was forced to move them to one of Syracuse's projects on the East Side. Eddie found himself an ethnic minority, being one of the only white kids in his Housing Development. Eddie had to learn to defend himself and project a very tough exterior, or face almost daily harassment from the other kids. After proving himself by making an example of an older boy Eddie fell into a Gang. This caused Eddie to start skipping school. Eddie was seen by a string of counselors and school psychiatrists. It was rare that a kid who tested a near genius IQ with good grades had a 10% attendance record. It was during this barrage of testing that Eddie started having black-outs. During these Black-outs Eddie started having out-of-body experiences. At first the mental health professionals thought Eddie to be delusional, but after he was able to accurately describe events that happened elsewhere during his 'episodes' he was recommended for a special 'scholarship' at the New Vindicators Academy of Europe.

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Re: NEW VINDICATORS (Looking for Interest)

Post by Arkrite » Sun Jan 31, 2010 1:15 am

Alex "Current" Murphy

Power Level: 8; Power Points Spent: 120/120

STR: +1 (12), DEX: +6 (16/22), CON: +1 (12), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Tough: +1/+5, Fort: +6, Ref: +9, Will: +5

Skills: Acrobatics 5 (+11), Bluff 4 (+4), Computers 6 (+6), Craft (electronic) 4 (+4), Diplomacy 3 (+3), Drive 2 (+8), Gather Information 5 (+5), Knowledge (popular culture) 4 (+4), Language 1 (+1), Notice 5 (+7), Perform (stringed instruments) 5 (+5), Search 4 (+4), Sense Motive 4 (+6)

Feats: Accurate Attack, Defensive Roll 4, Dodge Focus 5, Evasion, Improved Initiative 2

Powers:
Advanced Muscle Control (Enhanced Dexterity 6) (+6 DEX)
Can Power Small electrical devices, Can make hands or eyes glow like flashlight (Features 2)
Electrical Control 10 (DC 25)
AP: Paralyze 10 (Alternate; DC 20)
Enhanced Healing/Electricity Absorbtion (Regeneration 16) (recovery bonus 8 (+8 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 2 (recover 1 / hour), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 1 (recover 1 / 20 mins), DC 26; Source (Electricity); Diehard)
Living Battery (Immunity 5) (damage type: Electricity)
Speed 2 (electricity, Speed: 25 mph, 220 ft./rnd)
Super Charged Nervous System (Enhanced Trait 29) (electricity, Attack Bonus +4 (+6), Defense Bonus +4 (+11), Feats: Accurate Attack, Defensive Roll 4, Dodge Focus 5, Evasion, Improved Initiative 2)

Attack Bonus: +2/+6 (Ranged: +2/+6, Melee: +2/+6, Grapple: +3/+7)

Attacks: Electrical Control 10, +6 (DC 25), Paralyze 10, +6 (DC Staged/Will 20), Unarmed Attack, +6 (DC 16)

Defense: +7/+11 (Flat-footed: +3), Knockback: -2

Initiative: +14

Languages: English, Spanish

Totals: Abilities 14 + Skills 13 (52 ranks) + Feats 0 + Powers 74 + Combat 8 + Saves 11 + Drawbacks 0 = 120

Alex "Lex" Murphy was a happy kid growing up. He, his parents, and younger brother lived in a poor side of town, mostly dominated by Spanish causing him to spend most of his life feeling a little out of place. He made friends young, and spent a lot of time at his friend's places. While not overly clever he liked being able to talk to his friends without his family knowing what they were talking about, and picked up Spanish as a second language just to drive them a little batty.
He spent a lot of time in gymnastics, to his father's (a football lover) chagrin, but he was quite good at it. He had hopes of getting into the Olympics, and practiced every chance he got, ignoring the comments he gathered from school. His friends especially enjoyed poking fun at him for his gymnastics and being in the band, and for being the goody-two-shoes of the group.
For all his father's complaints that his friends were the "wrong kind of people" he was a far better influence on them than they were a bad influence on him. They spent a lot of time roughhousing, breaking into old abandoned buildings, and generally getting into trouble that would get them scolded instead of arrested. He took the high ground, walked away when they wanted to do something that might get him in trouble, guilt tripped them when they were doing something stupid, and generally helped them out after they'd learned their lesson the hard way. They called him "our high and mighty white conscious" and grumbled about it significantly, but for all the complaints they still liked him.
Alex came into his powers quite by accident. His little brother stabbed a knife into a toaster to try to get the bread out and electrocuted himself. Lex grabbed the knife, and pulled it out before his brother was seriously hurt and learned for the first time that he could absorb and channel electricity. The latter he learned when he accidentally blasted the toaster with a small bolt of lightning.
His family was polarized immediately. His mother, who had been close to him and open to the Neo-Sapien problem turned quiet and distant, his little brother who was already acting out in attempt to get attention now hated his super powered older brother, and surprisingly his father who'd been quite racist against Neo-Sapiens became surprisingly supportive.
His friends, of course, thought it was awesome and they spent a lot of time trying to figure out how his powers worked. He found that he could suck in power, and when he did he could shoot it out of his hands, or make his hands electrified. He could move at high speeds for short periods of time (once he put on a mask and outran a car when his friends dared him), reacted faster to things that were happening around him, and even seemed to heal up cuts and bruises faster when he was "recharging". He also learned his powers had some limits as he'd run out of juice and need to rest or find some electricity before he could do it again.
His life came to an end around the time that Apocatastasis attacked New York. With the government putting Neo-Sapiens in internment camps Lex did his best to keep a low profile. This worked fine until the day the cops showed up on his doorstep. Only the actions of his friends helped him escape capture, giving him a chance to run and hide.
He ran to his father's work with the cops not far behind, and his father surprised him yet again. He made a call, pulled out a small bag from a locker, and handed Lex all the money he had on him. Then he gave his son a hug, told him where he could meet a friend who'd get him to Europe and watched sadly as his son left his life.
The plan was simple. Stow away on a ship with the help of a friend of his fathers, get to Europe, and from there get to the New Vindicator Academy in Vienna. If he was lucky they'd take him in and he'd be safer than he could be back in the US. If they didn't he wasn't sure what he'd do, but being around a large base of Neo-Sapiens sounded better than nothing...

Hobbies:
Gymnastics
Playing Guitar
MMORPGs
Tinkering with computers

Complications (Family)
He still loves his family and he's very homesick. His father, Roger, is feeling guilty at the moment. His hatred of Neo-Sapiens came from his dislike of his father who he felt put his mother and him at risk acting like a superhero when he was young. Now that his son is one he believes that it's most likely his side of the family it came from. His mother, Lillian, still loves Lex, but no longer knows how to act around him. It was one thing for her to know Neo-Sapiens were real, but finding out her son was one completely took the floor out from under her. Steven, his younger brother, hates him but Lex doesn't realize it. Lex still likes the annoying little brat, but it's hard to say if he still would when he found out that it was Steven who called the cops on him...

Complications (Friends)
Lex had a small but very loyal group of friends when he was growing up. Ricky, Ed, Jose (his real name is Augustus), Ryan and Q (Real Name: Frank). For the most part they weren't really inspired by school, and weren't destined for any real level of greatness, but they were good decent people. They also saved Lex from a long stay in an internment camp. Unfortunately Jose was caught by the cops during the rescue and was charged with assaulting a police officer, aiding and abetting a criminal, and a few other misdemeanours. Luckily he's a young offender, and he got a good lawyer by luck of draw (they aren't kidding when they say one will be provided for you if you can't afford it) so he's mostly stuck with a short stint in juvie and some community service. The rest of his friends are treating Jose like a big damn hero at the moment for saving Lex and for not ratting them out.

Complication (Brownout)
Lex's superhuman powers are powered by electricity. Some of this he generates himself, some he can gather up through physical exposure to any source of electricity. But these sources aren't infinate, and if he uses his powers too much he'll "drain the batteries" so to speak, leaving him a very normal human being. The only ability he has that will work when he enters a "brownout" is his ability to absorb electricity. The only way to counter a brownout is to absorb a large amount of electricity, or recharge the old fashion way with a good meal and some sleep.

Complication (Path of least resistance)
Electricity is not a weapon of great precision, as it tends to arc from one point to another. Sometimes when Lex shoots a lightning bolt it arcs to something he's not aiming at.

Concept of powers: Lex is an electricity manipulator. He can absorb it, charging himself up and healing himself. With a large charge he can release this electricity in a blast of "lightning" or by charging his hand up with a high voltage low current field of electricity to stun or "taze" opponents.
Strangely enough his electricity manipulation seem to have internalized significantly. His nervous system has either been supercharged, or he's somehow receiving sensory information and activating motor responses without having to wait for his nervous system to respond the old fashion way. It's given him enhanced reaction time and muscle control making him a significantly better "shot" then he is normally, and allowing him to get out of the way a lot faster.
Also the enhanced reaction speeds have allowed him to push his body past its limits when it comes to running. The problem being that while he's gained these powers his body isn't designed for high speeds or designed for high speed reactions. In fact for all his superhuman powers, his body is very much human. Using this super speed actually damages his muscles and bones from the stress he's putting them under. Muscles weren't designed to move that fast, and bones weren't designed to take impacts that fast and repeatedly. His ability to heal through the absorption of electricity has kept him from noticing it, but if he were to push himself too hard it is possible he could break a bone or badly damage the muscles in his legs by forcing himself to those speeds.
He normally doesn't benefit from his enhanced abilities as using them all the time is a quick way to end up "run down". He prefers to avoid using it until he has to (or feels like it), which means he's normally... normal.

Alex "Current" Murphy ("Normal" Mode/Brownout)

Power Level: 8; Power Points Spent: 120/120

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

Tough: +1, Fort: +6, Ref: +6, Will: +5

Skills: Acrobatics 5 (+8), Bluff 4 (+4), Computers 6 (+6), Craft (electronic) 4 (+4), Diplomacy 3 (+3), Drive 2 (+5), Gather Information 5 (+5), Knowledge (popular culture) 4 (+4), Language 1 (+1), Notice 5 (+7), Perform (stringed instruments) 5 (+5), Search 4 (+4), Sense Motive 4 (+6)

Powers:
Enhanced Healing/Electricity Absorbtion (Regeneration 16) (recovery bonus 8 (+8 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 2 (recover 1 / hour), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 1 (recover 1 / 20 mins), DC 26; Source (Electricity); Diehard)
Living Battery (Immunity 5) (damage type: Electricity)

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +3)

Attacks: Unarmed Attack, +2 (DC 16)

Defense: +2 (Flat-footed: +1), Knockback: +0

Initiative: +3

Languages: English, Spanish
Last edited by Arkrite on Sun Jan 31, 2010 7:48 pm, edited 3 times in total.

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Re: NEW VINDICATORS (Looking for Interest)

Post by Manintights » Sun Jan 31, 2010 2:08 am

lots of interest so far, nice one.

I'll be posting my concepts (3 in total) somewhere today.

I hope Tattoedman, GPrime and I all three make it to the game.

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New Vindicators: [Gae Bolg]

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Re: NEW VINDICATORS (Looking for Interest)

Post by Bluecross » Sun Jan 31, 2010 8:33 am

Here's my updated character concept and background; I've altered it to a mutant power set-up rather than a device-based one. Also added a build.

Character: Stinger

Real Identity: Sunnita 'Sunny' Wilson

Gender: Female

Age: 15

Sunnita (or ‘Sunny’ as she’s usually called) is a cheerful, outgoing Asian teenage girl. On first meeting her, you will notice her infectious grin, and twinkling brown eyes. She’s small, with dark straight hair. A closer look reveals a wiry build and a grace of movement, like a gymnast, and a natural reserve that’s well hidden beneath her outward personality.

Background: Sunnita was born somewhere on the Burmese border, in the infamous ‘Golden Triangle’. Her parents were (apparently) ethnic Mon tribespeople. Sunnita’s family was caught up in the ongoing conflict between the Burmese junta’s troops, drug gangs, and tribal groups. She has few memories of her family life, mostly they are of moving from one hill village to the next. For some reason her father was sought by the Burmese army, the Red Wah drug gang, and the Chinese-backed militias. Another reason that Sunnita’s family moved was the unusual dark skin growths on her forearms and neck. Her father said that on the day Sunnita was born a ‘Dark Angel’ appeared and carried her off. She was found seven days later, somehow still alive, but with the skin growths. Whatever the truth of the matter, Sunnita’s appearance made her frightening to people. When she was angry or upset, the markings on her arms and neck would writhe and move, spreading out over her arms and torso. One day their luck ran out: the family was ambushed crossing a river with a group of hill tribe people. Fatally wounded in the gunfire, Sunnita’s mother’s last words were ”Child you must go on alone now. Remember your people. One day you will know how to use these gifts. Run now, child. Run”.

That was the last time Sunnita saw her parents. She was just six years old. She ran blindly through the jungle until she could no longer hear the shooting. Lost, Sunnita would have died then, if she hadn’t been found by a group of drug couriers. Taken by them to their camp, Sunnita was sold to a people trafficker and wound up in Thailand, working in the palatial house of a corrupt Thai police general, cleaning dishes and doing errands for the maids and house staff. The next three years were hellish, Sunnita was mistreated and worked almost to exhaustion nearly every day.

But Sunnita’s life was soon to take another turn. The police general had made some nasty enemies, and one night the mansion was attacked by a Chinese hit squad. The general and his bodyguards were soon disposed of, the house staff also executed and the assassins were conducting a final sweep when one of them noticed a small blurry figure cowering under the kitchen counter. Somehow in the fear and panic of hiding from these killers, Sunnita’s ‘necklace’ had extended into a skin-tight suit that gave her a chameleon-like camouflage. But since this had never happened before, Sunnita did not have full control over the suit and was spotted.

Sunnita was taken by the hit squad back to China, where she started being trained as a covert infiltrator and cat-burglar. The Chinese secret services managed to track down Sunnita’s grandmother, her sole living relative, and bring her to China, as leverage for Sunnita’s compliance. Their investigations revealed that Sunita was not a normal human, and her skin markings were some form of mutant power. As her training went on, Sunnita gained more control over the powers of the skinsuit, including an extended hearing ability that she kept from her handlers. A new ability came to light one day when Sunnita’s ‘bracelets’ transformed into a battle staff. Sunnita’s first mission for the Chinese secret service was the next turning point in her life. As she was being briefed for the mission – a simple infiltration of an American company office in Shanghai to copy some blueprints – Sunnita overheard one of her handlers telling another in the room next door that her grandmother was dead, but ‘Don’t tell the kid, we’ll find another way of controlling her soon enough.’.

Seizing her chance of escape once the mission began, Sunnita attacked her handlers in the covert van they had parked outside the company office, knocking them out stealing their gear, and fleeing into the night. After several desperate weeks of hiding anywhere she could in Shanghai, thirteen year-old Sunnita plucked up the courage to approach an American missionary couple who worked in a Shanghai slum. She told them a partial version of the truth – that she was a trafficked child labourer from Burma. The Wilsons treated her with a kindness and respect she had not known for many years. A few weeks of living in their home convinced her that America was for her, and these people were her family. She managed to smuggle herself onto a container boat bound for America, and arriving there, met up with the Wilsons and was officially adopted by them.

Alas, the Wilsons soon realised that this girl was not an ordinary person, and her powers were sooner or later going to get her into a whole heap of trouble. After a year at school in their home town, they have managed to get ‘Sunny’ to the New Vindicators Academy of Europe.


Powers
Sunnita has a ‘skinsuit’ and ‘Battle staff’, mutations of her skin. When active they give her small bonuses to physical abilities, some advanced senses, concealment, wall-crawling, leaping, striking and paralysing powers.

Motivations
Sunny is an outwardly normal teen, who has a lot of complexity and mistrust under her happy exterior. She seeks the security of a loving family, and will try not to let the Wilson’s down. Her past has made her wary of authority figures and officialdom. She will always keep a part of herself, her real thoughts and feelings hidden away from others. Her experiences have given her a strong desire for personal freedom, for herself and for others. Sunny can’t stand arrogance and bullying of the weak by the strong.

Sunny has a deeply-buried desire for revenge – some day. Revenge on the drug gangs and corrupt junta of Burma and on the Chinese secret police who tried to control her and who stole her grandmother from her.

Complications
Enemy: The Chinese Secret service
Sunny knows too much about the kinds of things they get up to. If they can they would love to get her back working for them, or neutralise her.

Hatred: Overbearing authority
Sunny cannot stand those who use their strength, status or position to bully, control or maltreat others. She is particularly sensitive about the mistreatment of children.

Responsibility: The Wilsons
Sunny wants to live up to the ideals of the Wilsons. After her parents, they are just about the only people who have really cared about her, and loved her. She would be devastated if she let them down.

--------------------------------------------------------------------------------------

Character Name: Stinger Alternate Identity: Sunnita “Sunny” Wilson

Power level: 8 Power point total: 120

Size: Medium Gender: Female
Age: 15
Height: 5’ 4” Eyes: Blue
Weight: 145 lbs Hair: Black

Abilities 27 + Combat 28 + Saves 2 + Skills 10 + Feats 9 + Powers 52 + Drawbacks -8 = 120

Abilities [27pp]
STR 18
DEX 20
CON 18
INT 16
WIS 16
CHA 10

Combat [28pp]
Base Attack: 6
Defense: 8

Saves [2pp]
Toughness 10
Fort 4
Reflex 7
Will 4

Skills [10pp]
Acrobatics {+8} (+14)
Computers {+4} (+7)
Disable Device {+4} (+7)
Investigate {+4} (+7)
Notice {+8} (+11)
Search {+4} (+7)
Sense Motive {+4} (+7)
Language [Mon: native language; Thai; Burmese; English; French]

Feats [9pp]
Attack Specialization [Staff]; Melee Specialization [Unarmed]; Uncanny Dodge; Grappling Finesse; Hide in Plain Sight; Evasion 2; Eidetic Memory; Improved Initiative

Powers

Skin of the Dark Angel [33pp]

Concealment 5 (All visual, Normal hearing) 10pp
Super Movement: Wall-crawling 2 (Full movement) 4pp
Enhanced DEX 6 6pp
Enhanced STR 3 3pp
Enhanced CON 2 2pp
Super Senses: Darkvision 2pp
Direction Sense 1pp
Extended Hearing 1pp
Protection 4 4pp


Battle Staff of the Dark Angel [19pp]
Strike 7 [Feats: Extended Reach 1; Extra: Penetrating 8] 15pp
AP: Paralyse 7 [Feats: Extended Reach 1, 5ft] {15pp} 1pp
Leaping 3: (10x distance) 3pp

Drawbacks [+8pp]
Involuntary Transformation: [Very Common; Moderate; +4pp]
Normal Identity: Sunnita Wilson. [Major; Common (full round); + 4pp]
Last edited by Bluecross on Mon Feb 01, 2010 7:02 am, edited 2 times in total.
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Re: NEW VINDICATORS (Looking for Interest)

Post by flynnarrel » Sun Jan 31, 2010 11:53 am

He's looking for mutant power origins I think.

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Re: NEW VINDICATORS (Looking for Interest)

Post by Manintights » Sun Jan 31, 2010 1:32 pm

Before I start hammering out stats and detailed backgrounds, I would like your oppinion on the following concepts.

Concept: duplicator/scrapper
Codename: Mob/ moshit
Real name: Franco Forli
age: 15
Nationality: Italina

son of a smalltime Italian mobster with the ability to summon a pretty large group of duplicates (i was thinking around 25 int total) at one time. Minor enhanced physical ability scores.
A real smart ass with tendency to rub people the wrong way and get into trouble.

Concept: earth/plant elemental
Codename: Gae' Bolg
Real name: Randy O'Shae
Age: 16
Nationality: Irish

Transforms into a large treelike creature with plant earth based powers. His parents see him as an avatar of some sorts and have started a small cult of worship. To escape thiss crazyness Randy enrolled at the NVA. Real shy and quiet, persnality changes when in AF.

Concept: Esper/telekinetic
Codename: Mover
Real name: Hellen Derikx
age: 15
Nationality: Dutch

Hellen uses her brain more efficiently then most human beings, resulting in her esper abilities.
These mainly result in telekinetic abilities, but she learns new ways to use her minds capabilities very rapidly. Really overconfidant and scruplous in the way she emplys her powers.

I also have a nephilim concept, but sadly we can't submit any hellfire wielders.

MIT
"As my father taught, 'Training will raise your shield to the blow, but courage fills the gaps the shield leaves open.'"

Play by post games:

New Vindicators: [Gae Bolg]

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
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Re: NEW VINDICATORS (Looking for Interest)

Post by Arthur Eld » Sun Jan 31, 2010 3:04 pm

Minor edit to Jason-I realized I was overcharging him for Saves, and undercharging him for Feats. So I shifted some points around in Equipment, so he now has a Vindicators uniform, two less ranks in Defensive Roll, and one more rank of Luck.

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