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Tattooverse 2.5: WOF builds

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Infinity Gems build #510

Postby Tattooedman » Fri Mar 04, 2011 10:10 am

Image

Time Gem:
Device
15 (hard to lose) (Power Feats: Indestructible, Restricted [those with a +9 Will])
--Time Control 8 [+32 Initiative]
-Alt. Power: Quickness 8 (Extra: Affects Others)
-Alt. Power: Healing 8
-Alt. Power: Time Stop 8
--Supermovement 3 (Temporal Movement [any point in time]); (Power Feat: Progression 2 [500 lbs. per rank])
--Super-Senses 10 (Chronal Awareness [mental]; Postcognition; Precognition; Time Sense)

Drawback: Temporary Disability: Use of the Supermovement (Temporal Movement) and Time Stop without the owner having all of the other Infinity Gems will cause the owner to suffer a time-loop equal to the ranks of Time Control. The owner’s personal time will rewind back a rate of time equal to the rank of Time Control and will continue until an outside force intervenes to stop the time-loop. [-4 pts]


Space Gem:
Device
11 (hard to lose) (Power Feats: Indestructible, Restricted [those with a +8 Will Save, +8 Fort Save])
--Supermovement 3 (Dimensional Movement [any Dimension]) (Power Feat: Progression 3 [1,000 lbs. per rank]); (Flaw: Can only go to dimensions he or passengers have been to) [-1 pt]
--Teleportation 10 (Extras: Accurate [+1], Affects Others [touch])[+1]; (Power Feats: Change Direction, Easy, Progression 2 [250 lbs. per rank], Turnabout)


Power Gem:
Device
9 (hard to lose) (Power Feats: Indestructible, Restricted [those with a +11 Fort Save, +3 Super Strength])
--Enhanced Feats 3 (Diehard; Rage 2)
--Power Reserve 10 [any powers the owner has]
--Cosmic Energy Control 10


Reality Gem:
Device
X (hard to lose) (Power Feats: Indestructible, Restricted [those with a +13 Will Save, +12 Concentration rank])
Drawback: Will unmake the Universe if used without the other gems to help regulate it's energies.


Mind Gem:
Device
14 (Power Feats: Indestructible, Restricted [those with a +10 Will Save, +8 Concentration rank, +4 Intelligence modifier])
--Telepathy 16 (Dynamic Array)
-Alt. Power: Mental Blast 8
-Alt. Power: Mind Control 10
-Alt. Power: Stun 8
-Alt. Power: Telelocation
--Telekinesis 15 (Power Feat: Precise); (Dynamic Array)
-Alt. Power: Blast 10
-Alt. Power: Flight 3
-Alt. Power: Force Field (Extra: Impervious [+1])


Soul Gem
Device
12 (hard to lose) (Power Feat: Indestructible, Restricted [those with a +9 Will, +5 Cha modifier, +6 Knowledge {Arcane Lore} rank])
Comprehend 3 [speak & understand languages)]
Supermovement 1 (Dimensional Travel [Soul World])
Blast 10 (Extra: Alternate Save [Will])
-Alt. Power: Blast 10
Mind Reading 10 (Flaw: Limited to those inside Soul World)
Mimic 4 [skills only] (Flaw: Limited to those inside Soul World)


My ramblings wrote: :arrow: Probably not the best take on the Infinity Gems, but this is the way that I'm comfortable with them in my setting. I tried to stick with the idea of the gems as they were shown in the Infinity Watch book, in some spots I added little bits that made sense to me, but hey it's my conversion so I'm pretty happy with them.

:arrow: Now I realized I cheaped out and didn't stat the Reality Gem, but in a universe where it's possible for my players to get their hands on these little bad-boy toys I really didn't think it was a good idea to let them possibly get ahold of something that would let them cruely rip apart my carefully crafted universe (call it a self preservation thing).
Last edited by Tattooedman on Sat Mar 05, 2011 9:01 am, edited 2 times in total.
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Alex Vezini build #511

Postby Tattooedman » Fri Mar 04, 2011 12:50 pm

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Alex Vezini:
PL: 6
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 10 (+0)

Skills: Acrobatics 4 (+6), Bluff 8 (+8.), Climb 5 (+7), Concentration 8 (+11), Diplomacy 8 (+8.), Drive 4 (+6), Gather Information 8 (+8.), Intimidate 6 (+6), Investigate 6 (+6), Knowledge [Behavioral Sciences] 6 (+8.), Knowledge [Civics] 6 (+8.), Knowledge [Current Events] 6 (+8.), Knowledge [Pop Culture] 4 (+6), Knowledge [Streetwise] 6 (+8.), Notice 6 (+9), Search 4 (+6), Sense Motive 8 (+11), Sleight of Hand 6 (+8.), Stealth 6 (+8.), Swim 5 (+7)

Feats: Attack Focus (Ranged) 2, Benefit 3 [Rank (Special Agent)], Defensive Roll 2, Distract [Bluff], Dodge Focus 2, Elusive Target, Equipment 6, Improved Initiative, Inspire, Luck, Power Attack, Set-Up

Powers: Enhanced Feats 1 [Eidetic Memory]
Telepathy 6
Super-Senses 1 [Danger Sense (mental)] (Power Feat: Uncanny Dodge)

Saves: Toughness +6*/+4 [*Armored Uniform & Defensive Roll/Armored Uniform]
Fort +5
Reflex +6
Will +10

Combat: Attack +5/+7 (Ranged)
Damage +2 (Unarmed)/+5 (Blaster)
Defense +6 (+2 flat-footed)
Initiative +6

Equipment: Armored Uniform: +3 Toughness; Subtle; Commlink
Blaster Pistol: +5 Damage; 50 ft range
-15 ep worth of equipment as needed


Height: 5' 11"
Weight: 170 lbs
Hair: Black
Eye Color: Hazel


Costs: Abilities 22+ Skills 30+ Feats 22+ Powers 15+ Saves 14+ Combat 18= 121 pts.

Background: The nephew of the infamous Gemini, a telepathic serial killer from the 1980s, Alex worked hard to earn his way into AEGIS as a way of making right the acts his uncle committed. It wasn’t until he’d worked his way up the ranks that he shared with Stewart Bonham his psionic talents, Alex worried he’d been stuck into some secret, government run, prison where he’d be studied. Bonham managed to sway Alex’s fears and convinced him to work with those in charge of Project: Eyespy, where the younger man’s experiences with his own powers helped the scientists with several of their recruits current issues, as well as showing those same recruits that it was possible for a person to master their abilities and become productive members of society.

Alex eventually earned a promotion to Special Operations Agent under Bonham, which basically means that if any crime happens in Freedom City involving a superhuman the Alex and his teams will be investigating. This has led to him meeting the newly formed FORCE Ops team. Granted Ethan Keller had taken steps several months before hand to secure a level of cooperation with AEGIS that allowed FORCE Ops to act as a special operatives, but on their first case they had to call in Alex and his team to help secure the criminals known as the Horde who had been attacked by another team of villains (later revealed to be the Order of Chaos).

Alex has never said anything about his similarities to his serial killer uncle to anyone besides Bonham and Director Powers, who has his own eyes on that situation, but he worries that at some point his powers will do to him like his uncle’s did to him: turn him into a psychotic killer. And he second guesses the majority of his actions, looking for any early sign of such a thing happening while trying to stay an upbeat person and a good agent. As a result Alex tends to look a bit more tired and worn than other agents who have similar responsibilities and often comes across as somewhat gruffer than he intends to with his straight to the point style of conducting himself while on a case.
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Ethan Keller build #512

Postby Tattooedman » Fri Mar 04, 2011 12:52 pm

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Ethan Keller:
PL: 9
Str 14 (+2) Dex 22 (+6) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 18 (+4)

Skills: Acrobatics 4 (+10), Bluff 8 (+12), Climb 4 (+6), Craft (Mechanical) 8 (+10), Diplomacy 4 (+8), Drive 4 (+10), Gather Information 8 (+12), Intimidate 8 (+12), Investigate 6 (+8), Knowledge (Current Events) 4 (+6), Knowledge (Streetwise) 8 (+10), Notice 8 (+11), Pilot 4 (+10), Search 8 (+10), Sense Motive 8 (+11), Stealth 6 (+12)

Feats: Attack Focus (Ranged) 2, Attack Spec. (Bow), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment 4, Improved Aim, Improved Critical (Bow) 2, Improved Feint, Improved Ranged Disarm, Improved Trick, Precise Shot, Ranged Pin, Quick Draw, Taunt, Ultimate Aim

Powers: Device [Bow & Arrows] 3 [easy to lose]
--Blast 5 [razor arrow]
-Alt. Power: Obscure 5 [visual-smoke arrow]
-Alt. Power: Snare 5 [tangler arrow]
-Alt. Power: Stun 3 [taser arrow] (Extra: Ranged)
-Alt. Power: Super-Movement 1 [cable arrow] (Swinging)
-Alt. Power: Trip 5 [bolo arrow]

Saves: Toughness +4*/+2 [*Defensive Roll]
Fort +5
Ref +8
Will +6

Combat: Attack +8/+10 (Ranged)/+12 (Bow)
Damage +2 (Unarmed)/+5 (Arrows)
Defense +12 (+4 flat-footed)
Initiative +6

Equipment: 20 ep as needed

Drawbacks: Disability [Old Leg Injury; Speed reduced to 20 ft; -5 to certain Dexterity based skills] (-2 pts)


Costs: Attributes 38+ Skills 25+ Feats 25+ Powers 9+ Saves 8+ Combat 32- Drawbacks 2= 135 pts.

Height: 6’
Weight: 203 lbs
Hair: Black
Eye Color: Brown


Ethan Keller, the man responsible for bringing the new FORCE Ops team together. Not satisfied with how the Freedom League has recently taken on a more global approach to things he felt there needed to be a team based in Freedom City that was there to protect the people.

Keller realizes he‘s pretty much past his prime for the hero gig, between his age and old injury to his leg from the last Terminus Invasion so he acts as the benefactor for the group. Supplying them with all the things they‘ll need to keep the city safe, between equipment, connections to law enforcement agencies as well as his own team of investigators he has chasing down various people and things of possible interest. Exactly how he‘s able to bankroll everything is something that nobody has questioned yet, but I‘m sure it‘ll come up at some point…..
-----
Yes I know I listed his bow & arrows in the build but Ethan does have one of his quality bows hanging in his office as well as a hidden stash of arrows within reach. One never knows when you might need them. :twisted:
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Vivian Marcos build #513

Postby Tattooedman » Fri Mar 04, 2011 12:52 pm

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Vivian Marcos:
PL: 4
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 18 (+4) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 6 (+9), Computers 8 (+16), Concentration 6 (+8), Craft (Electronic) 8 (+16), Diplomacy 6 (+9), Disable Device 8 (+14), Knowledge (Current Events) 4 (+8), Knowledge (Pop Culture) 4 (+8), Knowledge (Technology) 6 (+10), Medicine 2 (+6), Notice 6 (+8), Search 8 (+12), Sense Motive 4 (+6)

Feats: Connected, Equipment 3, Talented 4 [Computers x2; Craft (Electronic); Disable Device], Online Research, Second Chance [Computer skill checks], Well-Informed

Saves: Toughness +0
Fort +2
Ref +2
Will +5

Combat: Attack +0
Damage +0 (Unarmed)/+4 (spray mace)
Defense +3 (+1 flat-footed)
Initiative +0

Equipment: Arsenal: (15 ep)
Spray Mace: Dazzle 4/Nauseate 4; Area [Cone]; Limited [Reduced Range], Limited [4 Uses]

Drawbacks: Disability [Near-Sighted] (-1 pt)


Costs: Attributes 18+ Skills 19+ Feats 11+ Saves 7+ Combat 6- Drawbacks 1= 60 pts.


Height: 5’6”
Weight: 148 lbs
Hair: Blonde
Eye Color: Green


Going through my game notes and such here lately I realized I‘ve not shared the builds I‘ve got for some of my NPCs in my FORCE Ops game. So, I figured I‘d go ahead and share them just for some laughs.

Vivian is the one of the two NPCs the group deals with regularly, acting as Ethan Keller‘s personal assistant and the information handler for the team. She‘s got some serious computer skills but that‘s about it, otherwise she‘s a pretty normal person.
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Watts build #514

Postby Tattooedman » Fri Mar 04, 2011 12:53 pm

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Watts:
PL: 9
Str 10 [25] (+0/+7) Dex 14 (+2) Con 10 [25] (+0/+7) Int 10 (+0) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Craft [Artistic] 4 (+4), Diplomacy 8 (+10), Gather Information 11 (+14), Knowledge [Pop Culture] 6 (+6), Knowledge [Streetwise] 11 (+11), Language [Base: English; Spanish], Notice 8 (+11), Sense Motive 8 (+11)

Feats: Attack Spec. [Unarmed] 2, Attack Spec. [Electric Blast] 3, Contacts, Distract [Bluff], Dodge Focus 3, Eidetic Memory, Fascinate [Diplomacy], Minions 5 [Thugs], Power Attack, Renown, Taunt

Powers: Enhanced Feats 7 [Elusive Target, Improved Initiative 4, Instant Up, Move-By Action]
Enhanced Reflex Save 4
Immunity 10 [Electrical Effects]
Electrical Control 10 (Extra: Wide Array); (Dynamic)
-Alt. Power: Elemental Aura 8 [electrical] (Dynamic)
-Alt. Power: Enhanced Strength 15 & Enhanced Constitution 15 (Dynamic))
-Alt. Power: Magnetic Control 8 (Dynamic)
-Alt. Power: Speed 8 (Power Feats: Water Run, Wall Run); (Dynamic)

Super-Senses 4 [Acute, Ranged Detect Electricity (mental)]

Saves: Toughness +0 [+7]
Fort +0 [+7]
Ref +6 [+10]
Will +7

Combat: Attack +2/+6 (Unarmed)+8 (Electrical Blast)
Damage +6 [+8] (Enhanced Unarmed [Electrical Aura])/+10 (Electrical Blast)
Defense +9 (+3 flat-footed)
Initiative +18

Equipment: Cell Phone
Laptop

Real Name: Reymond “Rey” Cruise
Height: 5’ 8”
Weight: 147 lbs
Hair: Red
Eye Color: Green


Costs: Attributes 14+ Skills 17+ Feats 20+ Powers 60+ Saves 12+ Combat 16= 139 pts.


Background: Reymond Cruise was a typical suburban teen, a bad seed without a doubt. He cheated, stole, and the only reason he didn’t flunk out of school was that none of his teachers cared to deal with Rey another year.

Eventually he turned to dealing drugs and even formed something of a gang of his own from the other “thugs” of his school. One night, thinking that the big labs on TV always had the “cool, new drugs” and that there were a couple pharmaceutical companies right in town, Rey and his boys broke in. What they didn’t realize was that they’d broken into one of the several front companies of the Labyrinth, specifically one that was developing new serums for use in the DNAgent process. So when the security guards found the boys, they panicked and ran with as much of the various chemicals they could carry. Rey ended up crashing in one of the storage areas where he was covered in the chemicals he had as well as other chemicals he crashed into. Fortunately for him, some of his cohorts heard him and were able to get Rey out of there before the guards caught up to them, making an almost clean getaway.

Soon Rey and his two pals, Corey and Monty, had reactions to the untested chemicals and developed powers of their own. Which they quickly used to commit a couple of crimes, which were poorly planned and landed them in prison before their seventeenth birthdays. Eventually they were released upon turning twenty-one and Rey, who’d spent his time learning at the hands of better criminals than he, came up with the idea of becoming club owner as a cover for better paying (and less risky) unlawful work. Corey and Monty or Kayo and Magnum as they’d named themselves, agreed and soon thanks to Rey’s natural charm, powers and minor street reputation built an underground club they simply called the Skids.

From the Skids, Rey acts as a middle man for the underworld and information broker for all those in the know on the streets as well dealing some minor drugs to the people who come to his club. He’s kept Corey and Monty around too, friends that stick with you are hard to find, often times they’re working as bouncers for the Skids and Rey’s muscle when things get a little rough.


Honestly I got the idea for Watts from none other than the ATT’s own Batgirl III, honestly this is my take on that character she worked up and made to fit into Freedom City. Which means Watts is kind of like a more street-feeling version of the Penguin, an information broker and underworld favor counter who’s able to get ahold of the right people for the right job for the right price.

He’s a pretty smart guy overall and he’s learned at the school of hard knocks what many of the pitfalls of crime can be. Watts simply chose a route that gives him enough deniability to make him semi-legit and his illegal operations are independent of his criminal ventures. So trying to drag him out into the light isn’t too easy, he’s smart enough to let others do his dirty work.

I just introduced him here recently in my FORCE Ops game and so far he’s managed to slightly irritate a player or two so I’m pretty happy with how I’ve played him so far. Now we’ll have to wait and see if they go back to him for anything else.
Last edited by Tattooedman on Fri Feb 17, 2012 12:30 pm, edited 2 times in total.
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Magnum build #515

Postby Tattooedman » Fri Mar 04, 2011 12:55 pm

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Magnum:
PL: 6
Str 12 (+1) Dex 14 [20] (+2/+5) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 0 (+9), Climb 4 (+5), Craft (Chemical) 6 (+6), Craft (Mechanical) 6 (+6), Disable Device 6 (+6), Drive 2 (+7), Intimidate 8 (+8), Knowledge (Physical Sciences) 6 (+6), Knowledge (Streetwise) 6 (+6), Notice 6 (+7), Profession (Thug/Bouncer) 4 (+5), Sense Motive 4 (+5), Sleight of Hand 0 (+9), Swim 2 (+3)

Feats: Attack Focus (Ranged) 2, Dodge Focus 2, Equipment 3, Evasion, Renown, Set-Up, Teamwork

Powers: Enhanced Dexterity 6
Enhanced Feats 21 [Accurate Attack, Attack Spec. (Pistols) 2, Cunning Fighter, Defensive Roll 2, Elusive Target, Evasion, Improved Aim, Improved Feint, Improved Initiative, Improved Ranged Disarm, Precise Shot, Quick Draw 2, Ricochet 2, Second Chance [Reflex Saves], Seize Initiative, Ultimate Effort [Ultimate Aim], Uncanny Dodge (visual)]
Enhanced Skills 2 [Acrobatics +4, Sleight of Hand +4]
Enhanced Reflex Save 6

Saves: Toughness +6*/+4**/+2 [*Armored Coat & Defensive Roll/**Armored Coat]
Fort +5
Ref +4 [+10]
Will +3

Combat: Attack +2/+4 (Ranged)/+8 (Pistols)
Damage +1 (Unarmed)/+3 (Machine Pistol)/+4 (Heavy Pistols)
Defense +6 (+2 flat-footed)
Initiative +9

Equipment: Armored Trenchcoat: +2 Toughness; Subtle
Cell Phone
Gun Lover Arsenal: [11 ep]
Machine Pistol: Blast 3 (Extra: Autofire)
-Heavy Pistols: Blast 4 (Power Feat: Split Attack)



Costs: Attributes 12+ Skills 15+ Feats 11+ Powers 35+ Saves 7+ Combat 12= 92 pts.

Real Name: Montel “Monty” Jones
Height: 5’ 9”
Weight: 160 lbs
Hair: Black (shaved bald)
Eye Color: Brown

Background: Montel “Monty” Jones was a typical high school slacker and tough guy, the kind that teachers passed just so they didn’t have to deal with them. He fell in with the rougher crowd who were willing to break the law to do what they wanted, and eventually hooked up with another young thug named Corey Mathers. Together the two of them developed a reputation as good, reliable muscle and soon they were both brought into a gang being formed by Reymond “Rey” Cruise, and soon the pair were enough money to buy all the things they wanted; the hottest shoes, coolest clothes, best rides and of course the girls who liked bad boys who had all those things.

Life was good as far as Monty cared, he did as he was told and enjoyed his work. Even the few times he got pinched by the police was worth it, being a minor there was little they could do to him with the little bit of evidence they could get their hands on. Eventually though things went sideways when one of Rey’s plans went seriously wrong and even though Monty and Corey had managed to give the guards chasing them the slip they heard the accident Rey fell into. They managed to find him quickly enough to help him get away as well, both exposing themselves to the chemicals he had been soaked in and soon Monty developed his hyper reflexes and that combined with his already growing fondness for pistols he was a one man violent assault, ready to be pointed as Rey wanted.

Like most young men of his background, Monty took part in the performing of several small time crimes, at Rey’s urging and they quickly found themselves in prison. While there Monty and Corey spent their time learning how to better handle themselves in fights as well as be better thugs for their boss. Once they got out a couple years later Rey had the idea of creating the Skids, a means for the three of them to climb out of the dead end of low-end super crime and make something of a local name for themselves as information brokers in Freedom City.


Here we have one half the muscle Watts keeps around him Magnum. I wanted a couple low-level guys that could handle normal people with no trouble and maybe give a group of players a slight headache. To that end Magnum is the ranged fighter, preferring to use a set of pistols he loves like kids to pepper foes while Kayo engages them in melee.

Basically I got the idea that since Watts was inspired by build of a character done by another builder on the ATT, why couldn’t his thugs? So I immediately recalled a pair of characters created by Michuru81 (you know him right? The writer of the great New Vindicators stories in Story Hour and running a European game in the Game Room? Great stuff go check it out.), who fit the bill perfectly. I’ll leave it for you to figure out who Magnum and Kayo are based on but I’m pretty sure it’s obvious.
Last edited by Tattooedman on Mon Feb 06, 2012 9:09 am, edited 1 time in total.
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Kayo build #516

Postby Tattooedman » Fri Mar 04, 2011 12:56 pm

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Kayo:
PL: 6
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Climb 4 (+7), Disable Device 6 (+6), Drive 4 (+5), Intimidate 8 (+9), Knowledge (Pop Culture) 4 (+4), Knowledge (Streetwise) 6 (+6), Language (Base: English; Spanish), Notice 2 (+4), Profession (Thug/Bouncer) 4 (+6), Sense Motive 6 (+8.), Swim 4 (+7)

Feats: Assessment, Attack Focus (Melee) 2, Attack Spec. (the Haymaker), Dodge Focus 2, Equipment 2, Improved Initiative, Power Attack, Renown, Startle, Teamwork, Withstand Damage

Powers: Enhanced Feat 3 [Tough x3]
Strike 3 [the Haymaker] (Extras: Autofire, Penetrating); (Power Feat: Mighty)
Super Strength 2 (Power Feats: Counter-Punch, Groundstrike)

Saves: Toughness +6
Fort +6
Ref +5
Will +3

Combat: Attack +2/+4 (Melee)/+6 (Haymaker)
Damage +3 [+4] (Unarmed [Brass Knuckles])/+6 (Haymaker)
Defense +6 (+2 flat-footed)
Initiative +6

Equipment: Brass Knuckles [+1 Damage]
Cell Phone
‘77 Cuda [as sports car]


Costs: Attributes 22+ Skills 14+ Feats 14+ Powers 22+ Saves 8+ Combat 12= 92 pts.


Real Name: Corey Mathers
Height: 5’ 10”
Weight: 180 lbs
Hair: Black
Eye Color: Brown

Background: Corey Mathers grew up very similar to that of Rey Cruise and Monty Jones, underprivileged in the Fens where teenagers can easily fall into the sway of those who are better suited to make use of such young men. At an early age Corey discovered an aptitude for physical confrontation, constantly getting into trouble for fighting. Corey didn’t care as he normally won the majority of those fights, even when he was outnumbered Corey held his own and that made him get noticed. Along the way he met Monty who was an agile guy and new how to pick his shots, favoring fast moves and throwing things in a fight which soon moved to a preference for firearms which he was naturally skilled with.

Together the two of them made a name for themselves and quickly brought in as the muscle for Rey Cruise, a budding criminal genius who put them to work on several of his schemes. Making them all a lot of money very quickly and insuring the loyalty of Corey and Monty. Then there was the attempted robbery at a pharmaceutical company where Rey ended up covered in a mixture of several chemicals that Corey and Monty exposed themselves to helping him escape the security guards.

Like Rey and Monty, Corey developed powers. Able to withstand injuries better than most prize fighters, physically stronger than someone of his build as well as the ability to create a explosive release of energy upon physical contact. It only made Corey more dangerous and able to help Monty pull off the jobs Rey came up with to get the three of them into the big time. Though those plans landed the trio in jail where their powers were nullified and they were exposed to more experienced criminals who ended up teaching them how to be better crooks upon their release.

For his part, Corey loves his work as Kayo (his chosen “working name”). Doing much of the heavy lifting work of Watt’s (Rey’s) plans, when someone needs a visit to remember a payment for services done or to give Watt’s his cut it’s Kayo who’s sent to collect or remind. Often with Magnum sent along to help him out, not that Kayo really needs it.


The other half of the thug muscle, Kayo is a brawler plain and simple. He loves to mix it up in melee, trading shots with whoever is willing to try. Corey’s not much for talking during a fight, he prefers to let his fists do all his talking and he’s learned how to gauge his foes so that he can take care of lesser threats before moving on to bigger and more challenging opponents.
Last edited by Tattooedman on Fri Feb 17, 2012 12:31 pm, edited 2 times in total.
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Claremont in 2008

Postby Tattooedman » Fri Mar 04, 2011 11:35 pm

Claremont in 2008:

Next-Gen:
It’s been pretty much business as usual for the kids of Claremont; dealing with the normal pressures and trials of maintaining passing grades, getting along with the other students (normal and not so normal), having some laughs, boyfriends, girlfriends, keeping out of Headmaster Summer’s office, on top of dealing with the not so normal problems of stopping the latest robbery/kidnapping/crime spree of whatever bad guy has decided to show up this week.

Well that’s not entirely true. Last school year most of the members of Next-Gen managed to graduate, both into the “Big Leagues” of crime fighting as well as school itself. This has left Bolt as the only remaining “original member” and wondering if he should even try to form a new version of the group. This lasted for only about a week after the graduation at Claremont when the Shadow Academy had their own graduation ceremony (namely tracking down the members of Next-Gen when they were alone and capturing them for a “Free-for-All Final” between the two groups). Bolt was the only member of the Next-Gen not caught (sometimes it helps having a parent who’s one of the most well known and powerful heroes and being on family vacation with him), but when he got back only days later Bolt was able to rouse some help from the lingering students (Elite, Bank Shot, Druid, Changeling, Apex, Magni, Mindforce and Firepower) on campus and not only track down where the Shadow Academy was holding their brawl but they managed to convince Shadowbox to finally rebel against her mother, the Headmistress, and leave the Academy to come to Claremont.

So when the original Next-Gen had their last “official meeting” all the others gave their blessing to Bolt for him to keep the team going and recruit new members Bolt quickly decided who he’d try to bring in, seeing no reason to change what had already worked once before and now the Next-Gen is almost twice the size it had been in earlier years.


AlterniTeens:
As the group of dimensionally lost teenagers have become more acclimated with the world they now called home, they’re honestly started to drift apart as a group. Dauntless and Relentless often spend most their free time helping Navagatrix as she travels around the world helping Duncan Summers locate young superhumans. Whoop-Ant hasn’t been heard from since the school year started and at this point it’s starting to worry a couple people as to what he’s up to and who he’s gotten mixed up with now. Meanwhile Elite, Changeling, and Magni all accepted Bolt’s invitation to join the new Next-Gen, but from time to time they’ll go along with Navagatrix and the others for old times sake.

Seven:
Since graduating she’s been bouncing back and forth between the Lighthouse in space and Eldrich’s brownstone on Ditko Street. She’s not become his apprentice yet and if anyone were to ask her, Serena would simply say that she’s more inclined to do some independent studying at his point in her life. Besides a lot of her work in the Freedom League, (which offered her membership upon her graduation), takes up a good deal of her time. With Serena often acting as the mystical expert for them as well as cultivating her own collection of rogues of the mystical and mundane kind.

Sonic:
The night after his graduation Lemar went on patrol around Lincoln and Southside solo, never one to let his responsibilities to his community pass by. In the last few months he’s started working more with Foreshadow, fighting against the mob and street gangs in a concentrated effort to clean up the problems of Lincoln and Southside. During his days Lemar works at Wilson Jeffers center as a councilor and he regularly talks over his cases with Wilson just to get another’s perspective on what he’s dealing with.

Nereid:
Only a week after the ordeal with the Shadow Academy she had to return to Atlantis. Her father, King Theseus, was ready for his daughter to return to her royal duties (there’s always a meeting of some kind that calls for her presence). Not that Nereid doesn’t love her place of birth, but she misses her life on the surface immensely and to that end she’s been speaking with her grandmother, the Queen Mother, about sending a diplomatic party to the surface world (specifically Freedom City). For her part the Queen Mother understands her granddaughter’s problem and has started to gently work the idea into the thoughts of the King but it’s going to still be a few months before Nereid has a chance of returning to her second home.

Megastar:
The last year has been roughest on the young hero. His discovery of his relation to Challenger (the trainer for all superhuman students at Claremont) by accident during a time traveling adventure that put the Next-Gen in the 1980s for several weeks. It led to some very tense and strained moments during training at school as well as straining Megastar’s relationship with his mother (who knew what was going on but had been pushing for it to be dealt with slowly and carefully). Following that Megastar was under medical restrictions from injuries he suffered at the hands of his Anti-Earth counterpart Darkstar, when the Next-Gen ended up stuck on Anti-Earth. This cause him to be left out of several other minor adventure the group faced and he suffered some resentment for being “left out of the good times”. When graduation finally came Megastar decided to move out of Freedom City and make a fresh start somewhere else but the Shadow Academy’s plans left him again suffering more injuries that put his plans on hold while he recovered. Finally fully healed he is considering recreating his heroic identity and reshaping the look of the M.E.G.A.S. simply to put several of his problems behind him and jump start his life after Claremont.
Last edited by Tattooedman on Sun May 06, 2012 10:38 pm, edited 4 times in total.
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The Reserve

Postby Tattooedman » Fri Mar 04, 2011 11:37 pm

The Reserve:

Originally a project that the Patriot had been pushing for the creation of within the first year of his rebirth but due to political problems and the creation of the Arsenal of Democracy by the Joint Chiefs, Director Powers was hesitant to push too much for another group of super-agents feeling that the powers-that-be wouldn’t green light it citing it as a waste of tax payer funds. It wasn’t until the “retiring” of the Arsenal after the Teminus Invasion (since after the deaths of Anthem and Peacemaker along with the aging side effects Minuteman was suffering made him unfit for duty and the injuries suffered by Miss Liberty and U.S. Steel which took the better part of a year to fully heal) that the creation of the Reserve was considered a viable option. Over the years Patriot had kept his idea on the backburner, quietly looking into possible recruits as well as taking note of different super beings he’d encountered during various missions.

When finally given the go-ahead to begin recruitment, Patriot wasted no time in quickly filling the slots of the team from his short list and within three months the group was going through team drills under his watchful eye. For the most part the Reserve is active all across the country, dealing with the likes of SHADOW and VIPER (as well as the “normal” kinds of super villainy they run across from time to time). For this reason they’re not often home at their base in Freedom City, though when the city’s been under the gun the Reserve has made it a point to wrap up whatever they’ve had going on to get back as soon as possible.

Members:

Headcase: The charming mentalist of the Reserve, Headcase always has the smooth line ready to roll off his tongue for any situation. If that doesn’t work he’s always got his psychic powers to fail back onto as well as his training by the FBI.


Lady Hex: A mage who is suffering from retrograde amnesia that has affected her declarative memory. Lady Hex found herself operating in San Francisco in the 90’s one day with no knowledge of who she was nor how she arrived there but was drawn to use the magical knowledge she was shocked to find she possessed to help those around her in need. Lady Hex is a mage of considerable skill with a wealth of knowledge and is considered to be the source of arcane information in AEGIS.


Minotaur: The muscle of the group, Minotaur gained his powers as part of an experiment, called the Man/Myth Project, done by the military on a group of soldiers. Of all of them Minotaur’s the only one not to mutate into an inhuman form or suffer from psychological issues, or both, and has spent a good deal of time chasing down the other members of the Project as they escaped military custody and became the group known as the Bestiary.


Patriot: Clearly the leader of the Reserve, he’s more than happy at this point with his team. They’ve been able to handle everything they’ve run into so far without much trouble, though Patriot is curios to see how they handle their first loss as a team. Presently his only other problem is dealing with the members of the Freedom League who knew him before his rebirth as an artificial being. For now he trusts in the cover identity made for him by AEGIS, but he’s smart enough to realize that it won’t work forever and is starting to look into a couple options he’s come up with but is keeping under his hat for now.


Promethus: The member of the Reserve who’s something of the team Eyore, always bemusing how he’d much rather go back to his old life as a Detroit cop dealing with gang bangers and drug dealers. Though Promethus has yet to back down from a challenging situation and his investigative skills are second to none, often times he’s already figured out who’s pulling what stunt the team is investigating before having the forensics confirmed.
Last edited by Tattooedman on Thu Jun 21, 2012 2:36 pm, edited 1 time in total.
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Anvil build #517

Postby Tattooedman » Sat Mar 05, 2011 9:16 am

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Anvil:
PL:
11
Str 34 (+12) Dex 10 (+0) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Climb 2 (+14), Initmidate 12 (+14), Knowledge [Pop Culture] 4 (+4), Notice 8 (+10), Sense Motive 8 (+10), Swim 2 (+14)

Feats: All-Out Attack, Attack Focus (Melee) 2, Benefit 2 [Wealth 2], Chokehold, First Strike, Follow-Up Strike, Grappling Finesse, Improved Critical 2 [Unarmed], Improved Grab, Improved Grapple, Improved Initiative 2, Improved Pin, Improved Sunder, Interpose, Lionheart, Power Attack, Sweeping Strike, Takedown Attack, Withstand Damage

Powers: Super Dense Physiology:
Density 6 [+12 Strength; Protection 3 (Extra: Impervious); Immovable 2; Super Strength 2] (Extra: Continuous Duration); (Power Feats: Buoyant, Environmental Adaptation [High Gravity], Innate); (Flaw: Permanent)
Shrinking 4 [+1 Attack/Defense; -4 Grapple; +4 Stealth; -2 Intimidate] (Extras: Continuous Duration, Normal Strength); (Power Feats: Innate); (Flaw: Permanent)

Enhanced Strength 12
Immunity 10 [All Environmental Effects, Critical Hits, Disease, Suffocation]
Protection 6 (Extra: Impervious 9)
Super Strength 5 (Power Feats: Bracing, Groundstrike, Shockwave)
-Alt. Power: Leaping 5

Saves: Toughness +14* [*Impervious 12]
Fort +12
Reflex +6
Will +8

Combat: Attack +8/+10 (Melee)
Damage +12 (Unarmed; critical 18-20)
Defense +8 (+4 flat-footed)
Initiative +8
Grapple +23

Real Name: Maxell "Max" Anders
Height: 4' 8"
Weight: 657 lbs
Hair: None
Eye Color: Black pupils

Complications:
Dirty Habits: Anvil likes to smoke cigars and is often seen with one in various stages of being smoked in his mouth.

Family Issues: Anvil is part of the Anders family; an old money family that has their fingers in several different companies and interests. Anvil's parents would like him to settle down, get his condition figured out and take his place at the head of the family interests. So like most younger adults, Anvil has no intension of doing that anytime soon. He's going to enjoy having his powers and using them.

Numb: A side effect of his mutation, Anvil has problems with his super-thick skin and his ability to feel things. This sometimes leads to him not being able to handle smaller items with the care needed not to break them; basically he makes sure not to hold anyone's baby or play video games too much.

Up for anything: Because of his body being so hard to injure, Anvil has developed something of a devil-may-care attitude. It really shows in some of his ideas of fun: like skydiving without a parachute to see if he'd feel it. If someone suggests something that sounds even remotely reckless and/or kind of dangerous he'll be leading the charge to go do it.


Costs: Abilities 18+ Skills 9+ Feats 23+ Powers 81+ Saves 19+ Combat 30= 180 pts.


Background: Like many of the young children of the early 90s in Freedom City, Max Anders remembers the Terminus Invasion very well, unlike the majority of those other children though Max ended up being mutated subtly by the strange energies released during the invasion; they just didn't manifest until Max was much older and was in need of them.

That need came in the form of a car crash caused by Max being chased by agents of VIPER who were trying to capture him so they could ransom him back to his family for a five figure amount. Seconds before the impact Max felt an odd pins 'n' needles sensation all over his body combined with a feeling of being deep underwater, then the car collided with a cement-mixer truck burying Max and his car in hundreds of pounds of wet cement. It was moments later when Max reappeared and the bystanders that had gathered around the site of the crash screamed, as Max now looked like a metallic black skinned, flat-headed midget with limbs almost twice the size of a normal persons. Aside from feeling slightly numb Max was fine though he ended up having to literally run away from the crowd as they started to attack him and he couldn't understand why. It wasn't until he got halfway home that Max understood why the people reacted to him like they did, seeing his reflection in the windows of cars he was passing by. Max ended up panicking a bit at that point, yelling about what had happened to him and breaking the offending windows.

It could have went much worse for Max at that point if Psuedo hadn't arrived on the scene, alerted by the police from all the 911 calls that had been made about the monster that had just appeared. Sensing the mental duress Max was under Psuedo allowed him to vent his anger and frustration while keeping the bystanders a safe distance away and once Max had calmed somewhat he took the newly transformed young man to the Lighthouse to see what had caused him to transform. Over the next week Max went through all kinds of tests by various experts under the watchful eye of Psuedo until eventually it the specialists from the Albright Institute that made the discovery of Max having the TI gene mutation that many other children of the Terminus Invasion had and that it was it that was responsible for his powers manifesting. The only problem was that due to the intense stress that had triggered Max's powers there was no way for him to trigger a change back to his normal form.

Max's parents were practically beside themselves with their grief over what had happened to him. They had envisioned him eventually settling down, getting married and taking over the family holdings......now he was a four foot tall, metallic skinned, flat-headed ~thud~ (crap....his mother just passed out again thinking about how she's never going have grandchildren now), anyways you get the point. The problem was that Max didn't think anything was really wrong with him as he now was, in fact he kind of liked it: now he was different and he stood out and Max realized he liked the attention. You see his parents had been controlling his life since he started school, planning everything about his life for him as to where he'd go to school, college, what companies he'd start off being in charge of and so on. Now Max realized he could do things the way he wanted too.

Of course his parents constantly try to get him to agree to various experiments to change him back and even though Max loves them he simply blows off their requests. Now he uses the name Anvil, cause well.....look at his head, and if he sees a crime going down he'll step in. Be it a purse snatching, car jacking, bank robbery, or whatever. Max isn't too picky he just wants to help folks and if he does get into a bad brawl that ends up trashing parts of the town he's always more than willing to pay for the repairs himself rather than make the city pay (what normally happens is Dr. Metropolis shows up and handles the mess & Max simply takes the money he'd have paid and donates it to a local charity, that way everyone is happy). As a result Max is something of a local celebrity and is always seen at all the charity events and social gatherings in and around Freedom City and he is always sure to have a pretty girl on his arm and a cigar in his mouth.

The other thing Max is known for is doing crazy stunts just for kicks. Things like base jumping without a parachute, just to see how deep a hole he'll make when he lands or just how fast does a tractor-trailer have to be going before it's impact will force him back any? Again Max is always ready with a checkbook to cover the costs of his latest stunt and he's even managed to get some endorsement deals because of his previous stunts.
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Johnny Sixx build #518

Postby Tattooedman » Sat Mar 05, 2011 9:23 am

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Johnny Sixx:
PL:
10
Str 14 (+2) Dex 14 (+2) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Drive 6 (+8.), Gather Information 8 (+9), Intimidate 8 (+19), Knowledge [Streetwise] 8 (+8.), Language [Spanish], Notice 8 (+10), Pilot 6 (+8.), Sense Motive 8 (+10), Stealth 8 (+10)

Feats: All-Out Attack, Attack Focus [Melee] 2, Defensive Roll 4, Dodge Focus 4, Improved Feint, Improved Initiative 2, Power Attack, Quick Draw, Teamwork, Uncanny Dodge [audio]

Powers: Duplication 10 (Extras: Heroic, Horde); (Power Feats: Progression 2 [5 max]); (Flaws: Real)
Mimic 10 [all subject's powers; 50 pt pool] (Extras: Continuous); (Flaws: Limited [inherent powers only], Tainted)

the Power of the Johnny's wrote:Johnny Prime: Optic Blast 10 (Extra: Penetrating); (Power Feats: Improved Critical 2, Precise, Ricochet 2)
-Wide Angle Beam: Blast 10 (Extra: Area [Cone]); (Power Feats: Improved Critical 2)
-Rapid Fire: Blast 10 (Extra: Autofire); (Power Feats: Improved Critical 2)
-Stunning Blast: Stun 10 (Extra: Area [Cone]); (Power Feats: Improved Critical 2)
Immunity 1 [own powers]

------
Johnny #2: Claws: Strike 6 (Power Feats: Improved Critical 4, Mighty)
Enhanced Senses: Super_Senses 2 [Scent, Tracking]
Healing Factor: Immunity 2 [Disease, Poison]
Regeneration 12 [recovery bonus +3; recovery rate: Bruised: once after one round; Unconscious: once after one round; Injured: once per 5 minutes; Staggered: once per 5 minutes; Disabled: once per 20 minutes); (Power Feats: Diehard, Persistent, Regrowth)

-----
Johnny #3:
Metal Form: Enhanced Strength 16
Immovable 4
Immunity 9 [Life Support]
Protection 10
Super Strength 3 (Power Feat: Groundstrike)

----
Johnny #4:
Super-Movement 2 [Wall-Crawling 2]
Teleport 6 (Extra: Accurate); (Powers: Change Direction, Easy, Progression 4, Turnabout)

----
Johnny #5:
Enhanced Feats 6 [Improved Initiative 6]
Dazzle 8 (Extra: Area [Burst]); (Flaw: Touch Range)
Quickness 10
Speed 10
Super-Movement 2 [Air-Walking 2]


Saves: Toughness +8*/+4 [*Defensive Roll]
Fort +7
Reflex +6
Will +7

Combat: Attack +8/+10 (Melee)
Defense +10 (+3 flat-footed)
Initiative +10


Real Name: Jonathan “Johnny” Jorgan
Height: 6'
Weight: 180 lbs
Hair: Black
Eye Color: Blue

Complications:
Thug: Johnny Sixx grew up on the streets, as a member of a gang and has the mentality to show for it. Most the time his answer for anything tends to be using force to solve a problem.

Short Fuse: Johnny Sixx isn’t known for having a lot of patience and when things start to go sideways he normally loses his temper.


Costs: Abilities 22+ Skills 16+ Feats 18+ Powers 62+ Saves 12+ Combat 28= 158 pts.



Background: Not every child that was altered by the strange energies of the last Terminus Invasion have used their powers for good, Johnny Sixx is the proof of that. His mother was pregnant during the Invasion and unbeknownst to her she was actually carrying sextuplets but something in the energies that bombarded them caused them to merge into one body. When Johnny was born he gave no sign of having any powers and he grew up relatively normal, for a single mother with a newborn baby that is and by the time he was a teenager Johnny was running the streets in the Fens. Johnny has a record befitting his background and nobody is 100% sure when he manifested his powers and Johnny’s not telling but thanks to tests done by the prison officials after Johnny was arrested after his debut as a super villain has revealed the source of his powers. Somehow Johnny and his “brothers” have managed to copy powers of superhumans from across the country that they thought would be useful in their endeavors but thankfully as long as Johnny’s ability to summon his “brothers” is nullified then they are not a problem. Of course the set of powers he himself has managed to duplicate must be dealt with too but that’s not much of a problem overall.

Johnny has been trying to break into the world of serious villainy but his small-time mentality is holding him back: he tends to favor pulling jobs that revolve around instant pay off (bank robberies, jewelry theft and things like that). Though he has started to offer his services as a gun for higher, working for those willing to pay him for pulling a job.
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Contrast build #519

Postby Tattooedman » Sat Mar 05, 2011 9:26 am

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Contrast:
PL: 10
Str 16 (+3) Dex 22 (+6) Con 16 (+3) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)

Skills: Acrobatics 6 (+12), Climb 6 (+9), Disable Device 12 (+13), Drive 2 (+8.), Knowledge (Streetwise) 8 (+9), Notice 8 (+11), Search 8 (+9), Sense Motive 8 (+11), Stealth 8 (+12), Swim 4 (+7)

Feats: Acrobatics Bluff, Ambidexterity, Attack Focus (Melee) 3, Attack Spec. (Escrima Sticks) 2, Blind-Fight, Cunning Fighter, Defensive Attack, Dodge Focus 6, Elusive Target, Equipment 4, Evasion 2, Follow-Up Strike, Improved Block 2, Improved Critical (Escrima Sticks) 4, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Takedown Attack 2, Twin Weapon Fighting, Uncanny Dodge [audio]

Powers: Concealment 2 [Mutant Detection senses] (Extra: Continuous Duration); (Flaw: Permanent)
Immunity 1 [Own Powers]
Light Control 10
-Alt. Power: Concealment 2 [normal vision] (Power Feat: Close Range)
-Alt. Power: Dazzle 10 [Whiteout] (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Environmental Control 10 [Distraction] [Strobe Lighting]
-Alt. Power: Obscure 6 [visual] [Blackout]

Saves: Toughness +6*/+3 [*Costume]
Fort +8
Ref +10
Will +7

Combat: Attack +6/+9 (Melee)/+13 (Escrima Sticks)
Damage +3 (Unarmed-critical 18-20)/+5 (Escrima Sticks-critical 16-20)
Defense +12 (+3 flat-footed)
Initiative +10

Equipment: Costume: +3 Toughness; Subtle
Cell Phone, Lock Picks
Motorcycle
Escrima Sticks: +2 Damage


Costs: Attributes 30+ Skills 17+ Feats 43+ Powers 38+ Saves 13+ Combat 24= 165 pts.


Complications:
Criminal Life: Contrast’s identity as Jonathan White is known to law enforcement agencies.

Keep The Lights On: Contrast suffers from Nyctophobia, fear of total darkness.

Stay Challenged: Contrast tries to use his powers as little as possible while on a job. To him having to use his powers is almost like cheating, and means that he’s not skilled enough to have done the job right.


Real Name: Jonathan White
Height: 5’ 7”
Weight: 132 lbs
Hair: Black
Eye Color: Blue


Background: Jonathan White doesn’t have many happy memories of his childhood, he was stolen when still very young from his parents and raised by a Dr. Renn as a part of his experiment to create espers that were undetectable by any means. Apparently Jonathan was subjected to intense genetic manipulation and eventually he developed photokinetic abilities, able to manipulate light for various purposes mentally, and did not register as a mutant by any known means of scanning. Dr. Renn didn’t mistreat Jonathan in any other way and actually went through great pains to make sure that he was well educated and well taken care of, though once Jonathan turned eighteen he discovered that Dr. Renn was no relation to him at all, as he had thought over the years (thinking him to be a distant relative) and he simply packed his few belongings and ventured out into the world alone.

Being somewhat socially awkward, Jonathan realized he didn’t want to deal with people any more than he absolutely had to and decided that the best way to go about that was to take what he wanted. So he became a thief, training himself largely by trial and error and using his powers much of the time during those early years. Now several years later Contrast, as Jonathan named himself, is a well known thief. Much more skilled than he was in the beginning, almost to the point where he doesn’t even need to use his powers to pull a job (mostly only in case he runs afoul of a hero trying to stop him).
Last edited by Tattooedman on Thu Mar 15, 2012 8:46 am, edited 1 time in total.
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Ninjas of Sin build #520

Postby Tattooedman » Sat Mar 05, 2011 4:49 pm

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Ninjas of Sin:
PL: 8
Str 16 (+3) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+10), Climb 4 (+8.), Disable Device 6 (+6), Disguise 6 (+7), Escape Artist 6 (+10), Gather Information 6 (+7), Intimidate 8 (+9), Knowledge (Martial Arts) 4 (+4), Knowledge (Streetwise) 6 (+6), Notice 8 (+10), Search 6 (+6), Sense Motive 4 (+6), Sleight of Hand 4 (+8.), Stealth 8 (+12), Swim 6 (+9)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Focus [Ranged] 4, Defensive Roll 3, Dodge Focus 4, Elusive Target, Equipment 4, Grappling Finesse, Improved Block, Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Martial Strike 2, Prone Fighting, Quick Draw, Startle, Teamwork, Up the Wall

Saves: Toughness +8*/+5**/+3 [*Armored Gi & Defensive Roll/**Armored Gi]
Fort +8
Ref +8
Will +5

Combat: Attack +4/+8
Damage +5 (Unarmed)/ +6 (Katana-critical 18-20)/ +7 (Changbang)
Defense +8 (+2 flat-footed)
Initiative +8

Equipment: Armored Gi: +2 Toughness; Feature [infrared blocking]
Ninja Arsenal:
Changbang: +4 Damage
-Katana: +3 Damage; Critical 18-20
-Kunai: +2 Damage; Autofire



Costs: Attributes 26+ Skills 22+ Feats 36+ Saves 13+ Combat 15= 112 pts.


Notes: Doctor Sin’s personal force of men and women that follow his every order without question. It’s not known how he managed to bring them into his operation, one theory is that he somehow gained control of the clan several decades ago and fostered their growth for his own ends since that time. He uses them in all of his bases and in the field when he wants to be discrete, though sometimes events play out before the eyes of the public but so far Doctor Sin has managed to keep his connection to them hidden.

They are lead by Crimson Katana and her second in command, Black Lotus, and operate all over the world, in any place their master wants them to. The majority of them have cover identities within the various fronts for Doctor Sin’s operations and are trained in how to work in whatever field needed.
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Centerfire build #521

Postby Tattooedman » Sat Mar 05, 2011 5:44 pm

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Centerfire:
PL: 10
Str 10 (+0) Dex 12 (+1) Con 10 (+0) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 4 (+5), Climb 4 (+5), Craft (Chemical) 8 (+15), Craft
(Electronic) 6 (+9), Craft (Mechanical) 8 (+15), Diplomacy 4 (+5), Drive 4 (+5), Knowledge (Streetwise) 4 (+7), Knowledge (Technology) 8 (+11), Notice 6 (+8), Sense Motive 4 (+6), Stealth 4 (+5)

Feats: Attack Focus (Ranged) 4, Attack Spec. (Gatlin 2200) 2, Equipment 2, Dodge Focus 2, Mechanical Genius 2 [Chemical, Mechanical], Power Attack, Precise Shot, Seize Initiative, Skill Mastery [Craft (Chemical), Craft (Electronic), Craft (Mechanical), Knowledge (Technology)], Task Focus [Knowledge (Technology): Weapons Systems]

Powers: Device [Armor] 7 [hard to lose]
--Immunity 2 [Critical Hits]
--Protection 14 (Extra: Impervious 10)
--Super Strength 2 [bracer arms] (Power Feat: Bracing) (Flaw: Limited [only to help support the Gatlin 2200])
--Super-Senses 2 [Extended Vision, Infravision]

Device [Gatlin 2200 Mark IV] 9 [hard to lose] (36 pts)
--Blast 10 (Extras: Autofire, Penetrating); (Power Feats: Improved Critical 3, Improved Aim, Improved Sunder)

Saves: Toughness +14*/+0 [*Imperivous 12]
Fort +4
Ref +4
Will +6

Combat: Attack +2/+6 (Ranged)/+10 (Gatlin 2200)
Damage +10 (Gatlin 2200-critical 17-20)
Defense +6 (+2 flat-footed)
Initiative +1

Equipment: Headquarters [Workshop Base (10 ep)] Size: Medium; Toughness: 10; Features: Communication, Computer, Concealed, Fire Prevention System, Laboratory, Library, Living Space, Security System 2 [DC 25], Workshop

Drawbacks: Normal Identity [Full Round Action] (-4 pts)


Complications:
Gotta sell my stuff!: Centerfire is convinced that he needs to pull crimes and take jobs as the only means to sell his invention and prove how truely great a work of engineering.

Like a rat: Centerfire will lash out violently when cornered. He doesn't handle the stress of combat too well, he is only an engineer after all.

Slow to fire: Sometimes Centerfire will hesitate before pulling the trigger, the last pangs of his conscience trying to tell he's going to regret doing this.

Real Name: Martin McCleary
Height: 5' 9"
Weight: 157 lbs
Hair: Brown
Eye Color: Brown


Costs: Attributes 14+ Skills 16+ Feats 17+ Powers 64+ Saves 11+ Combat 12- Drawbacks 4= 130 pts.


Background: Centerfire is relatively new villain on the scene, mostly working for those willing to pay for his services. Basically he’s a big gun for hire looking to sell his weapon designs.

Centerfire had been a weapons designer that was downsized out of his job by new management who were unimpressed with his work. McCleary realized that he needed to be his own boss and take charge of his life, this led him to develop the Gatlin 2200 and it’s several later upgraded versions. Soon though he saw that most governments weren’t willing to purchase weapons from a one man operation, preferring to deal with large corporations.

Realizing that he needed to reach out to more free-thinking potential clients Martin started to reach out to criminal groups of varying means. Even though they were interested in purchasing the Gatlin 2200 most of them wanted to see how well the weapon would work, not wanting to buy a weapon that wouldn’t perform as advertised. So Martin developed the support suit that had to be worn to use the Gatlin and soon after Centerfire made his first appearance keeping the police busy while VIPER agents robbed ASTRO Labs. Even though he did his part of the job VIPER declined to buy the Gatlin, so Martin keeps trying to sell the Gatlin 2200 by doing various crimes. In the long run Martin has ended up becoming a gun for hire, willing to work for anyone willing to meet his prices and go through a sales pitch for the Gatlin 2200.
Last edited by Tattooedman on Wed Jul 27, 2011 12:06 am, edited 1 time in total.
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Crimson Katana bulid #522

Postby Tattooedman » Sat Mar 05, 2011 5:52 pm

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Crimson Katana:
PL:
12
Str 14 (+2) Dex 20 (+5) Con 18 (+4) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 8 (+13), Craft [Structural] 4 (+6), Diplomacy 6 (+8.), Escape Artist 8 (+13), Gather Information 8 (+10), Intimidate 8 (+10), Languages 2 [Chinese; Japanese], Notice 10 (+13), Search 6 (+8.), Sense Motive 10 (+13), Stealth 8 (+13)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus [Melee] 4, Defensive Attack, Defensive Roll 4, Dodge Focus 6, Evasion 2, Improved Block, Improved Disarm, Improved Initiative, Instant Up, Luck, Move-By Action, Power Attack, Up the Walls, Weapon Bind

Powers: Martial Training:
Leaping 4
-Alt. Power: Speed 4
Movement 8 [Slow Fall, Sure-Footed 2, Trackless]

Device [3 Flames Katana] 5 [easy to lose]
Hidden Nature: Feature 1 [transform into dragon styled tattoo]
Supernaturally Sharp Edge: Strike 8 (Extra: Penetrating 10); (Power Feats: Improved Critical 3, Mighty)
-Draining Blade: Fatigue 8
-Paralyzing Blade: Paralyze 8

Device [Wakizashi] 2 [easy to lose]
Hidden Nature: Feature 1 [transform into dragon styled tattoo]
Enchanted Edge: Strike 6 (Power Feats: Improved Critical 2, Mighty)

Device [Teleport Ring] 5 [hard to lose]
--Feature 2 [Linked to other Rings; Trigger linked rings]
--Teleport 7 (Extra: Accurate); (Power Feats: Change Direction, Easy)

Saves: Toughness +8*/+4
Fort +8
Reflex +10
Will +7

Combat: Attack +10/+14 [Melee]
Damage +2 (unarmed)/+8 (Wakizashi; critical 18-20)/+10 (3 Flames Katana;critical 17-20)
Defense +16 (+5 flat-footed)
Initiative +9


Real Name: Kimiyo Ranaga
Height: 5’ 3”
Weight: 104 lbs.
Hair: Black
Eye Color: Green


Complications:
The Devil You Know….: Crimson Katana now works for Dr. Sin as a way of paying back his freeing her from the curse of her father.

Bad Reputation: Crimson Katana fights against the legacy of her father trying to return honor to their shared name, but her working for Dr. Sin makes it constant struggle.

Respectable Foe: Crimson Katana tries to follow the code of honor of the samurai of the past and will not take advantage of foes in a fight or fight dishonorably.


Costs: Abilities 36+ Skills 21+ Feats 28+ Powers 54+ Saves 13+ Combat 40= 192 pts.



Background to come……
Last edited by Tattooedman on Sat May 12, 2012 9:26 am, edited 1 time in total.
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Tattooedman
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