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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5

Postby Tattooedman » Wed May 04, 2011 10:49 pm

CelticREI wrote:Squee!
Ahem...
So I'm loving the builds, only one thing popped out at me really, Sublime when in her Dense-Form should have Immunity (Suffocation (All)) instead of just Drowning. Her body became so dense it didn't need to diffuse oxygen from her lungs and it was only when she tried to 'take a dip' that she noticed it ^_^ (It always was working, she just never noticed until her dive off the bridge)


Ah, didn't know that. I'll see about making that change.

Where is Freestyle though? We needs us some luck/probability controllers ;) I could also argue for Sideways Bob, but I'm not sure ye want him lurking around in your thread... he's a wee bit -odd-...


I've not read anything with those two in it, so my info on them is pretty much nil.
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Re: Tattooverse 2.5

Postby CelticREI » Thu May 05, 2011 7:52 am

Freestyle was a Gen-Active that Ivana kept frozen because her ability to see multiple futures made her a threat and the fact Copycat couldn't control her added to it. wikipedia on her her power set was looking into the future and being able to choose the best (that she knows) course of action for herself (kinda like Nic Cage in "Next") only she actually -lived- through the futures she would view, aging her rapidly when using her powers too much (A complication/drawback really. In 3e I'd say she is Impaired after using it for 2 rounds, Disabled after 4 rounds and Incap after 5. For 2e change the statuses to Fatigued/Exhausted/Incap instead) as she would return to her -normal- age pretty quickly when she wasn't using her powers (about the time it'd take to recover from Fatigued/Exhausted/Incap). If I was to take a shot at her powers I'd probably do a bunch of Enhanced Traits dealing with Saves, Defenses and Toughness as 'passive' uses of her abilities and then she'd have Precognition (Limited to events dealing with her, Limited to 6 seconds into the future) as she couldn't see that far, just what her next actions would bring about. With maybe an AP of Precog with a bunch of Enhanced Skills, as she was shown a few times being able to do some pretty expert-level stuff just because she'd see how it would turn out (cracking computer codes, picking locks, bumping her already great agility and acrobatics into the near super-human levels, etc)

Robert Thompson, aka Sideways Bob, is the teams trainer and babysitter. He is a pretty good use of the term 'Bad-Arse Normal' as he didn't have any powers, but he was still able to tangle with superhumans. He was also insane. Like he carried around a decapitated mannikin head (with ketchup on the 'stump') and named it Lucille. And he talked to it... and would say it talked back... lol
The wikipedia on him is pretty sparse but for stats think of him like a cross between a Secret Agent type and the killer from Texas Chainsaw... (heh he even uses a chainsaw a few times...)
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games
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Re: Tattooverse 2.5

Postby Tattooedman » Sat May 07, 2011 12:32 am

Wow, that's a lot of info on Freestyle to process. Tell you what, once I get all my old builds moved into this thread and more of my FC setting builds that I've been sitting on posted I'll see what I can do about adding at least Freestyle to complete my DV8 collection (another build to the list of to-dos...man, you and HH are just laying them on me :wink: ).

And speaking of builds for my FC setting, here's a group that's a little bit outside the norm for me.....
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Foxbat build #937

Postby Tattooedman » Sat May 07, 2011 12:40 am

Image
Foxbat:
PL:
11
Str 20 (+5) Dex 24 (+7) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)

Skills: Acrobatics 10 (+15), Bluff 6 (+9/+15), Climb 2 (+7), Diplomacy 6 (+9/+15),Gather Information 8 (+11), Knowledge [Pop Culture] 4 (+4/+10), Knowledge [Streetwise] 8 (+8/+12), Notice 8 (+8.), Perform [Oratory] 4 (+7/+13), Search 8 (+8.), Sense Motive 8 (+8./+12), Stealth 8 (+15), Swim 4 (+9)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus [Melee] 2, Attack Spec. [Ping-Pong Ball Gun], Benefit 4 [Wealth x4], Contacts, Distract [Bluff], Dodge Focus 4, Equipment 7, Fascinate [Bluff], Improved Critical [Unarmed] 2, Improved Defense, Improved Initiative, Improved Trip, Luck 2, Move-By Action, Power Attack, Precise Shot, Quick Draw, Takedown Attack, Uncanny Dodge [visual], Up the Walls

Powers: Container [Uncle Freddie's Mind] 4
--Enhanced Feats 4 [Luck 3, Master Plan]
--Enhanced Skills 8 [Bluff +6; Diplomacy +6; Knowledge (Pop Culture) +6; Knowledge (Streetwise) +4; Perform (Oratory) +6; Sense Motive +4]
--Mind Shield 8

Device [Ping-Pong Ball Gun] 8 (easy to lose)
--Blast 12 (Extra: Penetrating); (Power Feat: Improved Critical 2)
-Alt. Power: Blast 12 (Extra: Autofire); (Power Feat: Improved Critical 2)
-Alt. Power: Snare 11 (Extra: Contagious); (Power Feat: Improved Critical 2)

Variable Array [Fox-Gear] 8
Example Gear:
~Jet-Glider Wings:
Flight 5

~Bouncer Bombs:
Strike 10 (Extra: Explosion); (Power Feat: Ricochet 3, Triggered)

~Grabber Glove:
Magnetic Control 10


Saves: Toughness +8*/+5 [*Armored Costume]
Fort +9
Ref +11
Will +8 [+16]

Combat: Attack +8/+10 (Melee/Ping-Pong Ball Gun)
Damage +5 (Unarmed; critical 18-20)
Defense +14 (+5 flat-footed)
Initiative +9
Grapple +15

Equipment: Cowl [Infravision, Flash Goggles. Radio]
Armored Costume [+3 Toughness]; Subtle
Headquarters [12 ep] [The Belfry: Size: Medium; Toughness: 10] Features: Communications, Computer, Fire Prevention System, Garage, Gym, Laboratory, Library, Living Space, Power Source, Workshop

Foxbatmobile: Strength 25; Speed 5; Defense 9; Toughness 8; Size [Large]

BattleWagon: Strength 35; Speed 4; Defense 8; Toughness 10; Size [Huge]



Costs: Abilities 40+ Skills 21+ Feats 37+ Powers 100+ Saves 16+ Combat 36= 250 pts.


Real Name: Jason Brouder
Height: 6'
Weight: 150 lbs
Hair: Dark Brown
Eye Color: Brown

Complications:
Freddy in my Brain: Thanks to that alien device, Jason now has copy of his Uncle Freddy's mind inside his brain. Freddy hardly ever shuts up, constantly commenting on what's happening around them, tossing out one-liners for use, or better yet another ludicrous, multi-staged master plan. Plus Uncle Freddy has a habit of becoming fixated on something, or someone (like an attractive female hero as a luv interest or a male hero to be the #1-best buddy of!).

Glory Hound: Jason loves to be the center of attention, and makes sure to put on a good show for everyone around him while he's in the middle of doing a job. He gets a rush whenever he hears people yell the name Foxbat (even if they follow if with a few choice adult words about his sanity).

Legacy: Jason is trying to live up the reputation his lovable Uncle Freddy created for the Foxbat identity. Granted it helps he has Freddy in his head to lend a plan or three, but Jason makes it a point to not threaten children, the elderly, those that are in poor health, or mentally challenged. Just like Uncle Freddy did it.

Looney as a Tune!: Originally Jason was your happy-go-lucky, boy next door while Freddy is a simply not right in the head. The combination of their minds have left Jason slightly off himself now but nowhere near as bad as his uncle was known to be. Still with Uncle Freddy sharing ideas combined with Jason's 3 second long attention span, well hi-jinks doth happen much and Foxbat is really the only person who understands how they
came about (half the trick is getting him to explain it, in order. The other half is acutally being able to follow his logic).

HAIL TO TIM TAYLOR!!: Uncle Freddy never really understood that Tim 'the Toolman' Taylor was a character on a television show, so he thought that Tim Taylor is a real person and had devoted his life to spreading the glory that was Tim Taylor. Unfortunately thanks to the alien Mind-Disk Jason now shares this obsession and maintains the shrine in the Belfry just as obsessively as Freddy once did.


Background: The Terminus Invasion not only affected the lives of several heroes but also the lives of many villains. Many a villain helped to fight against the minions and agents of Omega in the defense of their world, after all if Omega were to destroy it then what would there be to rob from? Let alone rule over? One of those villains was the mentally unstable criminal Foxbat and his group of henchmen (Harmonious Fist, Agent Orange), granted they weren't dangerous overall but they still committed crimes, but none the less they defended their world against the forces of Omega with a passion no less equal to the heroes they normally fought against. Sadly Foxbat and his crew all died while preventing dozens of Omegadrones from raiding a nearby school and as a result of their actions their names are among the others that were put on a small memorial in a out of the way part of Heroes' Knoll in recognition of their sacrifices that day. Many of those that survived the invasion thought the trouble that Foxbat brought was finally done with.

They had no idea just how wrong they were.

Jason Brouder's life was pretty normal growing up: his parents loved him and made sure he was well taken care of and they encouraged his interest in gymnastics to the point that by the time he was a teen he'd to not only compete in the State level events but he won the Regional Championship. It was one of the best days in his life but it was marred by his teammate (and good friend) shattered his arm during his Rings competition, but that was how Jason's life had always been: whenever a good thing happened it was countered by something equally bad. Though Jason knew when he was going through a rough patch he could always count on something nice happening to take the edge off of it and Jason grew to think of himself as being the human example of yin-yang.

The Terminus Invasion was bad enough but the news of his favorite relative's, Uncle Freddy, passing made it worse. It was no secret among his family about Freddy's other life and they always assumed he'd come to a bad end but they did take comfort that his last moments had been spent the way they were, it made them feel just the tiniest bit better about the black sheep of the family. Though Jason still took it the worst of all of
them, Freddy had been his favorite member of the family (everyone has got weird aunts and oddball uncles, but who can claim Foxbat as their uncle?). Jason always got the best birthday and Christmas presents from his nutty, but loveable uncle.

Freddy's lawyer informed the family of the terms of his will: his entire estate, including a penthouse in Freedom City, had been left to his favorite nephew Jason.

Jason was left speechless. He had been devastated by his uncle's death and while this sudden gift of wealth didn't make up for it, it sure helped to ease the pain of it. A few days later Jason was on his way to Freedom City and upon his arrival he traveled to the North Bay house that had suddenly become his. He'd never visited Uncle Freddy in Freedom City, so he was amazed by the luxury of his new home. Jason was thinking of settling down as it was; he was tired of doing the gymnastics thing and living off all of his medals and Freedom City seemed like a good place to start the next phase of his life.

Little did he know how that would manifest......

Jason spent the next few weeks cleaning out the mass of ....well junk that his uncle had accumulated. There was just no figuring where some of that stuff had come from. Other than the clutter, the place was perfect for Jason. It even had a built-in gym so he could keep up his exercise habits (no sense in getting out of shape, besides he was known for being an athlete....he had a reputation after all). It was during the third week of cleaning that Jason found something very strange. It was a hidden door, concealed behind the "shrine" to Tim Taylor. There was a hidden catch which caused the shrine to slide open, revealing a hidden elevator. Curious Jason rode it down to the hidden third basement of the building.

There he found all of Uncle Freddy's Foxbat gear, it was like Christmas all over again! Jason fingered the armored fabric of the costumes and posed with the famous Ping-Pong Ball Gun, he walked through the rooms touching and handling each piece of gear. He wasn't sure what he was going to do with it all....maybe open a Foxbat museum or something. Jason stepped back to admire the collection, absent-mindedly fiddling with a small disk-shaped object he had picked up. As he turned the disc over in front of him, he accidentally activated it and a beam of white light shot out, striking him in the forehead. He stood there transfixed as the device did as it followed it's programming.

More than anything, the Trepharians are race of warriors. The overwhelming concern of each Trepharian warrior is to perfect his fighting style then find a worthy student and teach it to them. In this way, a Trepharian warrior knows that he would never truly die. As long as his knowledge survived, he would be immortal. Occasionally though, a warrior would face a situation of certain death before he had found his student. In that case, the custom was to prepare a Mind Disk, which would store all the warrior's accumulated knowledge. His family would then pass it on to an honored student, so that the warrior would not pass completely from the circle. When a group a Trepharians, who are part of the Lor Republic, came to Earth several years ago to test themselves against the superhumans they'd begun to hear about they ran across the original Foxbat and his crew. When it was all said and done the Trepharians understood that humans are not fully developed mentally and lack the basic social skills needed to understand other races and quickly took their leave of the planet but not before Foxbat had helped himself to some of the technology on their ship (which included a Mind Disk). In the years following Foxbat would experiment with the alien equipment until he'd managed to somehow make the device work for him.

The beam from the modified Trepharian Mind Disk hit Jason and began it's work, but humans are not Trepharians however and the two species minds function in vastly different ways. So this didn't work quite like it was intended to, instead of merely conveying the skills and experiences of the first Foxbat it did something unexpectedly....... different.

"What the ---- Jason? Is that you?!" Came a thought Jason hadn't thought into his mind.

"Uncle Freddy?!? What's going on? What are you doing? I thought you were dead!?!"

"Dead? Is Disco dead? The dodo? David Caruso's acting career? Ha! I'm as alive as any of those....uhhh hang on...wait..."

"What are you doing in my mind?!?"

"Freaking alien tech. Not trustworthy. Take my advice son, buy American. I prefer Congressmen; they're often inexpensive. Especially compared to Senators."

Jason dropped the Mind Disk but it was too late. Foxbat, knowing he was about to do something extremely dangerous, had copied himself into the Mind Disk and it had created a copy of Foxbat's mind in Jason's brain. Jason still had control of his body but he now had a passenger: his loony, but loveable, Uncle Freddy.

After Jason had recovered from the shock, the two of them had a long talk. It didn’t really do much; talking with Freddy was like talking with Yoda cranked up on caffeine. Finally though, Jason was able to come to an understanding with his uncle. Freddy wanted the Foxbat tradition to continue and Jason couldn't see a reason why it shouldn't. He was mostly up to the physical challenge: he was nearly a world-class gymnast and Uncle
Freddy had bought him a kung-fu school for his eighth birthday (most uncles settle for paying for lessons, but Freddy always did do things in a big way). Freddy, of course, agreed with this assessment and since he was around to provide sage advice (and master plans) he was sure Jason would have no trouble with the job. Soon Jason was practicing with the equipment and within a month Freddy deemed him ready for his first outing!

Disaster might be too harsh a word but only just barely. Foxbat went to complete some unfinished business with VIPER and the only thing that almost got finished was Jason. He escaped with his life and a deep, abiding dislike of VIPER all his own. After another two months of training and practice and Foxbat was ready to act again and this time he caught the VIPER agents by surprise. They were busy dealing with some guy wearing a
kind of power armor, which left them open to the sucker-punches Foxbat unloaded on them (ok, kept them busy enough for Exodus to get his armor's systems back online but close enough).

That brief team-up reminded Freddy of the old days. "If two are company, and three are a crowd, then four must be a freakin' circus! Where are the elephants?"

Jason got his point though, the Foxbat of old always had a cadre of low-powered villains and operatives to help him. They had all died with the first Foxbat but maybe it was time to recruit some new ones. Exodus seemed agreeable to the idea and became the first member of the new gang, which was the turning point; things only got better. And once more Foxbat became a name to be feared (or dreaded at the very least...).
Last edited by Tattooedman on Sat May 07, 2011 8:42 pm, edited 1 time in total.
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Exodus build #938

Postby Tattooedman » Sat May 07, 2011 12:42 am

Image
Exodus:
PL:
8
Str 16 [26] (+3/+8.) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 8 (+10), Computers 8 (+10), Craft [Electronic] 10 (+12), Craft [Mechanical] 10 (+12), Disable Device 10 (+12), Knowledge [Physical Sciences] 10 (+12), Knowledge [Streetwise] 6 (+8.), Knowledge [Technology] 10 (+12), Notice 6 (+9), Sense Motive 6 (+9), Stealth 8 (+11)

Feats: Attack Focus [Melee] 4, Attack Spec. [EXODUS Weapons] 2, Dodge Focus 2, Elusive Target, Evasion, Improved Defense, Improved Feint, Improved Initiative, Inventor, Power Attack, Skill Mastery [Craft (Electronic), Craft (Mechanical), Knowledge (Physical Sciences), Knowledge (Technology)], Takedown Attack, Teamwork

Powers: Feature 1 [Amplified Bio-Electrical Signal]
Device [EXODUS Exo-Skeleton] 13 (hard to lose) (Power Feat:
Restricted 2 [Jerry Only])
--Blast 8 [Laser] (Extra: Penetrating)
-Alt. Power: Enhanced Strength 10 & Super Strength 3 [Hydraulics] (Power Feats: Bracing, Groundstrike)
-Alt. Power: Strike 8 [Buzzsaw] (Extra: Penetrating)
--Enhanced Feat 1 [Equipment (Masterwork Tools, Masterwork Lockpicks, Nightvision Lenses)]
--Flight 5
--Obscure 6 [visual]
--Protection 5 (Extra: Impervious)
--Sensory Shield 3
--Super-Senses 3 [Infravision, Radar, Radio]

Saves: Toughness +8*/+3 [*EXODUS Exo-Skeleton]
Fort +8
Ref +7
Will +6

Combat: Attack +4/+8 (EXODUS Weapons/Melee)
Damage +3 [+8] (Unarmed [w/ EXODUS])/+8 (EXODUS weapons)
Defense +8 (+3 flat-footed)
Initiative +7


Costs: Abilities 32+ Skills 23+ Feats 18+ Powers 55+ Saves 12+ Combat 20= 160 pts.


Real Name: Jerry Miles
Height: 5' 10"
Weight: 150 lbs
Hair: Black
Eye Color: Brown

Complications:
Not just a Geek: Exodus has spent the majority of his life training himself to join the life of superhumans. Besides holding degrees in engineering and computer sciences, he has a black belt in karate and works out on a regular basis to keep in shape physically.

Normal Life: Exodus' identity as Jerry Miles isn't known to law enforcement agencies.


Background" Jerry Miles spent the majority of his younger years in awe over the stories and exploits of people like the first Sky-Lord, King Cole, Doc Holiday, and Foxbat. Super criminals each and everyone one, who broke the law but made sure not to be destructive about it while they were flaunting the system, and faced off against heroes like Centurion, the original Raven, and the Freedom League. It was a world that Jerry wanted to so very badly become a part of but since he was born so many years after much of those villains had been in their heyday he realized it would fall to folks like him to bring back that age of wonder and free wheeling.

By the time Jerry was ten he was already enrolled in a local karate class and was spending the rest of his free time at the library, trying to cram as much knowledge as possible into his young mind. His parents of course were clueless to Jerry's real motivation, they were more than happy with the fact their son was doing well in school, had hobbies and was committed to getting a good education. What they didn't know was that Jerry had no friends (of course that was mostly due to his not having the time for them) and he'd been given his share of detentions for fighting at school (but the looks on the bullies' faces were priceless when meek looking Jerry took them down with a few simple karate moves!) but Jerry simply forged their signatures on the notices and let his folks think he was at the library like he normally was.

When it was time for Jerry to go to college, he had little trouble getting into Stanford with his grades but it wasn't a full academic ride. Jerry had to come up with a portion of his tuition. So while Jerry told his parents he got a job as an assistant at a local lab what he really did was make contacts in the underworld and ran guns to the local gangs, and while
it was dangerous and Jerry had a couple of close calls (both with the gangs and the police) he came out in one piece and with two degrees: one for engineering and the other for computer sciences.

From there it was easy to actually get work at labs, between Jerry's wit, skills and work habits. In what little spare time he had Jerry would work on his way into the world of superhumans: an exo-suit. His only problem was coming up with a power source for it, so far he hadn't been able to make a workable design that could fulfill all the needs he could foresee the suit having. Jerry’s problem was he couldn’t get access to anything close enough to the tech levels he needed to see to learn more, it wasn’t his fault that AEGIS frowns on their new recruits having police records. Donnel had kept trashing Jerry’s stuff, so when Jerry finally stood up to him Donnel ended up with a broken arm and Jerry ended up with an minor assault charge that was pleaded down to serious fines (which Jerry’s side business took care of easily enough) and some community service but it was on his record for the rest of his life and enough to keep him out of AEGIS’ tech divisions.

But it seemed fate had other means for Jerry, as one night Jerry was doing some late night testing some equipment AEGIS had taken from VIPER (and brought to his employer to analyze due to their field of expertise and the newness of the tech) and he didn’t need the bosses knowing what he was working on. Jerry moved through the lab with confidence as he set up his test and strapped the power source in, the test itself wouldn’t take long and he’d be in and out within a couple hours with no one the wiser and he’d have some new data to work with.

Halfway through the run Jerry heard some odd noises coming from the lab next door and when he went to see if it was the company’s security playing around he found himself face to face with several men dressed in the green and gold of VIPER! They’d come to take back their technology before AEGIS could figure it out. Jerry never once thought of his own safety, only about protecting his own experiment and he snap-kicked the first man and spun around with a back fist at the second putting half the men down in only a few seconds. But the third and forth men were able to fire off their blasters that hit Jerry and sent him flying back into the room where he was doing his test on VIPER’s equipment, causing a massive discharge of light and energy just before Jerry’s world fell into darkness.

Jerry woke up to find himself in the hospital with the AEGIS wanting to talk with him about what had happened at the lab. Jerry’s story about VIPER coming to reclaim their technology while he was working late was convincing enough that the AEGIS agents let him off with only a warning about being more careful and the foolishness of his actions and that he was lucky to not have been hurt worse than he had. His boss on the other hand was impressed with Jerry’s dedication to his work and actions to protect it and they gave him a raise as well as a small lab of his own to work out of.

It was months later when Jerry discovered he’d been changed by the accident, he couldn’t shoot energy from his eyes and guns would still hurt him like anyone else but he had been changed. Now his body could constantly emit a low level energy, not enough to actually hurt anyone but it did solve his power source problem! Once Jerry had figured out what happened he wasted no time in building his exo-skeleton, his key out of the life of the mundane folks and into the world of superhumans. All he needed to do was take it for a test run, and Jerry still held a grudge against VIPER so a little payback was called for. Breaking their encrypted communications wasn’t too challenging and soon Jerry had his target where there’d be a few VIPER agents.

Only there turned out to be a lot of VIPER agents, and Exodus’ systems still had a couple bugs in it. He was on the verge of defeat when a brown and black cowled figure came bouncing into the alley.

“Stand and deliver, you green and yellow freaks!” Shouted Foxbat.

This gave Jerry enough time to get the exodus’ systems back on track and blast the offending agents, putting them down easily enough and Foxbat looked at Jerry in surprise.

“Thanks for the assist. Need a job?”

Jerry remembered being inspired by this man back in his youth and smiled. Why not? It sounded like it would be fun.

“Sure,” He replied. “You looking for a good engineer?”

And the fun hasn’t stopped yet.
Last edited by Tattooedman on Sat May 07, 2011 8:45 pm, edited 1 time in total.
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Angela Fong build #939

Postby Tattooedman » Sat May 07, 2011 12:45 am

Image
Angela Fong:
PL:
8
Str 16 (+3) Dex 20 (+5) Con 16 (+3) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 6 (+11), Bluff 8 (+10), Climb 5 (+8.), Diplomacy 6 (+8.), Drive 5 (+10), Knowledge [Mechanical] 6 (+7), Languages 3 [Chinese; Portugese; Spanish], Notice 8 (+9), Pilot 5 (+10), Sense Motive 8 (+9), Stealth 5 (+10), Survival 4 (+5), Swim 4 (+7)

Feats: Beginner's Luck, Distract [Bluff], Equipment 3, Follow-Up Strike, Improved Defense, Improved Feint, Improved Initiative, Improved Throw, Jack-of-All-Trades, Luck 2, Move-By Action, Power Attack, Set-Up, Taunt, Teamwork

Powers: Container [Outstanding Luck] 5
--Immunity 2 [Critical Hits]
--Enhanced Attack +4
--Enhanced Dodge +4
--Enhanced Feats 3 [Luck 3]
--Luck Control 1 [force others to re-roll] (Extras: Area [Burst], Selective); (Flaw: Uncontrolled)

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

Combat: Attack +8
Damage +3 (Unarmed)/+5 (Blaster)
Defense +8 (+ flat-footed)
Initiative +9

Equipment: Armored Costume [+3 Toughness; Subtle]
Engery Blaster [+5 Damage]
-2 ep free


Costs: Abilities 30+ Skills 18+ Feats 18+ Powers 25+ Saves 13+ Combat 16= 120 pts.


Height: 5' 7"
Weight: 133 lbs
Hair: Black
Eye Color: Brown

Complications:
Thrill Junkie: Angela loves to push the edge. From bungee jumping to high speed car chases, to working for Foxbat. She's always ready to go for whatever she thinks will get her adrenaline pumping.


Background: There's always some people that seem to have the whatever passes for the higher powers above smiling down on them. No matter what these people do, it always seems to come out right for them. Angela Fong is one of those people, she was so lucky she seemed to almost be blessed.

But her blessing was also her curse; she was so used to things going her way that she was bored. She just couldn't see going to college like her brothers and settling down into a boring job as a doctor or lawyer (which were the only approved professions in the Fong family). Angela wanted more excitement out of her life.

The Fongs were shocked when their youngest child, and only daughter, decided to become a smoke jumper. They told themselves that it was just a phase that would pass. There was no way that it would last, and they were right ---- it didn't. Despite the danger of that job Angela got bored after only a year of fighting fires. It wasn't edgy enough for her tastes anymore so she learned to fly the helicopters. That too proved to be mundane as well (Angela was a natural as a pilot and that just made it too easy for her), so she had to move on again. So she tried stock car racing. Boring. Then it was training and hand feeding sharks. Mundane. Professional Wrestling? She tried it and found the woman's leagues to be a joke mostly. It was too staged for her and there wasn't enough real danger to it. From there her career choices turned towards the seamier side of life. She became a professional gambler and lived on her luck and wits. Her luck never did fail her and she ended up being run out of Vegas by the Mob, now that was exciting.

Angela headed to Montana, where she learned to fly airplanes, from jets to old propeller planes. it was just her luck to learn from an old A-6 Intruder pilot with plenty of combat experience. He also had a lucrative side business flying people around with no questions asked and once Angela got her license, she became his partner. This line of work lasted for quite a while, Angela flew all over the world, ferrying some of the world's most wanted (normal) criminals but even the thrill of this illicit job began to wear thin. Angela was starting to think about finding something else when the Mob finally caught up to her.

Still mad about what happened in Las Vegas, they sent an enforcer to hit her at the airport. It looked like things were finally going to take a turn towards the bad for Angela but as luck would have it her mysterious client that day was none other than Foxbat. Thinking that the thug with the gun was after him, went to work and in a few short seconds took care of the enforcer.,

"Ummm, thanks?" Stammered a wide-eyed Angela.

"Think nothing of it, Jeeves. Now bring the car around or we'll be late for the Contessa's tea." By the end of the flight Foxbat had hired Angela on a full time basis. She was happy for hte change; the Mob seemed to be really serious this time. Besides, this was one job that didn't look like it was going to ever be boring!
Last edited by Tattooedman on Sat Apr 14, 2012 10:54 pm, edited 2 times in total.
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Solomon Goldberg build #940

Postby Tattooedman » Sat May 07, 2011 12:47 am

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Solomon Goldberg:
PL:
5
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills: Climb 6 (+8.), Knowledge [Business] 8 (+8.), Notice 4 (+4), Profession [Accountant] 8 (+8.), Sense Motive 6 (+6), Stealth 6 (+7), Swim 6 (+8.)

Feats: Attack Spec. [Blaster] 2, Attack Spec. [Unarmed] 2, Eidetic Memory, Equipment 3, Improved Critical [Unarmed] 2, Improved Defense, Power Attack, Teamwork

Saves: Toughness +5*/+2 [*Armored Costume]
Fort +5
Ref +5
Will +5

Combat: Attack +1/+5 (Blaster/Unarmed)
Damage +2 (Unarmed; critical 18-20)/+5 (Blaster)
Defense +5 (+2 flat-footed)
Initiative +1

Equipment: Armored Costume [+3 Toughness; Subtle]
Engery Blaster [+5 Damage]
-2 ep free


Costs: Abilities 10+ Skills 11+ Feats 13+ Saves 12+ Combat 12= 58 pts.


Height: 5' 9"
Weight: 163 lbs
Hair: Brown with hints of turning grey (from stress)
Eye Color: Light Blue

Complications:
Always look on the not-so-bright side of life: To say that Sol is constantly glum and pessimistic is like saying the sky is blue. He doesn't seem to ever enjoy himself no matter what he's doing, Sol has simply been worn down by his old life and expects his new one to eventually end (and probably not in a good way either).

Background: When Solomon Goldberg was barely a teenager, his widowed, Jewish mother gave him some advice: "You should be an lawyer Solly, or an accountant, like your father. That's a good life and you can get a little something for yourself with it."

At the time it sounded like the best advice Sol had ever heard and he applied himself towards the goal of being like his father, but when it came time for him to go to college Sol took the easier route and studied accounting and graduated with no trouble. Sol found a job easily enough and went right to work, but after a couple of years rolled by Sol realized he'd made a mistake listening to his mother. All accounting boiled down to was
simple number-crunching, bookingkeeping, whatever you wanted to call it, it was just juggling numbers. Numbers that represented someone else's money, money that wasn't Sol's and was left asking himself was this any way for a man to make a living?

Sol didn't think so, but what could he do? He was trapped now. Trapped in a no where job, working with no where people. So Sol started to seek out excitement where he could find it. He went skydiving, rock climbing, scuba diving, and went as far as to take up boxing. While he collected a large amount of bumps, bruises, contusions and even a broken nose nothing changed really. Sol was still just an accountant.

Until a chance encounter in the early part of June; Sol was sitting at his desk, thinking about quitting time when a brown and black cowled figure came tumbling in through the window. "Alright! Nobody move and everyone gets hurt!" It screamed, "no...wait, that's not right. Shut UP! Shut UP! I can handle it! Nobody hurts and everybody moves! I mean....., awwww the heck with it! EVERYONE FREEZE!!"

It was Foxbat! In a short amount of time he and Exodus (who had came in through the door) had the office under their control and were hacking into the computer. Then they hit a snag: all of the office's files were encrypted. Unknkown to everyone but the boss (and Foxbat), this firm had several clients who were involved with VIPER, who demanded the tightest security measures possible. Without the key to the encryption, Exodus couldn't get the information Foxbat was after. The villains turned to Sol's boss an demanded the key but the boss (who was much more afraid of VIPER than Foxbat) refused them. Things were seconds away from taking an ugly turn when Sol stepped in, pushed Exodus to one side and entered the key code which allowed the data to appear.

Soon the duo were out the door with what they'd came for and no sooner had they left then Sol's boss recovered his composure enough to snarl "GOLDBERGE, you're FIRED!!!" Well that was just fine with Sol and he grabbed his coat and made for the door himself. Once Sol exited the building and was out on the street he found a strange van waiting at the curb for him, the door slide open and Foxbat peered out at him. “Hey, what are you waiting for? Get in, we’ve got places to go.” Bemused, Sol climbed in for the ride and he’s been cruising with Foxbat and the others ever since.
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Patriot build #941

Postby Tattooedman » Sat May 07, 2011 8:50 pm

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The Patriot:
PL: 10
Str 30 (+10) Dex 24 (+7) Con -- Int 13 (+1) Wis 14 (+2) Cha 15 (+2)

Skills: Acrobatics 4 (+11), Bluff 8 (+10), Climb 4 (+14), Disable Device 4 (+5), Drive 4 (+11), Gather Information 6 (+8.), Intimidate 6 (+8.), Investigate 4 (+5), Knowledge [Civics] 6 (+7), Knowledge [History] 6 (+7), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 10 (+11), Notice 8 (+10), Pilot 8 (+15), Search 6 (+7), Sense Motive 8 (+10), Stealth 6 (+13)

Feats: Assessment, Ambidexterity, Challenge [Fast Planning], Connected, Defensive Attack, Eidetic Memory, Improved Block, Improved Critical [Unarmed] 2, Improved Feint, Improved Trip, Inspire 2, Leadership, Luck, Move-By Action, Power Attack, Set-Up, Stunning Attack, Takedown Attack 2, Teamwork

Powers: Immunity 30 [Fortitude Effects]
Protection 10 (Extra: Impervious 7)
Mind Shield 5
Sensory Shield 5 [all senses]

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

Combat: Attack +10
Damage +10 (Unarmed)
Defense +10 (+5 flat-footed)
Initiative +7
Grapple +20

Equipment: Issued Communicator


Costs: Attributes 36+ Skills 28+ Feats 22+ Powers 62+ Saves 9+ Combat 40= 195 pts.


Complications:
Protecting the Homefront: Patriot is dedicated to keeping America safe from various kinds of threats: super villains, world spanning terrorist organizations (SHADOW & VIPER). He has no real friends outside of the few members of AEGIS that know his secret and the Reserve (though they don’t know his secret).

Secret: The world believes that Jack Simmons died several years ago, while the truth is that his personality was downloaded into a robotic body (based on technologies originally created by Doctor Atom). He now operates as AEGIS Special Agent Faraday Irons.


Real Name: Jack Simmons [alternate identity: Faraday Irons]
Height: 6’
Weight: 300 lbs
Hair: Black
Eye Color: Blue


Backgorund: Thanks to the efforts of AEGIS’ Tech Section and Project: Ironmonger, Jack Simmons has been able to keep fighting against the likes of SHADOW and VIPER when his flesh and blood body finally lost it’s battle against cancer. Now living as a synthetic being, the Patriot still works as trouble shooter for AEGIS who is answerable to Director Powers and certain higher-ups in the U.S. government. Jack operated this way for several years, working with various other superhumans across the country (some who worked for other government organizations, like the FBI, the military and such, while others were independent of any such sponsorship), the whole time pushing for Director Powers to create a team of super-agents for AEGIS.

Finally after the last Terminus Invasion Jack got his wish, with the demise of the Arsenal of Democracy Director Powers allowed him to recruit some of the people he’d been keeping tabs on over the last couple of years. Soon enough there was a full team who was being put through the paces under the Patriot’s watchful eyes. Their first mission was a raid on the Foundry, and while they weren’t able to capture Keres thanks to Scylla’s use of Charibdrones to keep them busy while he made his getaway, they were able to capture several potential customers Keres had been showing new Foundry developments too as well as destroying the majority of that base. It was enough for Director Powers to consider it a victory and proof that the Reserve was a worthwhile project to have active. The presence of the members of the Reserve was the cause for a serious decline in agent injuries during the raid, as compared to past raids where there were always a high rate of injury to agents involved (so much so that agents commonly referred to raids on Foundry bases as “Grind Runs”).

From there the Reserve has become a very busy unit of AEGIS, they’re called in whenever agents become aware of plans by SHADOW and VIPER, particularly if members of VIPER’s Dragon Branch are suspected of being involved, plus anything that the members of the Reserve happen to run across on their own.

For his part, Jack is happy that his team is working as well as they are, he’s still leery of dealing with the Freedom League though. There are a couple members who remember him from his days before his “downloading” into his body and even though AEGIS has devised an “origin” for his cover identity of Faraday Irons, he has considered the idea of coming clean to those few members he knows he could trust with his secret. For now though he leads his team against any and all threats that come their way, secure in the knowledge they are the best ones suited for the job.

Basically Jack’s having the time of his second life.
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Minotaur build #942

Postby Tattooedman » Sat May 07, 2011 8:53 pm

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

Skills: Climb 4 (+16), Intimidate 10 (+10), Knowledge (Tactics) 6 (+6), Notice 6 (+8.), Sense Motive 8 (+10), Survival 4 (+6), Stealth 6 (+8.)

Feats: All-Out Attack, Benefit [Security Clearance], Diehard, Distract [Intimidate], Dodge Focus 4, Endurance, Improved Grapple, Improved Pin, Power Attack, Startle, Takedown Attack, Withstand Damage

Powers: Enhanced Strength 16
Enhanced Constitution 18
Immunity 3 [Environmental Cold, Environmental Heat, Environmental Pressure]
Impervious Toughness 12
Super Strength 7 (Power Feats: Bracing, Counter-Punch, Groundstrike, Shockwave); (Dynamic)
-Alt. Power: Leaping 7 (Dynamic)

Saves: Toughness +12* [*Impervious]
Fort +12
Ref +5
Will +8

Combat: Attack +8
Damage +12 (Unarmed)
Defense +8 (+2 flat-footed)
Initiative +2

Equipment: Issued Communicator


Costs: Attributes 22+ Skills 11+ Feats 15+ Powers 70+ Saves 11+ Combat 24= 153 pts.


Complications:
Once my friends, now my enemies: When Minotaur first gained his powers he was part of a military funded team, the majority of whom have become the super criminal groups known as the Beastiary. Minotaur now fights against them and often spends a fair amount of his personal time checking out tips on their doings and whereabouts.

Temper: Minotaur can loose his cool from time to time and really cuts loose.


Real Name: Damon Sharpe
Height: 6’ 6”
Weight: 300 lbs
Hair: Black (shaved pattern on the sides of head)
Eye Color: Brown


Background: Damon Sharpe was your simple, everyday solider in the Army. He did his job well, followed orders, cared about his unit and traveled all over the world protecting his nation’s interests. It was those reasons that he was picked to take part in Project: Man/Myth, a program that was supposed to create superhuman agents for the military and soon enough seven subjects from the military and other government agencies were assigned to the project, all judged to be mentally stable enough to withstand the mutations that would be done to them.

When the experiment was done all eight subjects displayed some kind of superhuman ability, for better or worse. While many of them suffered from obvious physical mutations (Argus, Undine, Nemean, and Manticore) others developed mental issues that weren’t as obvious and were able to keep them hidden (Chimera, Cockatrice, and Basilisk). Though Damon wasn’t part of either group, somehow he’d managed to be the only one not physically mutated nor affected psychologically by the process in any way, a fact that put him at odds with some of the other subjects, particularly Brock Majors (aka Nemean) who shares a similar set of powers but was seriously mutated and psychologically unbalanced.

Eventually the whole group was trained in uses of their powers and sent off on their first missions. They continued on this way for about a year as Chimera became more convinced that they were being used for some governmental shadow war (falling victim to his paranoia more) and that in the end the whole team would be killed. It was during a mission in the Middle East that the majority of the team, Chimera, Undine, Nemean, Manticore and Cockatrice, discovered proof of Chimera’s theories and went rogue while the rest of the team, Minotaur (as Damon was named), Argus, and Basilisk responded to the latest attack by the Atomic Brain.

They faired badly, as Basilisk was killed outright during the fight and Argus was put into a vegetative state from injuries he suffered fighting the Atomic Brain. After that the rogue part of the team started to call themselves the Beastiary and began to commit seemingly random crimes for themselves or as mercenaries for hire and Minotaur was assigned to bring them back to the project.

This led to Minotaur’s encounter with the Patriot as the Beastiary had taken work from SHADOW, targeting various labs that specialized in energy technologies for Overshadow’s latest doomsday weapon and secretly Chimera’s latest plan (the recreation of the machine that generated the radiation that empowered the original team so that the Beastiary could increase their powers). It was pretty much a disastrous mission all the way around, between property damages done at every encounter and in the end Minotaur was taken captive by the Beastiary and subjected to the newly rebuilt device as a test run while Patriot was forced to watch. Surprisingly enough though Minotaur’s powers were enhanced further as Chimera had theorized and he became stronger enough to free himself and hold his own against part of the Beastiary so that Patriot could free himself and together they defeated the larger group, though they did manage to get away.

Minotaur returned to his superiors and continued his hunt for his former team as well as doing special missions for the military until his tour came to an end and he wanted out from under the military’s thumb. Not wanting to lose their asset they threatened to throw him in prison unless he agreed to re-enlist until Patriot was able, through the help of Director Powers, to bring Minotaur into AEGIS as a special agent. Since then Minotaur has worked under the supervision of the Patriot and reported only to him and Director Powers, so when the Patriot was given the clearance to recruit for the Reserve he quickly tapped Minotaur as his first recruit.

Minotaur is the stoic member of the Reserve, the muscle and backbone of the team. He realizes he’s one of the more durable members and tries to keep the attention of their foes during a fight and tries to take out as many foes at a time as he can, coming up with some creative uses for his strength and durability. He’s a very straight forward kind of man, with a serious look on his face most of the time, which has been known to make some people think he’s almost a loose cannon given his very physical abilities.
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Lady Hex build #943

Postby Tattooedman » Sat May 07, 2011 8:59 pm

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Lady Hex:
PL: 10
Str 10 (+0) Dex 12 (+1) Con 10 (+0) Int 16 (+3) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff 10 (+13), Concentration 10 (+14), Diplomacy 6 (+9/+13), Knowledge [Arcane Lore] 10 (+13), Knowledge [History] 4 (+7), Notice 8 (+12), Search 8 (+11), Sense Motive 10 (+14), Stealth 10 (+11)

Feats: Distract [Bluff], Eidetic Memory, Fascinate [Bluff], Fearless, Luck 2, Quick Change 2, Ritualist, Seize Initiative, Speed of Thought, Teamwork, Trance

Powers: Immunity 1 [Aging]
Device [Sparrow Cloak] 2 (hard to lose)
--Flight 5

Force Field (Extra: Impervious) [Linked to Magic Array]
Magic 10 [Telekinesis (Extra: Damaging); (Power Feats: Affects Insubstantial, Precise)]
-Alt. Spell: Animate Objects 6 (Extra: Horde); (Power Feat: Progression 2 [5 objects])
-Alt. Spell: Blast 10 (Extra: Penetrating); (Power Feat: Affects Insubstantial)
-Alt. Spell: ESP 10 [audio & visual]
-Alt. Spell: Force Constructs 10 (Power Feat: Affects Insubstantial)
-Alt. Spell: Illusion 8 [all senses]
-Alt. Spell: Insubstantial 4
-Alt. Spell: Nullify 10 [magical effects]

Saves: Toughness +10*/+2 [*Impervious Force Field]
Fort +7
Ref +5
Will +12

Combat: Attack +8
Damage +10 (Blast/Telekinesis)
Defense +8 (+4 flat-footed)
Initiative +3

Drawbacks: Power Loss [Magic Array; when unable to gesture & speak] (-2 pts)


Costs: Attributes 22+ Skills 19+ Feats 13+ Powers 59+ Saves 19+ Combat 32- Drawbacks 2= 162 pts.


Complications:
Preserving the Balance: Lady Hex works to keep those that practice the blacker arts of magic held in check.

Who am I?: Lady Hex doesn’t remember anything about her past before starting her heroic career. Sometimes she meets a person, goes to a place, or handles something that triggers a sliver of a memory for her. Another piece of the puzzle that is her life.

Real Name: Unknown
Height: 5’6”
Weight: n/a
Hair: Black
Eye Color: Green

Background: Lady Hex simply started appearing in San Francisco, fighting all manner of crimes from robbery to mystical threats several years ago. Not staying around long after the ordeal was done to answer questions from the press about herself. Though it didn’t take long for a couple determined reporters to figure out a few key things about her: she’s of Asian heritage but they’ve not been able to figure out where she’s from, and that she was some kind of mage. Otherwise, Lady Hex has done an excellent job of keeping her personal life quiet.

For several years Lady Hex kept the public safe from all manner of threats and at one point she worked with Patriot when he was tracking down some SHADOW agents doing a mission for Crimson Mask. He was seeking several mystical items for a ritual he was planning and a couple of them were in Lady Hex’s possession, which put her in his sights. Patriot was able to gain Lady Hex’s trust and together they were able to turn the tables on the group, and keep Lady Hex’s artifacts safe as well as recover the artifacts already stolen by the agents. Over the following years if Patriot needed an expert on anything mystical and wanted an outsider opinion he’d contact Lady Hex, trusting her knowledge when his usual sources weren’t so reliable.

Eventually Patriot was able to assemble a group together to work for AEGIS, and he knew he wanted Lady Hex onboard so San Francisco was his third stop during his recruitment drive. For her part Lady Hex accepted more for the help Patriot offered with her personal situation; she doesn’t have any memories of her life past a few months prior to her debut as hero in San Francisco and has been unable to uncover anything in the years since.

GM Notes wrote:The real truth to Lady Hex’s past is that she is a mystic raised and trained in Shambala Vale (not that she knows it at this point), who came to the outside world to assess it for the elders of the Temple. What made her decide to stay after she had performed that duty is one of the many questions she has yet to figure out, as well as where she’s from but she knows that she has some important reason.

From time to time Lady Hex will experience sudden memory recovery when dealing with people, places or things. This is more a matter of her running across such things as a result of her long life span (which is something else she‘s not 100% sure about, though she‘s starting to notice that she‘s not aged yet and is beginning to suspect she has a longer than usual life span).
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Headcase build #944

Postby Tattooedman » Sat May 07, 2011 9:08 pm

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Headcase:
PL: 10
Str 10 (+0) Dex 12 (+1) Con 14 (+2) Int 18 (+4) Wis 20 (+5) Cha 16 (+3)

Skills: Bluff 8 (+11), Concentration 10 (+15), Diplomacy 8 (+11), Drive 6 (+7), Gather Information 8 (+11), Knowledge [Psionics] 8 (+12), Notice 8 (+13), Pilot 6 (+7), Sense Motive 10 (+15), Stealth 8 (+9)

Feats: Assessment, Attack Spec. (Telekinesis) 3, Benefit [Security Clearance], Connected, Dodge Focus 4, Evasion, Jack of all Trades, Improved Initiative, Luck 2, Precise Shot, Speed of Thought

Powers: Comprehend 4 [read, speak & understand all languages]
Force Field 8 (Extra: Impervious)
Mind Control 10 (Extra: Sensory Link); (Power Feat: Mental Link)
-Alt. Power: Telekinesis 10 (Extra: Damaging); (Power Feat: Precise)
-Alt. Power: Telepathy 10
-Alt. Power: Mental Blast 8 (Power Feat: Sedation)
-Alt. Power: Mental Transform 10 [memories] (Extras: Continuous Duration, Ranged)

Mind Shield 4
Super-Senses 4 [Danger Sense (Power Feat: Uncanny Dodge [mental]), Ranged Detect Psionics, Psychic Awareness]

Saves: Toughness +10*/+2 [*Impervious Force Field 8]
Fort +6
Ref +7
Will +10 [+14 vs. mental]

Combat: Attack +4/+10 (Telekinesis)
Damage +8 (Mental Blast)/+10 (Telekinesis)
Defense +10 (+3 flat-footed)
Initiative +8

Equipment: Issued Commlink


Costs: Attributes 30+ Skills 20+ Feats 17+ Powers 51+ Saves 15+ Combat 20= 153 pts.


Complications:
Ladies Man: Headcase has a habit of hitting on attractive women, no matter what situation he finds them in. Sometimes this gets him into trouble, both with Patriot and with the people he’s trying to deal with.

Smug SOB: Headcase had a hard life growing up and when his powers manifested he used them to get everything he’d ever wanted as a child. It all was so easy for him to do that he began to feel like he was above most the people he dealt with. Nowadays he’s gotten better about it but he still thinks he’s better than most the people he deals with.

Real Name: Ryan Lin
Height: 5’ 7”
Weight: 150 lbs
Hair: Black
Eye Color: Brown

Background: Raised in a state home in New York, Ryan Lin grew up being bullied by the older, bigger children and quickly learned to use his cunning and intelligence as his main weapon. Soon he had spied enough on the other children to know how to manipulate them through their secrets to convince them to leave him alone or else found ways for their secrets to be discovered which resulted in punishments fierce enough to ensure his safety from them. During his teen years Ryan began to notice the early beginning onset of his telepathic abilities, overhearing the thoughts of others as he passed them by. Realizing what he could do with that kind of power Ryan quickly started working to develop his talent as much as he could and soon he was the most popular teen in his ward, able to charm the majority of the other teens into doing what he asked them and even able to charm the adults that worked with them.

When he aged out of the state system Ryan wasted no time in moving his act to the streets of NYC, quickly getting his hands on a large sum of money to invest in the stock market. Ryan had sampled enough of the poor lifestyle and was ready to a life free of worry about the basics in life, so he knew he’d need a massive amount of funds. Becoming friendly with several analysts, Ryan subtly scanned their minds for the stocks that would have the largest payout and when they’d would be the best time to sell them. From there it was a little matter for him to secure the services of a firm and order the purchase of specific amounts of stocks and when the time was right sell them, resulting in his becoming rich enough to not ever have to worry about what something would cost him. For a few years Ryan lived his life how he wanted, enjoying the high roller life in Vegas and yachting in the Caribbean during the winter, until the FBI came calling on him.

Agent Seely told Ryan that his country had a need for someone with his talents, at which Ryan laughed in the man’s face. “What talents would those be Seely?” Ryan teased. “The ability to pick just the right wine to go along with dinner or the one that lets me pick up beautiful women with only a few softly spoken words?” For his part, Agent Seely didn’t get angry nor try to punch Ryan for his rudeness, he simply gave a knowing smirk and played his hidden ace. “No Mr. Lin, the government need the talent that lets you do the latter, that talent called telepathy.” After Ryan managed to pick his jaw up off the floor he tried to stammer his way through a feeble excuse that Seely didn’t let him get by with and when Ryan then tried to use his powers against Seely he discovered the man was somehow immune to his mental abilities. Seeing no other choice Ryan went with Agent Seely and became a specialist used in select cases that required a unique touch, Ryan’s only real comfort was that he was allowed to live his life as he had been. Now he simply was on-call to Agent Seely, expected to drop anything else he had going on and report in immediately for his latest mission.

Along the way Ryan learned more about his powers and developed them further than he’d ever thought he would have, even managing to unlock a strong telekinetic ability. Somewhere among his various missions Ryan worked with one Jack Simmons, the AEGIS agent also known as the Patriot, who became involved with several of Ryan’s cases as AEGIS was also interested in several of the people Ryan was sent after. While Ryan was a smug and conceited operative Patriot had to admit that the man was talented beyond just having strong psychic powers and the two of them kept in semi-regular contact, their jobs often bringing them together more than anything else, and when Patriot was given the go-ahead to create the Reserve he contacted Ryan about joining. At that point Ryan’s relationship with the FBI was rather tense, his handler, Agent Seely, had been killed in the line of duty and most of the other agents didn’t want to deal with Ryan. Eager to leave the FBI’s service after being treated that way given all he had done for them Ryan’s decision to join the Reserve was a quick one.

As part of the Reserve Ryan acts as the face of the team, given his smooth manner of handling himself and others plus his ability to read minds doesn’t hurt either. When the time comes for a rougher solution to a problem Ryan can always fall back upon his telekinesis.


Basically Headcase is your typical Psionic character, though I’ve tried to play him as Patrick Jane (of the TV show the Mentalist) with psychic powers and slightly more likeable overall. ‘Nuff Said!
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Prometheus build #945

Postby Tattooedman » Sat May 07, 2011 9:10 pm

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

Skills: Bluff 8 (+10), Diplomacy 6 (+8.), Intimidate 6 (+8.), Investigate 10 (+12), Gather Information 8 (+10), Knowledge (Streetwise) 6 (+8.), Medicine 4 (+6), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+11)

Feats: Benefit [Security Clearance], Conspiracy Theorist 2, Contacts, Dodge Focus 4, Evasion 2, Improved Aim, Improved Initiative, Luck, Power Attack, Precise Shot, Uncanny Dodge [audio], Well-Informed

Powers: Blast 12 (Extra: Penetrating)
-Alt. Power: Fire Control 12
Flight 5
Force Field 10 (Extra: Impervious); (Dynamic)
-Alt. Power: Strike 9 [blazing aura] (Extra: Aura); (Power Feat: Selective); (Dynamic)
Immunity 11 [Environmental Cold, Heat Effects]
Super-Senses 1 [Infravision]

Saves: Toughness +12*/+2 [*Impervious Force Field 10]
Fort +6
Ref +7
Will +8

Combat: Attack +8
Damage +1 (Unarmed)/+9 (Blazing aura)/+12 (Fire blast)
Defense +8 (+4 flat-footed)
Initiative +7

Equipment: Issued Communicator

Drawbacks: Power Loss [All powers in non-oxygenated environments] (-4 pts)


Costs: Attributes 26+ Skills 18+ Feats 18+ Powers 80+ Saves 13+ Combat 24- Drawbacks 4= 175 pts.


Complications:
Eeyore of the Team: For some reason Prometheus has decided to express himself in a very pessimistic and gloomy manner. This has led to many people avoiding dealing with him more than they might have to.


Real Name: Jason Latrell
Height: 5’ 9”
Weight: 167 lbs
Hair: Black (shaved bald)
Eye Color: Brown


Background: Jason Latrell is the youngest of five children, born in L.A. who wanted nothing more than to be a police officer to help better his community. Given Jason’s drive and determination he easily made it into the academy, graduating in the top two percentile of his class and then quickly climb up the ranks, becoming a detective in one of the shortest periods known. A fact he was proud of given his life growing up in one of the worst neighborhoods around, but then he discovered a ring of corrupt cops working out of his district and he set about learning all he could before turning them.

The following trial brought Jason to the public’s attention as the one responsible for taking down the ring and being the prosecution’s star witness. It was only a few months after the end of the trial did the gang that had been working with the corruption ring strike back at him for his interference, leading Jason to a chemical plant under their control with a bogus tip, captured him, and then subjected him to a series of beatings and torture that left him just barely alive before sealing him into a chemical drum and sending it out to be dumped with several other filled containers off site.

Something in the chemical residue left over in the drum reacted with an unknown part of Jason’s DNA as it mixed into his open wounds, granting him control and creation over fire, powers he then used to capture the men responsible for trying to kill him. Unfortunately for Jason the aftermath was worse, none of his fellow officers wanted to work with him given his new reputation as a informer for IAB and after his first few outings in the field using his powers his superiors were uncomfortable with the idea of a super-powered officer. They were facing several civil court cases by perpetrators due to the excessive damage Jason caused fighting those that resisted arrest as well as cases brought by bystanders. Granted they understood that at that point Jason was still adjusting to his powers but the civil cases were looming more in the higher ranking men’s minds, so Jason was offered a payout on his pension and benefits to leave the force. Disgusted by the whole affair and the politics that caused it Jason took the offer without any kind of argument.

During the following years Jason lived off the pension the L.A. PD paid him monthly and decided to supplement his income by becoming a bounty hunter, but not just a normal one. Jason specialized in tracking down minor super villains who jumped bail, his powers allowing him to deal with them when they resisted arrest. It was during this time that Jason, using the name Promethus, first encountered the Patriot.

Both men were looking for a criminal named Slick who had been working for VIPER as a hired merc occasionally. During the hunt, which took several weeks and involved traveling through three states and raiding several VIPER Nests, the two men developed a respect for the other’s abilities and skills. Jason’s investigative skills were key in their chase, as his ability to link seemingly meaningless clues allowed them to follow the trail. In the end they were able to finally bring Slick into custody but only after a showdown against two VIPER squads and Dragon Branch members Diamondback and Sidewinder as well as Slick himself.

Years later when the Patriot was forming the Reserve he realized that they needed someone like Jason on the team to balance out the power the members brought to the group, not that Jason’s fire manipulating abilities weren’t powerful on their own but he brings a keen, analytical mind to the group. Though several of the other members of the Reserve, as well as most AEGIS agents, do get a bit tired of listening to his bemoaning of misfortune and wishing that his life could be as simple as it had been before he gained his powers and was simply a cop working his beat. In truth Jason loves the challenges of his job, working against some of the most ruthless and cunning criminals around and being able to stop what they’re planning. He simply plays at being such a sour individual for reasons he’s never shared.
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Tattooedman
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Toshiro Hikkaku build #946

Postby Tattooedman » Mon May 09, 2011 8:38 am

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Toshiro Hikkaku:
PL: 10
Str 18 (+4) Dex 20 (+5) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Acrobatics 6 (+11), Bluff 6 (+7), Climb 4 (+8.), Intimidate 8 (+9), Knowledge (Arcane Lore) 6 (+6), Notice 10 (+12), Sense Motive 10 (+12), Stealth 10 (+15), Swim 4 (+8.)

Feats: Assessment, Ambidexterity, Attack Spec. [Unarmed] 2, Blind-Fight, Combat Awareness, Cunning Fighter, Defensive Attack, Defensive Roll 3, Defensive Strike, Diehard, Elusive Target, Endurance, Equipment 2, Evasion 2, First Strike, Follow-Up Strike, Improved Block, Improved Disarm, Improved Feint, Improved Initiative, Instant Up, Luck 2, Move-By Action, Power Attack, Redirect, Ricochet, Second Chance [Notice Checks], Stunning Attack, Throwing Mastery 2, Tiger Leap, Unbalancing Strike, Up the Walls

Powers: Martial Training: Strike 4 (Extra: Autofire); (Power Feat: Improved Critical 2, Mighty)
Martial Conditioning: Speed 3
Super-Senses 7 [Darkvision, Extended Vision, Low-Light Vision, Accurate Extended Hearing]

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

Combat: Attack +8/+12 (unarmed)
Damage +3 (shuriken)/+4 (chakram)/+6 (Nunchaku)/+7 (Spear-critical 19-20)/+8 (Martial strikes)
Defense +14 (+7 flat-footed)
Initiative +9

Equipment: Shambala Arsenal: (10 ep)
--Spear: +3 Damage; Critical 19-20
-Nunchaku: +2 Damage
-Chakram: +2 Damage; Range: 30 ft
-Shuriken: +1 Damage; Range: 20 ft



Costs: Attributes 30+ Skills 16+ Feats 39+ Powers 25+ Saves 16+ Combat 44= 170 pts.


Height: 5’ 10”
Weight: 164 lbs
Hair: Brown
Eye Color: Green

Complications:


Background: To come later…….
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Tattooedman
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Primeape build #947

Postby Tattooedman » Mon May 09, 2011 8:40 am

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Primeape:
PL:
10
Str 20 [30] (+5/+10) Dex 20 (+5) Con 20 [26] (+5/+8.) Int 16 (+3) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 8 (+13), Climb 6 (+16), Bluff 8 (+11), Diplomacy 8 (+11), Knowledge [Pop Culture] 4 (+7), Notice 8 (+10), Sense Motive 8 (+10), Stealth 6 (+11)

Feats: Ambidexterity, Attack Focus [Melee] 4, Defensive Roll 4, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Power Attack, Uncanny Dodge [Scent]

Powers: Gorilla Traits:
Enhanced Feats 4 [Monkey Climber, Toughness 3]
Features 2 [Insulating Fur, Prehensile Feet]
Growth 4 (Power Feat: Innate); (Flaw: Permanent)
Super-Senses 2 [Low-Light Vision, Scent]

Forced Evolution:
Enhanced Feats 2 [Diehard, Endurance]
Enhanced Strength 10
Enhanced Consitution 6
Super-Senses 3 [Analytical, Tracking Scent]

Device [Arm/Leg Shields] 1 (hard to lose)
Enhanced Feats 5 [Improved Block 3, Improved Defense, Interpose]

Saves: Toughness +8
Fortitude +10
Reflex +9
Will +5

Combat: Attack +6/+10 (Melee)
Damage +10 (Unarmed)
Defense +12 (+4 flat-footed)
Initiative +9


Costs: Abilities 46+ Skills 18+ Feats 15+ Powers 41+ Saves 9+ Combat 28= 156 pts.


Real Name: Colo
Height: 6’ 4”
Weight: 520 lbs
Hair: Black
Eye Color: Brown

Complications:



Background: To come later…….
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Tattooedman
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Freak build #948

Postby Tattooedman » Mon May 09, 2011 8:43 am

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Freak:
PL: 10
Str 22 (+6) Dex 30 (+10) Con 22 (+6) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+14), Climb 2 (+8.), Escape Artist 2 (+12), Notice 8 (+10), Search 8 (+8.), Sense Motive 8 (+10), Stealth 4 (+14)

Feats: Acrobatic Bluff, Chokehold, Elusive Target, Evasion 2, Grappling Finesse, Hide In Plain Sight, Improved Grab, Improved Initiative, Improved Pin, Improved Trip, Instant Up, Move-By Action, Prone Fighting, Sneak Attack 3 [+4 damage]

Powers: Additional Limbs 2 [2 arms]
Additional Limbs 2 [2 Legs]
Additional Limbs 6 [6 Tentacles] (Power Feat: Feature [can retract into body])
Elongation 4 (Flaw: Limited [only applies to Tentacles])
Strike 4 [Tentacle Claws] (Power Feats: Improved Critical 2, Mighty)
Super Strength 4 (Flaw: Limited [only applies to Tentacles])

Enhanced Feats 8 [Ambidexterity, Fearsome Presence 5 (DC 15), Tough 2]
Leaping 5
Snare 8 [webbing] (Extras: Contagious, Suffocating); (Power Feat: Obscure Sense [visual])
Super-Movement 2 [Wall-Crawling 2]
Super-Senses 4 [Extended Vision, Darkvision, Low-Light Vision]

Saves: Toughness +8
Fort +12
Reflex +14
Will +8

Combat: Attack +8/+10 (Tentacles)
Damage +6 [+10] (Unarmed [Sneak Attack])/+10 [+14] (Tentacle Claws [Sneak Attack])
Defense +12 (+6 flat-footed)
Initiative +14

Drawbacks: Disability [Illiterate] (-1 pts)
Disability [Mute] (-4 pts)


Costs: Abilities 48+ Skills 10+ Feats 17+ Powers 80+ Saves 16+ Combat 40- Drawbacks 5= 206 pts.


Real Name: Unknown
Height: 5’ 6” (rarely stands upright)
Weight: 121 lbs
Hair: None
Eye Color: Yellow

Complications:


Background: In the works……
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Tattooedman
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