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Tattooverse 2.5: WOF builds

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Magnus build #717

Postby Tattooedman » Wed Mar 23, 2011 11:10 pm

Image
Magnus:
PL: 10
Str 10 (+0) Dex 10 (+0) Con 14 (+2) Int 18 (+4) Wis 18 (+4) Cha 20 (+5)

Skills: Bluff 6 (+11), Computers 8 (+12), Concentration 12 (+16), Craft (Electronic) 12 (+16), Craft (Mechanical) 12 (+16), Diplomacy 8 (+13), Intimidate 4 (+9), Knowledge (Earth Sciences) 10 (+14), Knowledge (Life Sciences) 6 (+10), Knowledge (Tactics) 4 (+8 ), Knowledge (Technology) 10 (+14), Sense Motive 8 (+12)

Feats: Assessment, Attack Specialization (Magnetic Attacks) 5, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Inventor, Luck 2, Power Attack, Precise Shot, Seize Initiative, Set-Up, Teamwork, Uncanny Dodge [visual]

Powers: Magnetic Control 15 (Extra: Wide Array); (Dynamic)
-Alt. Power: Blast (Dynamic)
-Alt. Power: Create Objects [metallic objects] (Dynamic)
-Alt. Power: Flight (Dynamic)
-Alt. Power: Deflect [Slow Projectiles] (Extra: Move Action); (Dynamic)
-Alt. Power: Nullify [Electronics] (Extra: Sustained Duration, Independent); (Flaws: Concentration check required); (Dynamic)
-Alt. Power: Telekinesis (Dynamic)

Super Sense 5 (Extended x4 Metal Awareness)
Transform 10 [flesh into metal] (Extra: Aura); (Flaws: Uncontrolled)

Device [Containment Suit] 2 (hard to lose)
--Removes Uncontrolled Flaw on Transform
--Protection 6

Saves: Toughness +10*/+8**/+2 [*Containment Suit & Defensive Roll/**Containment Suit]
Fort +5
Ref +6
Will +9

Combat: Attack +4/+10 (magnetic control array)
Damage +10 (blast)
Defense +10 (+3 flat-footed)
Initiative +4


Costs: Attributes 30+ Skills 25+ Feats 22+ Powers 103+ Saves 14+ Combat 20= 214 pts.


:arrow: I figured I’d give stating Magnus a try, basically he’s a young Magneto with a touch of Rouge added in. Which makes sense cause that’s his parents, his transform is similar to Rouge’s transfer power in that it works upon skin to skin contact at all times. Magnus showed that he’s as powerful as dear old dad, creating credit cards outta thin air, a Cerebro on demand, even removing metallic objects from inside the skull of a person and all without breaking a sweat. He could even maintain his powers inside of a power-dampening field that affected the other members of his team, that’s some serious power honestly.

:arrow: Magnus was only a member of the team for the first storyline, at the end of which he sacrificed himself to save dozens of locked up heroes. That doesn’t mean that he wasn’t powerful, honestly I think he was more powerful than Mimic, but his character was the one chosen to show that not everyone is gonna make home at the end of their time in the EXiles.
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Sunfire build #718

Postby Tattooedman » Wed Mar 23, 2011 11:11 pm

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

Skills: Aerobatics 6 (+8 ), Bluff 4 (+6), Climb 2 (+3), Concentration 6 (+8 ), Diplomacy 6 (+8 ), Language 1 (Base: Japanese; English), Notice 8 (+10), Sense Motive 6 (+8 ), Stealth 4 (+6), Swim 2 (+3)

Feats: Accurate Attack, Aerobatic Bluff, Attack Spec. (Plasma Array) 2, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Equipment, Favored Environment [airborne] 4 (+1 attack/+3 defense), Improved Initiative 2, Move By-Action, Power Attack, Precise Shot, Startle, Teamwork, Uncanny Dodge [Audio]

Powers: Plasma Control 12
-Alt. Power: Drain (Toughness) 12 [Melt] (Extra: Ranged); (Flaw: Limited to Objects)
-Alt. Power: Plasma Burst 8 (Extra: Area {Burst})
-Alt. Power: Dazzle 10 [visual]
-Alt. Power: Suffocate 8 [burn up oxygen] (Extra: Ranged)
-Alt. Power: Strike 6 [Plasma Aura] (Extra: Aura)

Flight 6
Immunity 5 (Fire Damage)

Saves: Toughness +7*/+4**/+2 [*Costume & Defensive Roll/**Costume]
Fort +4
Ref +7
Will +6

Combat: Attack +3/+7 (plasma array [grounded])/+8 (plasma array [airborne])
Damage +1 (unarmed)/+8 (plasma burst/suffocate)/+10 (dazzle)/+12 (plasma attacks)
Defense +10 [grounded]/+13 [airborne] (+3 [grounded]/+4 [airborne])
Initiative +10

Equipment: Costume: +2 Toughness; Comm-Link; Subtle; Immunity (Sunfire’s powers)


Costs: Attributes 22+ Skills 10+ Feats 25+ Powers 49+ Saves 11+ Combat 18= 135 pts.


:arrow: The replacement for lost member Magnus, we have the cute as a bug’s butt Sunfire. A nice little twist as a character since she is the cousin 616 Earth’s Sunfire as well as being Markio Yashida (ya know, Wolverine's old flame), in her world she developed the powers and went to live in America as her parents didn’t want her to use her powers at all.

:arrow: Basically she is your standard energy controller, able to fly and protect herself from some melee attacks. But like most of the Exiles, her interest comes from her interactions with her teammates especially Morph. Sunfire was also a casualty for the EXiles, though she died fighting against a Brood-possessed Mimic and this led to some problems between some of the team when they went to the next reality and had to face-off against Weapon X.
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Morph build #719

Postby Tattooedman » Wed Mar 23, 2011 11:13 pm

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

Skills: Bluff 6 (+9), Computers 6 (+8 ), Concentration 8 (+10), Diplomacy 8 (+11), Escape Artist 4 (+7), Disguise 4 (+), Knowledge (Pop Culture) 6 (+8 ), Notice 6 (+8 ), Perform (Acting) 4 (+7), Perform (Comedy) 4 (+7), Perform (Oratory) 4 (+7), Sense Motive 6 (+8 ), Stealth 6 (+9)

Feats: Ambidexterity, Feature (Scentless), Attack Focus (Melee) 4, Attack Focus (Ranged) 4, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Diehard, Distract (Bluff), Improved Grab, Improved Initiative, Instant Up, Move-By Action, Power Attack, Taunt

Powers: Illusion 6 [audio]
Protection 6 (Flaw: Limited-Only against Kinetic based attacks)
Shapeshift 10

Saves: Toughness +10*/+4**/+2 [*Against Kinetic Attacks w/ Defensive Roll/**Energy Attacks w/Defensive Roll]
Fort +5
Ref +5
Will +6

Combat: Attack +4/+8 (melee/ranged)
Damage [varies by Shapeshift]
Defense +10 (+2 flat-footed)
Initiative +7

Costs: Attributes 24+ Skills 18+ Feats 26+ Powers 91+ Saves 11+ Combat 18= 188 pts.


:arrow: The longest running member of the EXiles, Morph has been through the ringer. He’s dealt with all kinds of problems from dealing with the Antelope Men, to the threat of the Weapon X team, to the deaths of his fellow EXiles. That all ended somewhat when Morph was possessed by Proteus and the EXiles tricked him into putting on the B-Mod Machine which restricted him to only accessing the memories of Morph.

:arrow: So technically it’s still Morph, just there’s the threat of Proteus coming out at some point but who knows?

:arrow: Anyways Morph is seriously powerful, his shapeshift allows him to change into anything he can remotely think of at all. Brick walls, men in chicken suits, cowboys, Viking frat-boys, football players, rocket thruster bottom half to fly, circus strong men with chains and weights, giant humanoids with spiky skin, obnoxious tourists, dozens of silly saying t-shirts, as well as people, animals, chemicals, giant metal fists, I’m sure you get the idea by this point. There’s no limit to what Morph can turn into, basically if you can think of it then he can turn into it. No problem at all, and normally the funnier the better as Morph seems to live for any kind of toilet humor.
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Sasquatch build#720

Postby Tattooedman » Wed Mar 23, 2011 11:15 pm

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Sasquatch:
PL: 10
Str 10 [34] (+0/+12) Dex 12 [18] (+1/+4) Con 10 [34] (+0/+12) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Bluff 8 (+11), Climb 4 (+4), Craft (Mechanical) 6 (+8 ), Diplomacy 6 (+9), Intimidate 4 (+7/+11), Knowledge (Tactics) 4 (+6), Knowledge (Technology) 6 (+6), Languages (Base: English; French), Medicine 4 (+6), Notice 8 (+9), Sense Motive 6 (+8 ), Survival 4 (+6), Swim 4 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 2, Chokehold, Dodge Focus 2, Improved Critical (Unarmed) 2, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Power Attack, Startle, Teamwork 2, Takedown Attack 2

Powers: Alternate Form {Sasquatch} 13
--Enhanced Feats 1 (Talented [Intimidate])
--Enhanced Strength 16
--Enhanced Constitution 20
--Enhanced Dexterity 6
--Growth 4 [Large size] (+8 Str; +4 Con; +4 Grapple; +2 Intimidate; +5 Carry Capacity; -1 attack/defense; -4 Stealth)
--Immunity 1 (Environmental Cold)
--Leaping 3
--Regeneration 13 [Recovery Rate: Bruised 1/standard action; Injured 1/minute; Staggered: 1/minute; Disabled 1/5 minute] (Power Feats: Diehard)
--Speed 2 [25 MPH]
--Super Strength 5

Saves: Toughness +12
Fort +12
Ref +5
Will +6

Combat: Attack +6/+8 (melee)
Damage +12 (unarmed)
Defense + 8 (+3 flat-footed)
Initiative +8


Costs: Attributes 14+ Skills 16+ Feats 17+ Powers 65+ Saves 7+ Combat 24= 143 pts.


:arrow: Now this version is Heather Hudson who married Wolverine and led a version of Alpha Flight that didn’t suck. In the Exiles she was a really stable & reliable teammate being able to pull all of the normal brick jobs. Heather was also a doctor so she could also do some basic first aid in the “field” on the others if it was needed, and she supposedly had other tech skills but I haven’t really read about anything of use yet (still working on collecting the TPBs).

:arrow: She’s a well rounded kind of fighter, able to take a solid hit and keep going to dish out some damage herself, though she was better at hand to hand. Plus her regeneration made it easy for her to recover from injuries when she did take a really hard hit that left a serious mark on her.
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T-Bird build #721

Postby Tattooedman » Wed Mar 23, 2011 11:17 pm

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T-Bird:
PL: 10
Str 24 [32] (+11) Dex 14 (+2) Con 28 [30] (+10) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Intimidate 4 (+8 ), Notice 6 (+9), Search 4 (+6), Sense Motive 4 (+7), Stealth 8 (+6), Survival 6 (+9)

Feats: All-Out Attack, Attack Spec. (Unarmed), Chokehold, Diehard, Endurance, Improved Grab, Improved Grapple, Improved Initiative, Improved Sunder, Interpose, Power Attack, Startle, Stunning Attack, Takedown Attack 2, Teamwork 2, Track

Powers: Enhanced Constitution 8
Density 5 [+10 Str; +2 Impervious Toughness; 1 Immovable; 1 Super Strength] (Extra: Continuous); (Power Feat: Innate); (Flaw: Permanent)
Growth 4 {Large size} [+8 Str; +4 Con; +4 Grapple; +2 Intimidate; + 5 Carry Capacity; -1 attack/defense; -4 Stealth]
Impervious Toughness 8
Immunity 5 (Critical Hits; Environmental Cold; Environmental Heat; High Pressure)
Immunity 2 (Starvation & Thirst; Suffocation) (Flaw: Limited-Half Effect)
Protection 2 (Flaw: Noticeable-metallic plate-like skin)
Regeneration 8 [Recovery Rate: Bruised: 1/standard action; Injured: 1/minute; Staggered: 1/minute]
Super-Senses 6 (Acute Scent; Tracking Scent; Low-Light Vision; Tremorsense)
Super Strength 4 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +12* [* Impervious 10]
Fort +12 [+14]
Ref +4
Will +8

Combat: Attack +6/+7 (unarmed)
Damage +11 (unarmed)
Defense +7 (+3 flat-footed)
Initiative +6
Grapple +27

Drawbacks: Disability: No sense of taste (-1 pt)


Costs: Attributes 42+ Skills 7+ Feats 18+ Powers 72+ Saves 9+ Combat 28- Drawbacks 1= 175 pts.


:arrow: Another of the original EXiles, T-Bird is the classic idea of a Powerhouse character stronger than sin & twice as tough. He was the one some of the easier to hurt members would take cover behind while they readied their big play, and he didn’t mind that one little bit.

:arrow: It definitely made for an very interesting take on an originally disposable character.

:arrow: T-Bird is a monster when it comes to powers, he seems to have a little bit of everything under the sun. He’s definitely a lesson in how certain powers stack together for a nice package effect. A little bit of growth, toss in a dash of permanent density, some impervious toughness, a pinch of super strength, and a smathering of various minor immunities. Some of his more minor powers came from comments made during non-fight scenes made by T-Bird and the other members of the team.

:arrow: Makes for a head scratching kinda time when point totaling comes around. :roll:

:arrow: Though I have to admit that it was a fun build to do and I haven’t seen a build of this version of T-Bird. So I thought I’d take a try at it and see how it works, and in the end like most of the other members of the EXiles T-Bird is over in his PL/point balance, but that’s how most of them should be since they tend to operate on their own jumping around the Multiverse.
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Arclight build #722

Postby Tattooedman » Fri Mar 25, 2011 10:50 am

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Arclight:
PL: 10
Str 12 (+1) Dex 12 [30] (+1/+10) Con 10 (+0) Int 16 (+3) Wis 18 (+4) Cha 14 (+2)

Skills: Acrobatics 4 (+/+14), Bluff 10 (+12), Craft (Electronic) 10 (+13), Diplomacy 8 (+10), Knowledge (Technology) 8 (+11), Notice 8 (+12), Sense Motive 8 (+12), Stealth 4 (+5/+14)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Dodge Focus 2, Fast Overrun, Improved Overrun, Improved Feint, Luck, Power Attack, Takedown Attack, Task Focus [Knowledge (Technology): Electronics], Taunt

Powers: Device [E.M. Suit] 17 [hard to lose]
--Enhanced Dexterity 18
--Enhanced Feats 16 [Dodge Focus 6, Elusive Target, Evasion 2, Grappling Finesse, Improved Initiative 4, Instant Up, Move-By Action]
--Enhanced Reflex Save 3
--Force Field 8 [electromagnetic field] (Extra: Impervious)
--Speed 8
--Strike 10 [electromagnetic aura] (Extra: Aura); (Power Feat: Stunning Attack); (Linked to Force Field)
--Super-Movement 2 [Air Walking 2] (Flaw: Limited [Only when running])

Saves: Toughness +8*/+0 [* Impervious Force Field]
Fort +4
Ref +4 [+13]
Will +8

Combat: Attack +6/+10 (Melee)
Damage +10 (Electromagnetic Aura)
Defense +12 (+2 flat-footed)
Initiative +5 [+26]

Equipment: VIPER Comlink

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


Costs: Attributes 22+ Skills 15+ Feats 15+ Powers 68+ Saves 12+ Combat 20- Drawbacks 4= 148 pts.


Complications:
Fight the Big Guns: Arclight generally ignores anyone who isn't a powered hero of some kind, and even then she'll challenge the strongest-seeming target available.

Find the Limits: Arclight seeks to push the limits of the E.M. suit to fully "test it."

Who Is She?: Even her fellow members of Dragon Branch have no idea what Arclight looks like under her EM suit, let alone her real name.

Real Name: Unknown
Height: 5' 7"
Weight: 137 lbs
Hair: Unknown
Eye Color: Unknown

Background: Arclight is a newer member to Dragon Branch in VIPER, she has managed to convince the Supreme Serpent her EM suit is worth developing as a means of eventually arming VIPER agents in the field. All she needs is time to test the suit out in actual field conditions and soon she should be able to develop a finished model and work out all of the bugs in the suit. He was intrigued enough to allow her the transfer and begin her testing. And it’s because of this seeming favoritism most of the other members of Dragon Branch aren’t exactly friendly towards Arclight, not that she cares much. Though they will go on missions with her and make sure she doesn’t go to jail, of course they realize that the Supreme Serpent wouldn’t be too favorable towards them if either happened.

The truth is that the EM suit is actually fully tested out already and it will never honestly be a viable option to mass produce for all agents to have. Arclight just wanted into the world of superhumans and that story was her way in after years spent building the EM suit. She is good enough to keep her work hidden from prying eyes that would spy on her and keep it looking like she’s just a few more tests away from finishing her work. For now it seems that she’s getting what she wants and Arclight will make sure it stays that way.
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Halfjack build #723

Postby Tattooedman » Fri Mar 25, 2011 10:53 am

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PL: 10
Halfjack:
Str 14 [30] (+2/+10) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 16 (+3) Cha 10 (+0)

Skills: Bluff 8 (+8.), Climb 4 (+6), Craft (Chemical) 8 (+10), Craft (Electronics) 6 (+8.), Craft (Mechanical) 6 (+8.), Drive 4 (+8.), Intimidate 10 (+10), Knowledge (Technology) 6 (+8.), Notice 6 (+8.), Pilot 4 (+8.), Sense Motive 8 (+11), Stealth 6 (+10)

Feats: Attack Focus (Ranged) 2, Diehard, Dodge Focus 2, Power Attack, Startle

Powers: Cybernetic Body:
Blast 10 [Forearm Laser] (Extra: Penetrating)
-Alt. Power: Blast [Ion Cannon] (Extra: Area [Explosion])
-Alt. Power: Dazzle [audio & visual] [Flare Beam & Sonic Screamer]
-Alt. Power: Enhanced Strength 16 & Super Strength 2 (Power Feats: Bracing, Groundstrike); (Flaw: Left side of body only)
-Alt. Power: Paralyze 10 [Muscular Constrictor Beam] (Extra: Ranged)
-Alt. Power: Strike 2 [arm blades] (Extra: Penetrating 12); (Power Feat: Improved Critical 3, Mighty)
-Alt. Power: Stun 10 [Stun Ray] (Extra: Ranged)

Enhanced Feats 10 [Onboard Computer & Cybernetics] (Dodge Focus 2, Eidetic Memory, Fearsome Presence 3 [DC 13; 15 ft. radius], Improved Initiative, Improvised Tools, Precise Shot, Uncanny Dodge [audio])
Immoveable 4
Leaping 3 [Leg Servos]
Protection 10 (Extra: Impervious)
Sensory Shield 3 [audio & visual] [Audio & Visual Compensators]
Super-Senses 12 [Onboard Sensors] (Extended Vision, Infravision, Accurate, Acute, Extended Hearing, Radar, Direction Sense, Time Sense)

Saves: Toughness +12* [*Impervious 10]
Fort +8
Ref +7
Will +8

Combat: Attack +8 (Melee)/+10 (Ranged)
Damage +10 (Unarmed [left arm])/+10 (Ranged Onboard weapons)/+12 (Arm Blades; critical 17-20)
Defense +8 (+2 flat-footed)
Initiative +8

Equipment: VIPER Comlink

Drawbacks: Vulnerable [Electrical Based Attacks; +50% damage] (-3 pts)


Costs: Attributes 26+ Skills 19+ Feats 7+ Powers 91+ Saves 14+ Combat 24- Drawbacks 3= 178 pts.


Complications:
A Love/Hate Thing: Halfjack has always had trouble adjusting to his condition as a cyborg, sometimes he thinks gaining his cybernetic half is the greatest thing that could have happened to him while other times he loathes them since they separate him from the rest of humanity.

Blood-Thirsty: Halfjack will kill any foes he deals with for no other reason than he simply wants to.

Public Enemy: Halfjack’s identity as James Smith is known to law enforcement agencies.

Real Name: James Smith
Height: 6’
Weight: 800 lbs
Hair: None
Eye Color: Brown

Background: Halfjack was a grunt level agent in VIPER that took a stray energy blast at point blank range, causing serious injuries across 80% of his body. Somehow his team managed to bring him back to base where it was discovered he was still alive by sheer force of will. VIPER doctors decided that due to his injuries and his obvious will power that Halfjack’s survival rested in turning him into a cyborg. They spent the better part of five days performing all the needed surgeries to implant all the systems he’d need to live.

After months of recovery Halfjack went from being an over aggressive agent who was prone to sudden acts of violence during a mission to an almost psychotic cyborg that is borderline manic-depressive with the power of a tank. Halfjack is often sent into the field when a team needs heavy back up for a mission or to act as the distraction so the team can do the mission without interference. Either way Halfjack gets to vent his frustrations and anger on some poor souls.

For a long part of his career Halfjack was easy pickings in a fight due to the remaining organic part of his body. Simply wail on the human half and he was done, within the last 8 months VIPER techs have been able to finally perfect a small enough force field generator that fit into his cybernetic frame. Now Halfjack can enter combat without having to worry about being a glass jawed brick anymore. Halfjack was a Scarlet Serpent before his transformation, he had undergone extra training in certain areas (like demolitions, heavy weapons, piloting and driving) and has been able to adapt his skills to his placement into the world of superhumans with little trouble. Along the last couple years Halfjack has also managed to pick up some of the basics of tech work from watching VIPER scientists work on his cybernetics. He can’t create any new weapons or improve any of his features but in a pinch and given time and parts, Halfjack could make good repairs on himself in the field.

For the most part in a fight Halfjack plays it smart and will unload on a target with his ranged weapon systems, trying to soften them up for others or himself (and if the second case he’ll then quickly move into melee). If a target is resistant to is laser or ion cannon, Halfjack will switch out to the more exotic paralyzer and stunner. He’s also fond of using bystanders against heroes too, knowing that 99% of them will put themselves in a compromising position to protect them. So Halfjack will often target the surroundings so that he can take advantage of that fact.
Last edited by Tattooedman on Wed Apr 06, 2011 10:57 pm, edited 1 time in total.
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Oculon build #724

Postby Tattooedman » Fri Mar 25, 2011 11:02 am

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Oculon:
PL: 10
Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 10 [20] (+0/+5) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 8 (+9), Climb 4 (+5), Computers 6 (+11), Craft (Electronics) 6 (+11), Handle Animals 4 (+5), Intimidate 6 (+7), Knowledge (Physical Sciences) 4 (+9), Knowledge (Streetwise) 4 (+9), Notice 6 (+8.), Search 8 (+13), Sense Motive 6 (+8.), Stealth 6 (+9)

Feats: Attack Spec. (Eyebeam Array) 2, Defensive Roll 2, Distract [Bluff], Dodge Focus 5, Improved Aim, Improved Ranged Disarm, Improved Sunder, Power Attack, Precise Shot, Set-Up, Taunt, Teamwork 2

Powers: Container [Alien-Eye Grafts] 12
--Blast 12 [Eyebeam] (Extra: Penetrating)
-Alt. Power: Blast 12 [Wide Angle Beam] (Extra: Area [Targeted Cone])
-Alt. Power: Blast 12 [Focused Beam] (Power Feat: Improved Critical 3)
--Enhanced Intelligence 10 (Power Feats: Eidetic Memory, Talented [Computers; Craft (Electronics)]
--Sensory Shield 3 [visual]
--Super-Senses 6 [Infravision, Low-Light Vision, X-Ray Vision (cannot see through energy fields or gold)]

Saves: Toughness +7*/+5**/+2 [*Costume & Defensive Roll/**Costume]
Fort +6
Ref +6
Will +7

Combat: Attack +4/+8 (Eyebeam Array)
Damage +1 (Unarmed)/+12 (Eyebeam Array/Focused Beam-critical 17-20)
Defense +13 (+4 flat-footed)
Initiative +3

Equipment: Costume: +3 Toughness; Subtle; VIPER Comlink


Costs: Attributes 18+ Skills 17+ Feats 19+ Powers 60+ Saves 12+ Combat 24= 150 pts.


Complications:
Normal Life: Oculon’s identity as Kevin Calhoun isn’t known to any law enforcement agencies.

Stop Staring!: Oculon’s eyes are the result of a unique graft from an alien, as such they do not look normal by any means. They’re red-gold in color and much larger than a normal human set of eyes.

The Walls Are Closing In On Me!: Oculon is afraid of enclosed spaces (claustrophobia).

Watch This!: Oculon loves to showoff his powers or intelligence any and every chance he gets.

Who Turned Out The Lights?!: Oculon is very afraid of losing his sight again in any way. In fact any effect that renders him blind forces him to fight back a wave of panic.

Real Name: Kevin Calhoun
Height: 5’ 10”
Weight: 173 lbs
Hair: None (all his hair fell out after receiving his eye graft)
Eye Color: Red-Gold and larger than normal


Background: Oculon is the leader of VIPER’s Dragon Branch, the division in charge of handling all the superhumans of that organization. Mostly due to his being one of the first useable agents they developed and his own intelligence. He listens to those who know what they’re talking about or gives others authority if he thinks they’ll screw it up and thus help him maintain his own powerbase in VIPER.

In a fight Oculon knows he’s fire support and stays out of melee as much as possible. He prefers to stay at range, normally from somewhere hard to reach but close enough to be heard, and take choice shots as much as he can. Oculon’s developed some technical skills over the years, a side effect of his eye graft is that his intelligence increased a large amount and he was able to quickly absorb and retain knowledge. A trait he wisely put to as much use as he could, throwing himself into increasing his worth to VIPER besides being pure muscle. He’ll often tinker with various projects that he’ll use in the field from time to time, mostly they work but he’ll stick with his eyebeams for the most part trusting in his powers to carry him through.
Last edited by Tattooedman on Sat Aug 18, 2012 8:00 pm, edited 1 time in total.
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Sidewinder build #725

Postby Tattooedman » Fri Mar 25, 2011 11:04 am

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Sidewinder:
PL: 10
Str 14 (+2) Dex 20 (+5) Con 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9/+11), Bluff 6 (+8.), Climb 4 (+6), Disable Device 2 (+12), Diplomacy 4 (+6), Knowledge (Tactics) 6 (+6), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+11)

Feats: Acrobatic Bluff, Attack Focus (Melee) 4, Attack Spec. (Gauntlet Blasters), Dodge Focus 2, Improved Feint, Improved Overrun, Power Attack, Precise Shot, Taunt, Teamwork

Powers: Enhanced Feats 11 [Dodge Focus 3, Endurance, Improved Initiative 3, Move-By Action, Tough 2, Up the Walls]
Enhanced Reflex Save 4
Enhanced Skills 3 [Acrobatics +2; Disable Device +10]
Quickness 7
Speed 7
Super-Movement 2 [Wall Running, Water Running] (Flaw: Limited [only when running])
Strike 8 [Hail o’ Fists] (Extra: Autofire 2); (Power Feat: Improved Critical 2)
-Alt. Power: Rapid Attack [50 ft. radius]
-Alt. Power: Strike 10 [Hyper Punch] (Extra: Penetrating)
-Alt. Power: Trip 10 [Running Slam] (Extra: Knockback); (Flaw: Touch Range)

Device [Gauntlet Blasters] 4 [hard to lose]
--Blast 8 (Power Feats: Accurate, Improved Critical 2, Split Attack)

Saves: Toughness +9*/+6 [*Armored Costume]
Fort +7
Ref +8 [+12]
Will +6

Combat: Attack +4/+8 (Melee/Gauntlet Blasters)
Damage +2 (Unarmed)/+8 (Gauntlet Blasters-critical 18-20)/+10 (Speed Strike Array)
Defense +11 (+3 flat-footed)
Initiative +17

Equipment: Armored Costume: +3 Toughness; VIPER Comlink


Costs: Attributes 30+ Skills 11+ Feats 17+ Powers 77+ Saves 10+ Combat 20= 175 pts.


Complications;
Criminal Life: Sidewinder’s identity as Michael Ramirez is known to law enforcement agencies.

Here’s the Plan: Sidewinder spends a lot of time developing the plan for each assignment, to the point where he has several contingencies and back-up plans in case anything goes wrong.

Lemme GO!: Because of his powers depend on his being able to move and Sidewinder enjoys cutting loose and feeling the wind in his face, he has a strong fear of being held down or in a confined space. His time in prison also hasn’t helped him any with this problem.


Real Name: Michael Ramirez
Height: 5’ 9”
Weight: 160 lbs
Hair: Black
Eye Color: Brown


Background: One of VIPER’s early success’ creating superhumans, Sidewinder is their answer for a speedster. Though he’s nowhere near as fast as most his heroic counterparts, Sidewinder is much physically tougher than other speedsters and that gives him options they don’t have. But Sidewinder has managed to develop a few of the “classic” tricks: raining down fists on a foe in the blink of an eye, running up walls and across water surfaces just to name a few. One trick Sidewinder has gotten good with is deal with security systems at super speeds, it only takes him a few seconds normally and he’s figured out the access code.

Between his padded armored costume and enhanced physicality Sidewinder is able to ram into foes with little injury to himself, but he tends to save that trick for his last resort. It has backfired on him before and he’s leery of it happening again, but if he can catch a foe unaware he can send them flying backwards through the air. Otherwise Sidewinder is like most bad guys: lots of trash talking and cheap verbal shots at heroes to put them off their game and give him the edge. He’s smart enough to be a team player and work with whoever he’s partnered with for a mission. He knows that often times he needs help dealing with heroes and will often leave his partner to be the distraction while he’ll complete the mission and then returns to lend a super-quick hand.
Last edited by Tattooedman on Mon Feb 20, 2012 9:01 am, edited 4 times in total.
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Diamondback build #726

Postby Tattooedman » Fri Mar 25, 2011 11:07 am

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Diamondback:
PL: 8
Str 22 (+6) Dex 26 (+8.) Con 22 (+6) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Disable Device 10 (+11), Gamble 8 (+10), Gather Information 8 (+8.), Handle Animal 6 (+6), Intimidate 12 (+12), Knowledge (Streetwise) 6 (+6), Notice 6 (+8.), Sense Motive 8 (+10), Stealth 4 (+12), Swim 4 (+10)

Feats: Attack Focus (Melee) 4, Distract [Intimidate], Dodge Focus 2, Endurance, Environmental Adaptation [Underwater], Grappling Finesse, Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Teamwork, Tough 2

Powers: Corrosion 8 [Acidic Venom] (Power Feat: Extended Range 4)
-Alt. Power: Drain Constitution 8
Strike 2 [Claws] (Power Feats: Improved Critical 2, Mighy)
Super-Senses 5 [Accurate, Extended Scent, Tracking (Scent)]
Swimming 3
-Alt. Power: Leaping 3

Saves: Toughness +8
Fort +8
Ref +10
Will +6

Combat: Attack +4/+8 (Melee)
Damage +6 (Unarmed)/+8 (Claws-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +12

Equipment: VIPER Comlink


Costs: Attributes 46+ Skills 18+ Feats 18+ Powers 35+ Saves 8+ Combat 20= 145 pts.


Complications:
Feared Snakeman: Diamondback is well known as a superhuman agent of VIPER.

Low Down, Dirty Snake: Diamondback is known for being ruthless, cruel and sadistic in a fight and will maim foes with little provocation.

Normal Life: Diamondback’s identity as Bernard Jamison isn’t known to any law enforcement agencies.

Snake Man: Diamondback looks like a snake made into human form as a result of the experiments done to him that gave him his powers.


Real Name: Bernard Jamison
Height: 6’ 3”
Weight: 280 lbs
Hair: None
Eye Color: Yellowish-Orange

Background: Diamondback started out just a low-level member of VIPER named Bernard Jamison, who saw volunteering for the latest program to create superhuman agents as a way to get further along in the organization than to simply rely on his trigger finger. He just wasn’t ready for all the consequences of the experiments: a combination of operations and drug treatments that spliced several different types of serpent DNA into Bernard’s system. The resulting mutations caused Bernard’s body to become more reptilian than mammal over a period of several pain filled months. At first Diamondback, as Bernard was named by his superiors in VIPER, was a angry engine of destruction over his transformation but as the years have gone by he has learned to enjoy the power he has and now wouldn’t change a thing about his life.

Diamondback is often put on jobs that allow him to take advantage of his amphibious nature and although Constrictor is physically stronger, Diamondback is more varied in his combat options: able to poison foes, generate an acidic venom, while still being much more physically able than a normal human in addition to his ability to survive underwater for extended periods of time. Though it is interesting to mention that Diamondback has developed several snake-like traits over the years in his personality: a disliking of cold temperatures with a preference for hotter than average environments. He will spend much of his free time in the Nest’s saunas, hot tubs and even the pool from time to time.

Personality wise, Diamondback is just as ruthless as the snake he is named after. He has no care for the lives or feelings of anyone else (aside form those more powerful than he is, such as the Supreme Serpent). When in a fight, Diamondback looks for every cheap, dirty shot he can take so he can inflict as much pain as possible. When the fighting is done he will often interrogate any captured enemies, preferring to use his acidic venom to help loosen their tongues.
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Constrictor build #727

Postby Tattooedman » Fri Mar 25, 2011 11:09 am

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Constrictor:
PL: 8
Str 26 (+8.) Dex 18 (+4) Con 26 (+8.) Int 10 (+0) Wis 13 (+1) Cha 13 (+1)

Skills: Acrobatics 4 (+8.), Climb 5 (+13), Drive 2 (+6), Handle Animal 4 (+5), Intimidate 4 (+12), Knowledge (Pop Culture) 7 (+7), Knowledge (Streetwise) 6 (+6), Perform (Oratory) 7 (+8.), Stealth 8 (+12), Swim 5 (+13)

Feats: Attack Focus (Melee) 4, Benefit [Bruiser (use StrengthModifier for Intimidate Checks)], Chokehold, Dodge Focus 2, Endurance, Grappling Finesse, Improved Critical (Unarmed) 2, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Seize Initiative, Sneak Attack [+2 damage], Task Focus [Knowledge (Pop Culture): TV Wrestling]

Powers: Elongation 4
Immunity 1 [Poisons]
Impervious Toughness 8
Regeneration 9 [Recovery Rate: Bruised: 1/action; Injured: 1/minute; Disabled: 1/5 minutes] (Power Feats: Diehard, Regrowth)
Super-Movement 2 [Wall-Crawling 2]
Super-Senses 1 [Infravision]
Super Strength 4

Saves: Toughness +8* [*Impervious]
Fort +10
Ref +8
Will +7

Combat: Attack +4/+8 (Melee)
Damage +8 (Unarmed-critical 18-20)
Defense +8 (+3 flat-footed)
Initiative +4
Grapple +26

Equipment: VIPER Comlink
[I]Snake Arsenal: (17 ep)
VG-1 Frag Grenade: Blast 5 (Extra: Area [Explosion])
-VG-3 Concussion Grenade: Blast 5 (Extras: Alternate Save (Fortitude), Area [Explosion])
-VG-7 Strobe: Dazzle 4 (Extra: Area [Burst])


Costs: Attributes 46+ Skills 13+ Feats 19+ Powers 37+ Saves 12+ Combat 20= 147 pts.


Complications:
Criminal Life: Constrictor’s identity as Jack Dunnet is known to law enforcement agencies.

Feared Snakeman: Most of the general public knows that Constrictor is a superhuman agent of VIPER.

TV Wrestler Turned Supercrook: As a result of his early years in professional sports entertainment, Constrictor tends to talk a lot of trash while in the middle of fighting, show off as much as he can and if anyone is disrespectful or obnoxious with him then he will deal with them in a violent manner from that point on.


Real Name: Jack Dunnet
Height: 6’ 8”
Weight: 310 lbs
Hair: None
Eye Color: Yellow


Background: Constrictor was a recruit for VIPER’s Dragon Branch, his powers resulting from an experimental serum VIPER had tested out years earlier on prison inmates under the disguise of creating new anti-venoms. VIPER had been keeping tabs on those men and when Constrictor’s powers finally manifested they quickly stepped in an convinced him that VIPER was the best place for him to go, given his new inhuman looks. Constrictor bought it all hook, line and sinker, quickly becoming a dependable agent who would go wherever told and do his job as best he could. Constrictor is what would be considered a normal guy under his scales. He likes drinking beer, checking out pretty girls and watching a good game of football, MMA or (of course) wrestling. Overall he’s a pretty laid back kind of guy. Though he shouldn’t be underestimated, his time in prison has left some lasting scars in his behaviors: Constrictor always watches his back, never fully trusting anyone and demonstrates his strength whenever it’s appropriate to discourage people from messing with him. Then if someone does cross one of his lines, Constrictor will deal with them quickly and very violently.

When he does get into a fight, Constrictor knows his best bet is to stick with what he knows, which is wrestling. His powers compliment his preferred way of fighting, often times Constrictor will lay in wait and then reach out and snag a foe from behind as he wraps them up but he‘s not against a face-to-face slugfest if he can‘t find a place to hide himself away in.
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Kryogen build #728

Postby Tattooedman » Fri Mar 25, 2011 11:11 am

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

Skills: Acrobatics 6 (+10), Bluff 10 (+11), Computers 8 (+9), Diplomacy 4 (+5), Drive 4 (+8.), Gamble 10 (+11), Knowledge (Life Sciences) 6 (+7), Knowledge (Streetwise) 6 (+7), Medicine 6 (+7), Notice 8 (+9), Sense Motive 8 (+9), Stealth 4 (+8.)

Feats: Attack Focus (Ranged) 5, Distract [Bluff], Dodge Focus 4, Improved Feint, Improved Initiative, Luck 2, Move-By Action, Power Attack, Precise Shot, Teamwork

Powers: Blast 10 [cold] (Extra: Penetrating)
-Alt. Power: Blast 10 [ice darts] (Extra: Autofire)
-Alt. Power: Blast 10 [ice wave] (Extra: Area [Targeted Cone])
-Alt. Power: Cold Control 10 (Power Feat: Precise)
-Alt. Power: Environmental Control 10 [Hamper Movement (ice\y surfaces)]
-Alt. Power: Obscure 10 [visual] [falling snow]
-Alt. Power: Snare 10 [ice bonds]
-Alt. Power: Trip 10

Container [Ice Armor] 4
--Concealment 4 [normal vision senses] (Power Feat: Close Range)
--Protection 10 (Extra: Impervious 5)

Flight 3 [ice slides] (Flaw: Platform)
Immunity 10 (Cold Effects)

Saves: Toughness +12*/+2 [*Impervious 5]
Fort +7
Ref +9
Will +6

Combat: Attack +5/+10 (Ranged)
Damage +2 (Unarmed)/+10 (Cold Blast Array)
Defense +8 (+2 flat-footed)
Initiative +8

Equipment: VIPER Comlink

Drawbacks: Vulnerable [Fire/Heat based attacks; +50% damage] (-3 pts)


Costs: Attributes 22+ Skills 20+ Feats 18+ Powers 70+ Saves 15+ Combat 18- Drawbacks 3= 160 pts.


Complications:
A Cool Guy: A byproduct of Kryogen’s powers is that his body is a constant 30 degrees cooler than the average person. It is noticeable to any who touch his skin, so Kryogen normally wears long-sleeved shirts and pants to keep it from being noticed, even during summer months. A small use of his powers allow him to keep himself cool underneath all the clothing.

I’m the “Ice Guy”, Remember?: Kryogen suffers from pyrophobia (fear of fire), mostly because how fire/heat attacks render him defenseless and hurt him more than other attacks do.

Normal Life: Kryogen’s identity as Fred Ellsworth isn’t known to any law enforcement agencies.


Real Name: Fred Ellsworth
Height: 5’ 8”
Weight: 142 lbs
Hair: Blonde
Eye Color: Blue


Background: Another member of VIPER’s Dragon Branch that was recruited into the organization, Kryogen ran away from home when his friends and family discovered his powers. He lived on the road and made his way from Oregon to Boston where he used his powers in minor ways to provide for himself. This led him to the attention of VIPER who quickly brought the young man into their coils, since then he’s been one of the most loyal agents. Feeling that his life would be way worse if it hadn’t been for them.

Not content to simply be muscle for VIPER, Kyrogen has taken advantage of several chances to learn various subjects that appealed to him: computers, genetics, and the study of cryogenics. Because of those studies he has an excellent understanding of his powers and how to use them in various ways, it’s not strange to see him pull out a new stunt during a fight to throw his foes off balance. Because Kryogen’s looks are so normal compared to the rest of Dragon Branch he is often times sent into places to check them out before they hit them. When he goes into action he creates an ice mask which holds to his face, leaving only holes for his eyes and mouth in it while his costume is the usual blue with white motif popular for cold manipulators.
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Graves build #729

Postby Tattooedman » Sat Mar 26, 2011 7:22 am

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PL: 12
Graves:
Str 38 (+14) Dex 14 (+2) Con -- Int 8 (-1) Wis 10 (+0) Cha 10 (+0)

Skills: Intimidate 14 (+14), Notice 6 (+6), Sense Motive 8 (+8.)

Feats: All-Out Attack, Attack Focus (Melee) 2, Chokehold, Fearless, Fearsome Presence 5 [DC 15; 25 feet radius], Power Attack

Powers: Drain Constitution 12 [Rotting Waste Curse] (Extras: Insidious, Disease)
-Alt. Power: Drain Constitution 12 [Rotting Touch] (Extra: Poison)
Immunity 32 [Critical Hits, Fortitude Saves]
Protection 12
Regeneration 16 [Recovery Bonus: +14; Resurrection: 1/day (unless cremated)] (Power Feats: Persistent, Regrowth)
Super-Senses 2 [Darkvision]
Super Strength 8 (Power Feats: Bracing, Groundstrike)

Saves: Toughness +12
Fort n/a
Ref +4
Will +12

Combat: Attack +8/+10 (Melee)
Damage +14 (Unarmed)/+12 (Rotting Waste/Rotting Touch)
Defense +8 (+4 flat-footed)
Initiative +2

Drawbacks: Vulnerable [Holy/Blessed items; +50% damage] (-3 pts)


Costs: Attributes 20+ Skills 7+ Feats 11+ Powers 109+ Saves 14+ Combat 32- Drawbacks 3= 190 pts.


Real Name: Brett Bines
Height: 6’ 2”
Weight: 143 lbs
Hair: Black
Eye Color: Glowing Green

Background: Brett Bines spent the majority of his life as a high powered corporate man, sitting on the executive board of Grant Industries. As such he wasn’t a nice guy and had little of any kind of a personal life. No family, few friends really and those he had were more of the “yes men” entourage that wanted to help him enjoy his money and the privilege it brought. So when Baron Samedi decided to branch out from his street gang dealing and into that world he choose Bines based on his solitary life style and quickly brought Bines under his control with promises of more power and money than he already had.

Eventually though Siren and Seven discovered what was happening and managed to confront both Bines and Samedi. The evil Loa decided that Bines had lost his usefulness and quickly converted Bines into a zombie to hold off the two heroes while he made his escape. But Bines wasn’t turned into a normal zombie, Samedi had planned for the possibility of Siren’s interference and had developed a spell to create a “super-zombie”: stronger, more resistant to damage, able to inflict a kind of rotting disease upon his opponents. It was enough that Seven was forced to call for help from her friends in the Next-Gen and it took their teamwork to finally defeat Bines, or Graves as he now called himself.

Since then Graves has come back to unlife a couple of times, mostly as a pawn of the likes of Malador, Una, some of the more powerful members of Cabot, Cunningham & Crowley. His latest reappearance is thanks to a group of college aged, wanna-be Goths who found an old grimoire somewhere that they used in one of their several attempts at gaining some kind of power to gain revenge on their tormentors for all their past slights and pranks. The result was the resurrection of Graves with more power than he’d ever had before and under the control of his new masters/summoners, who quickly sent him after the people responsible for harassing them and soon several of them were in the hospital raving about a monster attacking them.

Fortunately members of the Next-Gen were doing taking part in a week long “school shadowing” program to let them get a taste of college life and were soon alerted to the strange goings on. They were able to figure out what was happening and soon confronted Graves while in the middle of his latest act of revenge. They were barely able to stop him due to the increase in his power but they managed to free him from the control of the Goths, who received a lesson from Grave’s who didn’t appreciate being a tool for someone else and he disappeared into the night and hasn’t been heard from since.

Seven is still trying to locate him so that she can lay his spirit to rest but Graves seems uninterested in allowing that. He’s looking for some way to return to his old life somehow or at least back to being not an undead creature.
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Envoy II build #730

Postby Tattooedman » Sat Mar 26, 2011 7:31 am

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Envoy II:
PL: 9
Str 20 (+5) Dex 22 (+6) Con 20 (+5) Int 16 (+3) Wis 14 (+2) Cha 14 (+2)

Skills: Acrobatics 6 (+11), Climb 6 (+11), Concentration 8 (+10), Craft (Electronic) 4 (+7), Craft (Mechanical) 6 (+9), Diplomacy 6 (+8.), Knowledge (Earth Sciences) 6 (+9), Knowledge (Technology) 6 (+9), Languages 3 (English; French; German), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+12), Swim 6 (+11)

Feats: Attack Focus (Melee) 2, Attractive, Blind-Fight, Dodge Focus 3, Evasion, Improved Critical (Staff) 2, Improved Initiative, Instant Up, Jack-of-all-Trades, Luck, Move-By Action, Power Attack, Quick Change

Powers: Immunity 2 [Aging, Disease] (Flaw: Limited [half effective])
Super Strength 1

Device [Orichalcum Staff] 2 [easy to lose]
--Strike 3 (Power Feats: Extended Reach 2, Feature [collapsible for easy concealment], Improved Trip, Mighty, Thrown)

Device [Orichalcum Suit] 4 [hard to lose]
--Enhanced Feat 1 [Environmental Adaptation (Underwater)]
--Immunity 4 [Environmental Cold, Environmental Heat, Environmental Pressure, Suffocation]
--Protection 4 (Extra: Impervious)
--Super-Senses 2 [Darkvision]
--Swimming 5

Saves: Toughness +9*/+5 [*Impervious 4 with Orichalcum Suit]
Fort +10
Ref +12
Will +8

Combat: Attack +8/+10 (Melee)
Damage +5 (Unarmed)/+8 (Orichalcum Staff-Critical 18-20)
Defense +9 (+3 flat-footed)
Initiative +10

Real Name: Aeron
Height: 5’ 7”
Weight: 130 lbs
Hair: Dark Blonde
Eye Color: Green


Costs: Attributes 46+ Skills 23+ Feats 18+ Powers 28+ Saves 17+ Combat 28= 160 pts.


Background: For several years Counselor Sarlyn had been pushing for the Utopians to reach out to humanity by sending out another Envoy. Finally the Council leaders approved his plan, though that plan didn’t involve another series of testing to determine who would become the next Envoy. Instead Sarlyn had managed to convince the Council to allow him to personally chose from the volunteers that applied as he was the best suited to understand what kind of trials the Envoy would deal with in the outside world, as he had been the original Envoy.

Sarlyn ended up only selecting ten possible candidates from the Utopians that applied. From those chosen Sarlyn interviewed them, speaking with each of them on a wide range of subjects as well as testing them physically in various manners as well. Eventually Aeron was named to be the new Envoy. Which shocked many as she was more of a researcher than a political person (which several think was why she was chosen). For her part, Aeron is surprised she was chosen given some of the better suited Utopians that had applied (her field of interest was the study of the oceans surrounding Utopia Isle) but she none the less accepted Sarlyn’s decision and soon began the training Sarlyn had planned. It was a long six months, hand to hand training, languages of the outside world, basic understanding of how the American government worked as well as other tips and tricks Sarlyn had come up with on his own during his time in the world. Eventually Sarlyn judged Aeron to be as trained as she was going to be he reached out to the Atom Family, one of the few remaining group of people he stayed in contact with, and arranged Aeron’s arrival in Freedom City so that she could begin her work as the new Envoy. For her part Aeron had the wisdom to bring along her custom diving suit she’d developed to help her in her studies of the oceans, it has come in handy several times.

Over the first few weeks Aeron became acclimated with modern society as well as life in Freedom City, especially with her residing at the Goodman Building. It was after the Atom Family teamed with the Freedom League to deal with the latest threat of the Terra-King that Aeron was able to get to know the group Sarlyn had spoken so highly of and eventually she was offered reserve membership, which she accepted. Since then Aeron has moved to Freedom Hall and has become a common sight around the city, normally taking in the sights and wonders of Freedom City. All for her study of humanity that she will eventually have to give to the Utopian Council.

In the span of her short career so far Aeron has already started to gather an interesting mix of regular foes; the aquatic menace of Devil Ray, the young criminals Rant & Rave as well as the free spirited Larceny, Inc. just to name a few.
Last edited by Tattooedman on Thu Mar 29, 2012 7:19 pm, edited 1 time in total.
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Mindpyre build #731

Postby Tattooedman » Sat Mar 26, 2011 7:42 am

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Mindpyre:
PL:
11
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 10 (+0) Wis 16 (+3) Cha 12 (+1)

Skills: Bluff 12 (+13), Craft [Art] 8 (+8.), Intimidate 12 (+13), Knowledge [Art] 8 (+8.), Knowledge [Current Events] 8 (+8.), Notice 8 (+11), Profession [Painter] 4 (+7), Sense Motive 8 (+11),

Feats: All-Out Attack, Attack Spec. [Psionic Flames] 4, Benefit [Improved Startle], Distract 2 [Bluff/Intimidate], Evasion, Improved Initiative 2, Power Attack, Startle

Powers: Psionic Flames:
Red Flames: Create Object 11 (Extra: Movable); (Power Feats: Precise, Stationary, Tether)
-Blue Flames: Drain Toughness 11 (Extra: Ranged)
-Yellow Flames: Blast 11 (Extra: Penetrating)
-Green Flames: Healing 11 (Extras: Ranged)
-Purple Flames: Stun 11 (Extra: Ranged)
-Orange Flames: Mental Blast 8
-Black Flames: Paralyze 11 (Extra: Ranged)

Psionic Fire Shield:
Immunity 2 [Environmental Cold, Environmental Heat]
Protection 11 [Feature: Colored to reflect Psionic Flames in use] (Flaw: Noticeable)
Psionic Levitation: Flight 10

Saves: Toughness +12
Fort +8
Reflex +8
Will +12

Combat: Attack +3/+11 (Psionic Flame Array)
Damage +8 (Orange Flames)/+11 (Yellow Flames)
Defense +10 (+5 flat-footed)
Initiative +8


Real Name: Julian Mathers
Height: 6’
Weight: 160 lbs
Hair: None
Eye Color: Black


Complications:
Just a mook: Mindpyre isn't going to take over the world and he knows it. He normally keeps to simply crimes when he's not raging out over some minor offense don against him.

Gonna show them!: Normally Mindpyre will target whoever it was that has angered him until they are pleading for mercy. laughing hte whole time about what he's doing to them.

Temper: Mindpyre is known for being a rageohoic.


Costs: Abilities 16+ Skills 17+ Feats 13+ Powers 76+ Saves 22+ Combat 26= 170 pts.


Background: Julian Mathers was just another struggling artist whose craft didn‘t really give him enough money to support himself fully, he always he ended up doing various odd jobs to make ends meet. It was this that led to him joining the world of superhumans, as Julian would often answer to adds asking for people willing to be paid to take various medicines in the testing phase. Like so many medical trials before Julian didn‘t ask many questions, he found that it was just easier that way and he could focus on getting back to work. So when several of the others taking part in the testing began to have bad reactions to the drugs they‘d been given: hysterical fits, intense hallucinations that made LSD trips sound like a summer vacation, violent outbursts that resulted in serious injuries to the victims of those attacks, Julian panicked along with the others who had yet to fall victim.

When a group of men in uniforms entered the room and began to execute the more dangerous of the study group and rounding up the others showing reactions Julian was one of the few to try and fight back. He was struck in the face with the end of a rifle for his trouble and as Julian felt the blood run from his nose he felt an odd burning sensation all over his body. The next thing Julian realized his body was covered in a flaming aura of purple energy and he was firing off flaming bolt of that energy at the uniformed men, bringing them down. From there Julian managed to escape using with newly gained powers and he tried to return to his life, which while he managed to learn how to keep his powers in check Julian found himself changed from his experience: he was now much more aggressive, more willing to become physical when dealing with people who challenged him. Needless to say it wasn‘t too long until Julian went on a rampage with his powers, lashing out at an showing of his work targeting a critic that he‘d gotten into an argument with about one of his pieces.

Fortunately both the Raven, as Callie Summers, and Captain Thunder were there for the public event and were able to deal with the chaos Julian caused lashing out with his powers. The two heroes were able to withstand his psionic powers and stop him before anyone was seriously injured.

At his trial, Julian was deemed mentally unfit to stand trial but was sent to Blackstone due to his powers where he was given treatment. He‘s not really gotten any better over the years though, Julian is a very angry man now that blames his failures on everyone else. It‘s those people he focuses his anger on as well as his powers, every time he‘s managed to get free from prison Julian lays low for awhile until he finally blows his top and goes off on a rampage. As a result now Julian, who uses the name of Mindpyre nowadays, has fought the majority of the better known heroes of Freedom City over the years.
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