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Batman Incorporated: Shadow Knights

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Batman Incorporated: Shadow Knights

Postby SJRNinja » Thu Oct 27, 2011 3:41 pm

This is a roll call thread for my players in the Batman Inc: Shadow Knights game
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Re: Batman Incorporated: Shadow Knights

Postby Bladewind » Thu Oct 27, 2011 5:00 pm

Image

Damphyr
PL10


Abilities
Strength 5, Stamina 3, Agility 4, Dexterity 3, Fighting 7, Intellect 4, Awareness 4, Presence 3

Powers
Damphyr Armor: Removable (-9 points)
Flight 4 [Wings; Flaw (2 ranks) - Gliding],
Combat Systems: Enhanced Advantages 10 [See Advantages List],
Enhanced Intimidation: Enhanced Trait 4,
Strength: Enhanced Strength 3,
Awareness: Enhanced Awareness 2,
Armor: Protection 4,
Sensory Array: Senses 6 [Darkvision, Danger Sense, Direction Sense, Infravision, Radio],
Response Time Accelerator: Enhanced Dodge 2,
Quick: Quickness 1
Rebreather - Immunity (Breathing)
(36 points)

Equipment
Standard Equipment
Cell Phone, Camera, Audio Recorder, Video Recorder, Computer, Communicator
Utility Belt
Bolos: Affliction 4 [Resisted by Dodge, Hindered and Vulnerable, Defenseless and Immobilized); Ranged, Extra Condition; Limited Degree]
Alt: Batarangs: Damage 2 [Strength Based; Ranged; Split Attack]
Alt: Explosive Batarangs: Damage 4 [Burst Area, Ranged]
Alt: Flash Bombs: Affliction 4 [Resisted by Fortitude, Vision Impaired/ Vision Disable/. Vision Unaware; Ranged, Burst Area]
Alt: Sleep Gas: Affliction 4 [Resisted by Fortitude, Fatigued, Exhausted, Asleep; Ranged Cloud]
Alt: Tear Gas Pellets: Affliction 3 [Resisted by Fortitude, Dazed & Vision Impaired/ Stunned & Vision Disabled/ Incapacitated; Extra Condition, Ranged, Cloud Area]
Alt: Smoke Bombs: Concealment 4 [Cloud Area, Attack]
Alt: Cutting Torch: Damage 1 [Linked to Weaken Object's Toughness 1]

Advantages
Assessment,
Benefit 1 [Wealth],
Chokehold,
Defensive Roll 2,
Equipment 5,
Fast Grab
Great Endurance
Hide in Plain Sight,
Improved Grab
Instant Up
Languages 2 [English, French, Russian, +1 more],
Move-by Action
Takedown 2,
Ultimate Effort [Investigation],
Uncanny Dodge

Enhanced Advantages
Accurate Attack,
Close Attack 2,
Defensive Attack,
Defensive Roll 1,
Improved Defense,
Improved Trip,
Power Attack,
Startle,
Throwing Mastery 1,
Weapon Bind,

Skills
Acrobatics 6 (+10), Athletics 6 (+11), Close Combat: Unarmed 6 (+15), Deception 6 (+9), Expertise: Business 3 (+7), Insight 5 (+9), Intimidation 2 (+5/ +13), Investigation 8 (+12), Perception 6 (+10), Persuasion (+3), Ranged Combat: Thrown 6 (+9), Sleight of Hand 4 (+7), Stealth 8 (+12), Technology 2 (+6), Vehicles 4 (+7)

Offense
Initiative +4
Unarmed +15, Damage 5
Batarangs +9, Damage 8
Explosive Batarangs +9, Damage 5

Defense
Dodge 8/ +10,
Parry 7
Toughness 10 (Def Roll 3),
Fortitude 8,
Will 11

Power Points
Abilities 46 + Powers 36 + Advantages 21 + Skills 36 + Defenses 16 = Total 155

Complications
Motivation Justice. Damphyr found it nigh impossible to be a part of law enforcement given his background. Damphyr, in addition to charity works, became a way to serve and protect.
Enemy Rusalka. Damphyr has become something of a thorn in the side of the Russian Mob. Rusalka is an enforcer in their employ and seems to have made it her personal mission to make his life miserable.
Secret ID This one works on a few levels as his secret id is relatively well known, is connected to several politicians in a way that would make them look bad if his secret ever got out...

Design Notes
:arrow: We don't see the Batman Beyond Wings in this pic, but I envision them the same color as the bat on his chest. Also, the chest insignia needs to be re-envisioned for this character as a stylized human head, and vampiric in nature. (A moot point once officially recruited off course...)
:arrow: First earned power point spent on Great Endurance.


Background
Eric Molson lacks the angst and tragedy of the Bat Clan but is no less an ideal choice to be a part of the team known as Batman Incorporated.

Growing up in a life of privilege and opportunity, Eric had the best that his upbringing could offer. Smart, athletic and good looking he excelled in almost everything he touched. Having tutors available and not wanting for anything did not hurt, that’s certain.

But Eric always looked beyond what he had and at those around him. Already heavily involved with working as anonymously as possible in various places including the Old Brewery Mission, he was always disgusted when people spoke about crime and poverty in far off places. What about our backyard? Who stands up for the people around us? He always felt that it was easy to talk about the “third world” and to ignore the “first world.” Made it somehow less real.

Eric wanted to join the police force, but he found that he was never taken seriously. So he shifted his attention. Using his wealth and resources, Eric was able to touch many lives in many ways through charity, philanthropy and job creation. Still, he felt that somehow he should do more. Fascinated by superheroes and how they stood up for the law while not always standing within the restrictions of red tape, he imagined perhaps there might be a way to more.

He studied martial arts and took to problem solving in much the same way that police training is offered. Eric’s studies would have made an excellent detective but instead they forged the hero Damphyr.

Inspired by Batman, Green Arrow, Steel and others in the Justice League, he began to craft an enhancement suit. This suit put him on equal footing with a small SWAT team, giving him the ability to stand against larger numbers but nowhere in the same ballpark as Steel.

Damphyr soon began patrolling the streets. It did not take long to come across the true movers and shakers of Montreal’s organized crime as well as their brutal enforcer, Rusalka. Now, he works to prevent crime, knowing that the pushers and the petty crimes are just the tip of a much larger iceberg…
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Re: Batman Incorporated: Shadow Knights

Postby Coyotzin » Thu Oct 27, 2011 7:42 pm

Viento Negro (Batman, Inc.) - PL 10
Image
Abilities - 44pp
Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 8, Intellect 1, Awareness 2, Presence 0

Advantages - 31pp
Agile Feint, All-out Attack, Assessment, Close Attack 4, Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Fearless, Hide in Plain Sight, Improved Disarm, Improved Trip, Languages 1, Minion 5, Move-by Action, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Quick Draw, Redirect, Takedown 2, Uncanny Dodge

Skills - 19pp
Acrobatics 8 (+12), Athletics 10 (+12), Close Combat: 12-section Stun-Staff 2 (+10), Expertise: Social Sciences 4 (+5), Investigation 8 (+9), Stealth 6 (+14/+10)

Powers - 35pp
12-section Stun-Staff (Easily Removable) - 14pp
. . Shock Discharge: Cumulative Affliction 6 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 16; Cumulative, Extra Condition, Linked (Whip Mode and Staff Mode); Limited Degree)
. . Whip Mode: Strength-based Damage 4 (DC 21, Advantages: Improved Disarm, Improved Trip; Indirect 3: any point in fixed direction or fixed point in any direction, Linked: Shock Discharge, Reach (melee) 2: 10 ft.)
. . . . AE: Staff Mode: Strength-based Damage 4 (Linked; DC 21; Linked: Shock Discharge, Multiattack, Reach (melee): 5 ft.) + Strength Effect (Linked; Multiattack)

Consummate Athlete - 5pp
. . Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement 2 (Safe Fall, Sure-footed 1; Limited: Safe Fall limited to near a surface [1 rank only])
. . Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Noctis Body Armor (Removable) - 16pp
. . Dampening Soles: Enhanced Trait 2 (Traits: Stealth +4 (+14))
. . Enhancer Goggles: Senses 4 (Visual Counters Concealment (environmental conditions), Darkvision)
. . Microfiberoptic Coating: Concealment 6 (All Aural Senses, All Visual Senses; Blending, Partial)
. . . . Chameleon Weave: Concealment 6 (Alternate; All Aural Senses, All Visual Senses; Blending, Passive)
. . Teflon-Kevlar Lining: Protection 5 (+5 Toughness; Impervious, Subtle)

Equipment
Binoculars, Cell Phone (Smartphone), Communicator, Lock Release Gun, Motorcycle, Rebreather, Utility Belt [Grapnel Gun: Movement 1, Swinging; Bat Arsenal], Video Camera

Grapnel Gun: Movement 1 (Swinging) 2ep

Bat Arsenal (equipment array, 18ep base) 21ep
. . Flash Bomb: Burst Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 16; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . Shuriken Flurry: Cone Area Damage 6 (DC 21; Cone Area: 60 feet cone, Selective)
. . Smoke Bomb: Cloud Area Concealment Attack 6 (Extra Ranks 4, Sense - Sight, DC 16; Cloud Area: 15 feet radius sphere, Attack: Fortitude)
. . WInd Batarang: Strength-based Damage 5 (DC 22; Accurate 5: +10, Increased Range: ranged)


Offense
Initiative +4
Flash Bomb: Burst Area Affliction 6 (DC Dog/Fort/Will 16)
Grab, +12 (DC Spec 12)
Shock Discharge: Cumulative Affliction 6, +14 (DC Fort 16)
Shuriken Flurry: Cone Area Damage 6 (DC 21)
Smoke Bomb: Cloud Area Concealment Attack 6 (DC Fort 16)
Throw, +3 (DC 17)
Unarmed, +12 (DC 17)
Whip Mode/Staff Mode: Strength-based Damage 4, +14 (DC 21)
Wind Batarang: Strength-based Damage 5, +13 (DC 22)


Complications
Noctis Battery: Her prototype suit runs on a power-hogging battery. After the first couple of hours continuous operation, the suit's Senses and Concealment effects gain the Unreliable flaw (roll), and shut down completely until recharged after three failures in a row.
Not A Minion: Mrs. Garza-Iñarritu is very supportive of Cynthia, but also very demanding, sometimes expecting too much from her daughter and pushing her over the limit. Any crime-fighting business Viento Negro does, it first passes through her.
Responsibility; School: Cynthia is a college student. She might have a light load thanks to her mother's influence, but there's still things she has to do.
Responsibility; Family: While her mother is her main sponsor as a vigilante, Cynthia still has to go along her expected role as a daughter of a wealthy family. especially with the increased public and media exposure of her father, Carlos Alberto Garza González, owner and CEO of Grupo Industrial Garitu.

Languages
English, Spanish

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 9/7, Will 8

Power Points
Abilities 44 + Powers 36 + Advantages 31 + Skills 19 (38 ranks) + Defenses 21 = 151 (25 ep free)

Sandra Garza-Iñarritu (mom) - PL 10

STR -1, STA 0, AGL -1, DEX 0, FGT 0, INT 3, AWE 4, PRE 4
Equipment: Cell Phone (Smartphone), Family Estate. Advantages: Assessment, Attractive, Benefit, Wealth 3 (millionare), Connected, Contacts, Equipment 4, Fascinate (Persuasion), Fearless, Languages 3 (English, French, Russian, Spanish), Skill Mastery: Investigation, Skill Mastery: Persuasion, Well-informed. Skills: Deception 4 (+8), Expertise: Management 7 (+10), Insight 11 (+15), Intimidation 4 (+8), Investigation 9 (+12), Persuasion 11 (+15). Offense: Init -1, Grab +0 (DC Spec 9), Throw +0 (DC 14), Unarmed +0 (DC 14). Defense: Dodge 3, Parry 0, Fort 5, Tou 0, Will 10. Totals: Abilities 18 + Powers 0 + Advantages 19 + Skills 23 (46 ranks) + Defenses 15 = 75

Complications: Motivation: Justice, Obsession (dismantling criminal power structures), Responsibility (a socialite and business manager)
Appearance: A beautiful, elegant, middle-aged woman with hard gray eyes and dirty blonde hair.
Personality: Driven, strict, sometimes cold and utterly professional. A charmer in social situations and a warm, doting and often overbearing mother in private.
Powers and Abilities: A consummate businesswoman with contacts in all tiers of the industrial world.
Background: A self-made entrepreneur who married into a richer family and manages hers and her husband's businesses, all the while managing to support and raise her children with minimal help from hired help. When her son was murdered, her drive was focused into a cold and silent rage and she has begun forging dangerous connections with the seedier side of global industrialism.
Family Estate - PL 10
Tou 10, Size Huge
Features: Communications, Concealed 1, Fire Prevention System, Garage, Grounds, Gym, Hangar, Library, Living Space, Personnel, Power System, Security System 1, Workshop. Totals: Abilities 3 + Powers 0 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18


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Real Name: Cynthia Garza Iñarritu
Gender/Age: Female/21
Nationality/Ethnicity: Mexican/Hispanic-Mediterranean
Base of Operations: Monterrey, Nuevo León; México
Profession: College student

Appearance
Coming from the wealthy class of Mexico's Northern states, Cynthia does not look like many foreigners expect a Mexican to look. She has clear almond skin that tans easily and deep green eyes under thick lashes, with wavy auburn hair she wears shoulder-length. She has a very athletic build and moves with strength and grace, and her figure is a combination of soft curves and solid stance.

She likes to don slightly flirty clothes like summer dresses, spaghetti-strap tops and flowy skirts, etc. The Noctis prototype she wears when fighting crime is a full-body suit that fits her snuggly, completely black with dark gray bands at the sides of arms and legs, filled in with an hexagonal grid pattern. The experimental fabric is transparent around her midriff from ribcage to hips, and on the lower half of her face. The "exposed" skin is painted with diagonal, wavy black lines. When the Noctis suit is fully engaged, she looks slightly transparent as the suit's optic fibers reproduce the light coming from the other side of the body. her 12-section staff is wrapped diagonally around her torso, from where she can snap it solid with a single gesture.

Personality
Cynthia is confident but somewhat reserved. Her entire life has been lived with the purpose of making her mother proud. She's frustrated that she can't achieve her mother's academic and intellectual expectations, but she has made up with her athletic prowess. Unlike many of her friends, she did not spend her life in an ivory tower and is acutely aware of the social inequalities that plague her country, and volunteers periodically for social programs like adult alphabetization, rural vaccination, disaster relief, environmental protection, etc. While a devout Catholic, she has many liberal views and stands for an individual's right to choose. Upon her brother's murder, all that scattered energy focused into a single purpose (aided, though, by her mother's spurring): end the evil that criminal gangs and corrupt politicians inflict on her beloved city and country.

Powers and Abilities
Cynthia is a gifted athlete with a couple of gold medals in the last Panamerican Games, pushing the envelope of human capabilities with only a slight effort, although since she received training in martial arts she limits herself to avoid drawing parallels between her ability and the antics of Viento Negro. Her martial arts training is courtesy of Master Kirigi, who also trained Batman and his protegees as well as not few of the League of Assassins. She was taught how to kill, but she has sworn never to do it. Extreme pain and grievous bodily harm is acceptable punishment.

She has two pieces of bleeding-edge technology procured by her mother's contacts: the Noctis suit, a LexCorp prototype that enhances her stealth by bending light and dampening the sounds she makes (the reason she began to be called "the Black Wind" by the criminals she beat up). The Noctis project was abandoned due to its energy requirements. The other piece is her weapon, a variation of the Shaolin 3-section staff. The 12 sections are carbon graphite with an electroconductor mesh, linked by chains and powerful magnets that grant it the ability to change between a staff mode for quick, devastating strikes, and a whip-like weapon Cynthia wields like a Ninjitsu manriki-kusari that offers greater reach and flexibility. Both versions can conduct electricity to shock those it hits.

Background
A child of wealth and privilege in the Northern Mexican city of Monterrey, Cynthia Garza grew up in a safe little world with a father who gave quiet support and a mother who actively (and often forcefully) encouraged both her and her little brother into achieving their full potentials.

She was not as smart as her mother or her brother, Jorge, but she was very good at sports. Her father used to joke that the children were born reversed, with the girl being the strong and sportsy and the boy being smart and creative. Mrs. Garza tolerated this slightly chauvinist joking, but when alone encouraged the children to be proud of who they were and what they could do. And to take shit from nobody, not even their father.

Cynthia pursued her athletic interests earnestly and enthusiastically, and she never lacked for proper training with the best instructors abroad. Her first run ins with governmental corruption and ineptitude almost leave her out of her first (and only) Panamerican Games, but her mother intervened and she got to participate and won a couple of golds in track-and-field events. This won her notice of international trainers and was offered a scholarship in an international exchange program, and she traveled to Metropolis for her high school studies.

This apparent fast-track to success was cut short when, back in Mexico, her brother was abducted and ransomed, but found dead after an agonizing year of fear and uncertainty. Her family changed. Her father became more politically involved, wrangling with the ineffectual political class and empty social movements that accomplished little else than some time in the news.

Her mother was a very different beast altogether. She brought Cynthia back to Monterrey and had a very, VERY serious talk with her. By the end, they agreed on something: the time for justice was over, what they wanted was revenge. Pulling on all her contacts, Mrs. Garza found a new trainer for Cynthia, the infamous Master Kirigi, and used the family company, a provider of hight-tech parts for international firms, to smuggle Cynthia's new gear. While Cynthia trained, Sandra Garza-Iñarritu began investigating into the American gun manufacturers and the way their weapons found their way into Mexican criminals' hands. She found out about the botched Operation Fast and Furious and was angered that even the American government fumbled in favor of the cartels.

When Kirigi declared Cynthia ready, Sandra already had a list of targets on both sides of the border. At first Cynthia fought the criminals in anonymity, but following Batman's truism about the superstitious nature of criminals (which went double with the wealth of magical-thinking in Mexico), the press began hearing about "un viento negro que ataca desde la noche misma", a black wind striking from night itself. And thus she was called Viento Negro, achieving the same urban legend status that Batman achieved at the beginning of his career.

Directed by her mother, Viento Negro also gained notoriety among US officials, because she began intercepting gun shipments on the American side of the Rio Grande (or Rio Bravo, as it's called in Mexico). Authorities found both buyers and sellers severely beaten up, their shipments similarly savaged (often rendering it useless as evidence).

Cynthia's activities as Viento Negro have taken a toll on her college studies, but her mother enrolled her into a light load schedule so that she can both get her education and pursue their mutual agenda of fighting the scum that took their brother and son away from them.

Quotes:
Cynthia: "Mom, this... suit...; it's too snug! And why is my belly exposed like this?"
Sandra: "Don't worry, sweetheart; it's transparent fiberoptic weave, it's as protected as the rest, but you want to show off your curves, you want those macho bastards to know they were beaten by a girl."

Viento Negro: "Join Batman, Inc...? Uhm... I think you want to bring that with my mom, Mr. Batman, sir."

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Last edited by Coyotzin on Fri Oct 28, 2011 7:49 pm, edited 1 time in total.
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Re: Batman Incorporated: Shadow Knights

Postby Bombaatu » Thu Oct 27, 2011 9:18 pm

Covenant

Image

Pre-Bat:
Image

Post-Bat:
Image

Father Michael James is a man of peace forced to violent action by circumstance. A former street punk, he was given a choice of enlisting or jail time after several run-ins with the law. Choosing to enlist in the Army, he joined the Special Forces where he excelled in Urban Inflitration.

However, during his time in Iraq, he had a crisis of conscience after inadvertently killing a child. Chaplain (Father) McPhearson sponsored his entrance into seminary and Michael was released from active duty. Following his ordination, Michael returned to his hometown of Boston and assumed the duties of a parish priest, where he was joined by now-retired Father McPhearson. However, the crime situation in his neighborhood had reached an intolerable level - actually, the level had not changed, but Father Michael's *perception* of it had. Donning a disguise to (somewhat) distance himself from the Church, he assumed the identity of Covenant to defend his parishioners from those who would prey on them.

Note: Father Mike is an ordained Priest and as such has certain rights & obligations: he cannot break the seal of the confessional, he can seek & grant sanctuary, etc. His "True Faith" feature is to reflect the depths of his beliefs, in cases where that may be important (say, raising a crucifix to a master vampire - "You have to have true faith for that to work on me! Uh-oh...")

Covenant - PL 10

Strength 3, Stamina 3, Agility 6, Dexterity 5, Fighting 12, Intellect 4, Awareness 4, Presence 3

Advantages
Benefit: Clergy, Chokehold, Defensive Roll 3, Equipment 9, Fast Grab, Grabbing Finesse, Improved Critical 2: Unarmed, Improved Disarm, Improved Trip, Jack-of-all-trades, Languages 1, Takedown, Uncanny Dodge

Skills
Athletics 7 (+10), Close Combat: Unarmed 2 (+14), Deception 7 (+10), Expertise: Military 4 (+8), Expertise: Religion 4 (+8), Insight 6 (+10), Intimidation 9 (+12), Investigation 4 (+8), Perception 6 (+10), Persuasion 5 (+8), Ranged Combat: Thrown 8 (+13), Sleight of Hand 4 (+9), Stealth 6 (+12)

Powers
Church Bell Recording: Environment 2 (Other: Hearing (-5) 2, Radius: 60 feet; Increased Duration: continuous, Subtle: subtle, Notes: Subtle means it's hard to pin-point the source of the sound)
Noise-Cancelling Earphones: Immunity 1 (Rare Descriptor: Church-Bell Recording (own power))
Protection: Protection 2 (+2 Toughness)
Urban Camoflage: Feature 1
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Immunity: Immunity 5 (Damage Effect: Fire; Affects Others; Limited - Half Effect)
Movement: Movement 1 (Swinging)
True Faith: Feature 1
Weapons Array
. . Bat-Shuriken: Damage 2 (DC 17; Increased Range: ranged, Multiattack)
. . Batarangs: Strength-based Damage 2 (DC 20; Reach (ranged) 4: 20 ft.)
. . Flash-Bangs: Burst Area Dazzle 3 (Affects Sense: Visual, Resisted by: Fortitude, DC 13; Burst Area: 30 feet radius sphere, Extra Sense: Auditory)
. . Sleep Gas Pellets: Cloud Area Sleep 4 (DC 14; Cloud Area: 15 feet radius sphere)
. . Smoke Pellets: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, Attack: Fortitude)
Weighted Gloves: Strength-based Damage 2 (DC 20)

Equipment
Audio Recorder, Camera, Church Bell Recording [Church Bell Recording: Environment 2, Other: Hearing (-5) 2, Radius: 60 feet; Increased Duration: continuous, Subtle: subtle, Notes: Subtle means it's hard to pin-point the source of the sound], Commlink, Costume [Noise-Cancelling Earphones: Immunity 1, Rare Descriptor: Church-Bell Recording (own power); Protection: Protection 2, +2 Toughness; Urban Camoflage: Feature 1], Fireproof Glide-Cape [Flight: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Immunity: Immunity 5, Damage Effect: Fire; Affects Others; Limited - Half Effect], GPS Receiver, Grapple Gun [Movement: Movement 1, Swinging], Mini-tracer, Parabolic Microphone, Restraints, Utility Belt (6) 0, Weapons [Weapons Array], Weighted Gloves [Weighted Gloves: Strength-based Damage 2, DC 20]

Offense
Initiative +6
Bat-Shuriken: Damage 2, +13 (DC 17)
Batarangs: Strength-based Damage 2, +13 (DC 20)
Flash-Bangs: Burst Area Dazzle 3 (DC Fort 13)
Grab, +12 (DC Spec 15)
Sleep Gas Pellets: Cloud Area Sleep 4 (DC Fort 14)
Smoke Pellets: Cloud Area Concealment Attack 4 (DC Fort 14)
Throw, +13 (DC 18)
Unarmed, +14 (DC 18)
Weighted Gloves: Strength-based Damage 2, +14 (DC 20)

Complications
Identity: Father Michael James
Motivation: Responsibility: Father Mike feels a responsibility to protect his parish from criminals, gangs & drug dealers.
Quirk: Oathbound
Relationship: Father McPhearson (Confessor), Parisheners
Secret: Were it ever to come out that Covenant is actually an ordained Catholic priest, it could cause great embarrasment and/or legal troubles for the Church

Languages
English, Latin

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/3, Will 10

Power Points
Abilities 80 + Powers 1 + Advantages 24 + Skills 36 (72 ranks) + Defenses 15 = 156


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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.


EDIT: tweaked slightly to better reflect his fighting style
Last edited by Bombaatu on Mon Nov 07, 2011 1:41 pm, edited 1 time in total.
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Re: Batman Incorporated: Shadow Knights

Postby The_Watchman » Fri Oct 28, 2011 12:03 pm

The Jazzman - PL 10 (3E)
Game: Batman, INC run by SJRNinja

Image
Image
Image
The Jazzman - PL 10
Strength 3, Stamina 6, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 4, Presence 2

Advantages
Attractive 2, Benefit, Wealth 2 (indepently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 4, Equipment 9, Fascinate (Deception), Fearless, Improved Critical 2: Silver Stake: Strength-based Damage 3, Improvised Weapon, Inspire 3, Languages 1, Luck 3, Power Attack, Redirect, Ritualist, Set-up, Sidekick 13, Takedown 2, Taunt

Skills
Acrobatics 2 (+6), Athletics 7 (+10), Close Combat: Jazzman's Cane 9 (+14), Deception 10 (+12), Expertise: Business 1 (+3), Expertise: Magic 6 (+8), Expertise: Music 3 (+5), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 2 (+6)

Powers
Shock Skull
. . Affliction: Affliction 6 (Linked; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
. . Damage: Strength-based Damage 3 (Linked; DC 21)
. . Jazz Horn Blast: Cone Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone; Limited Degree)
. . Silver Batarang: Blast 3 (Alternate; DC 18; Accurate 2: +4, Homing: 1 extra attempt)
. . Silver Stake: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Penetrating 4)
Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
Improvised Magic: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Ritualist)
Movement: Movement 1 (Safe Fall)
Protection: Protection 2 (+2 Toughness)
Immunity: Immunity 7 (Custom: Sight-Dependent Effects 4, Poison, Suffocation (All))
Senses: Senses 1 (Infravision)

Equipment
Cane [Shock Skull], Grip Gloves [Movement: Movement 3, Swinging, Wall-crawling 2: full speed], Jazzman's Jacket [Movement: Movement 1, Safe Fall; Protection: Protection 2, +2 Toughness], Jet-ski, Mask [Immunity: Immunity 7, Custom: Sight-Dependent Effects 4, Poison, Suffocation (All); Senses: Senses 1, Infravision], Motorcycle

Offense
Initiative +4
Affliction: Affliction 6, +14 (DC Fort 16)
Damage: Strength-based Damage 3, +14 (DC 21)
Grab, +5 (DC Spec 13)
Jazz Horn Blast: Cone Area Affliction 9 (DC Fort 19)
Silver Batarang: Blast 3, +6 (DC 18)
Silver Stake: Strength-based Damage 3, +14 (DC 21)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)

Complications
Enemy: The Axeman: An immortal serial killer that has haunted New Orleans for centuries in various guises.
Enemy: Vampires and other strangeness: New Orleans is a highly popular spot among those with a fondness for those with a taste for the supernatural as well as many actual supernatural beings. Quite a few of them try to drink more than Hurricanes. The Jazzman and his predecessors have always been there to stop them and a lot of them have long memories.
Identity: Eric Monroe: Eric Monroe is a famous musician and music producer in New Orleans.
Motivation: Doing Good
Quirk: Superstitious: While Eric knows a good bit about the supernatural, a lot of it is either pure superstition or at the very least unreliable.
Relationship: Lorena Leroux: Lorena is one of Legba's top recording artists as well as Eric's fiancee.
Relationship: The Second Line: The Second Line are a group of people from all walks of life that assist the Jazzman in his protection of New Orleans. Membership within the group is a point of pride for many citizens of the Crescent City and from time to time, the Jazzman's enemies have attempted to use them against him.
Responsibility: Legba Recording: Eric heads a major record label in New Orleans that works to promote many local artists to national fame.
Relationship: Nathaniel Monroe: Eric greatly admires his paternal grandfather, the Golden Age Jazzman. Nathaniel recently had his youth restored temporarily after an adventure alongside his grandson.

Languages
French, Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12/6, Will 10

Power Points
Abilities 56 + Powers 2 + Advantages 50 + Skills 31 (62 ranks) + Defenses 17 = 156

--------------------
Blues - PL 10
Catahoula Leopard Dog


Strength 4, Stamina 4, Agility 1, Dexterity 0, Fighting 4, Intellect -4, Awareness 4, Presence -2

Advantages
Daze (Intimidation), Equipment 1, Fast Grab, Improved Critical: Bite: Strength-based Damage 1, Improved Trip, Startle, Teamwork

Skills
Close Combat: Bite: Strength-based Damage 1 4 (+8), Insight 4 (+8), Intimidation 10 (+8), Perception 12 (+16), Stealth 3 (+4)

Powers
Animal Physiology: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Bite: Strength-based Damage 1 (DC 20)
Ear Protection: Immunity 3 (Custom: Sound-Based Non-Damage Attacks 3)
Senses: Senses 7 (Acute (Type): Smell, Extended: Hearing 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Equipment
Ear Protection [Ear Protection: Immunity 3, Custom: Sound-Based Non-Damage Attacks 3], Undercover Shirt

Offense
Initiative +1
Bite: Strength-based Damage 1, +8 (DC 20)
Grab, +4 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +4 (DC 19)

Languages
Native Language

Defense
Dodge 4, Parry 6, Fortitude 6, Toughness 6, Will 7

Power Points
Abilities 22 + Powers 9 + Advantages 7 + Skills 17 (33 ranks) + Defenses 10 = 65

River Runner - PL 10
Strength 1, Defense 0, Toughness 8, Size Medium
Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Swimming: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Background: Centuries ago, he was Legba, the mysterious guardian that brought terror to the slave markets along the Mississippi Delta (before such a name was even used). Whether the land was owned by Spanish, French, or Americans, those who owned it lived in fear of the mysterious figure that brought freedom to the oppressed and pain to the oppressor. But when the British occupied New Orleans, he was also the shadowy creature that fought alongside Jackson and his men. Whenever danger threatened the people of New Orleans, he was there as the Gatekeeper to stop them with a whistle in his voice and mysterious powers at his fingertips. He was Loup Garou, that claimed the lives of those who did evil. But he was always a whisper, rarely spoken of and never in polite company. In truth of course, these were all different men in a long legacy of protectors. Each would claim that he was only the next in a line that always seemed to stretch back farther than his mentor could remember.

Perhaps it was all a lie and the last Jazzman was the first. He first came to public attention in the early 20th century when he stopped the terrifying Axeman. All the police found was a broken axe, a dead butcher, and a note that read, "Even the Axeman has to dance when the jazz plays." Throughout the 20s and early 30s, there were reported sightings of a shadowy figure rescuing people from danger but all the would-be victims recalled was a suit, a fedora, and a few hummed notes. By the time most of the costumed crusaders appeared, the Jazzman was still more folktale but with in the 1940s, his existence was confirmed. The Jazzman appeared on the scene to stop an attempt to turn Mardi Gras into a bloody slaughter through a dark ritual. When New Orleans vampire population attempted to join forces with their German counterparts and cripple the crucial port city, the Jazzman was there to stop them, joined by a legion of ordinary citizens inspired by the Jazzman's example to stand against the darkness. The battle was a success and the city proved crucial in providing the amphibious craft that made D-Day possible. Afterwards, the Jazzman faded into the background again.

The Jazzman became little more than a memory until Hurricane Katrina devastated New Orleans. Trapped citizens struggled to survive. Help seemed completely out of reach. Criminals ran rampant, using the chaos for their advantage and darker forces hunted in the shadows. But a strain of hope survived in the air and the Jazzman returned. Survivors reported being rescued by a smiling man in an expensive suit, a white mask, and a top hat. While the outside world saw a city in chaos, the Jazzman helped to ensure the music never died and as the city rebuilt before the eyes of the world, the Jazzman led them on. Now the Jazzman is a celebrity vigilante in the city, branded on t-shirts and spray painted on walls as a symbol of a city that still throws a party when hurricanes come to town and doesn't stop dancing. Whoever lurks behind the mask doesn't seem to matter because the Jazz is everywhere.

The Jazzman himself is Eric Monroe, a prominent New Orleans position and founder of Legba Records shortly after Katrina. Eric's grandfather was the Jazzman of the Golden Age but his father had little taste for the costumes and the superstitions that the Monroe legacy was built on. Instead, Eric's father insisted that he embrace his real heritage and forget all the masks and magic nonsense. Eric preferred to choose a middle ground, learning to play music all night from his dad and to fight the darkness from his grandfather. In deference to his father, he kept any attempts at heroism secret from his dad, passing off bruises as the result of a drunken night out. But when the waters rose, Eric decided to rise with them. A suit, a white Mardi Gras mask, and a top hat were all the costume he needed to get out there and do some good. He quickly found he loved the chance to do some real good. When the city rebuilt, Eric put his fortune as a recording artist toward founding Legba Records, a label devoted to promoting music in the city through funding native artists and music programs within the city. By night, he patrols the shadows of the Crescent City as the Jazzman, aided by Blues, a Catahoula Cur he rescued from the flood waters.

:arrow: After an encounter with a rogue vampire, Eric met the Batman, who offered to train the Jazzman as a member of Batman, INC. Eric agreed and was rewarded with some upgrades to his equipment. His cane was upgraded to include a few more powerful surprises while his gloves and cloak underwent a few improvements as well. Wayne Enterprises furnished him with a prototype motorcycle/submersible jetski hybrid dubbed the River Runner and even modified the abandoned amusement park Jazzland into a headquarters for the Jazzman and the Second Line.

:arrow: In the days before leaving for Batman, INC, Eric and Blues ran afoul of a mythical creature known as the Rougaroo and in the process, Blues was infected. Although Eric managed to prevent Blues from fully succumbing to the curse with the help of his grandfather Nathaniel, Blues was changed by the bite with enhanced strength and ferocity. Eric tracked the vampires and the Rougaroo back to the Traiteur Chain, a mystical band led by Nathaniel's own brother. After battling the Chain's zombies, the Jazzmen past and present emerged victorious. In the process, Nathaniel acquired a serum created by the Chain which allowed him to regain his youth temporarily and fill in for the Jazzman in Eric's absence.
Last edited by The_Watchman on Wed Nov 02, 2011 8:49 am, edited 1 time in total.
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Re: Batman Incorporated: Shadow Knights

Postby Hawkeyes » Fri Oct 28, 2011 4:28 pm

Image
Image

Nightfighter
PL10

Leon Drake

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 0, Fighting 5, Intellect 7, Awareness 7, Presence 1

Powers:
Perceptive Genius:

Deductive Investigator: Senses 4 [Post cognition; Limited (Requires Investigation Check), Distracted ]
Sharp Mind: Quickness 4 [Limited (Mental Task Only)]
Linguist: Comprehend 2 [Speak, Understand Language; Limited (Require Intellect check)]


Equipment:

Nightfighter Suit
[b[Armor:[/b]: Protection: 2
Wall Adhesive:: Movement: 2 (Wall-crawling)
Rebreather:: Immunity: 2 (Sufforcation): Limited
Stealth Field:: Enhanced Trait: Stealth: 10 ranks

Arsenal:
Twin Nightsticks: Damage: 4 [STR Based; Split, Easily Removable -2]
Utility Belt: 12 point Array
Batarang: Str based Ranged Damage: 2; Accurate: 8
ALT: Multi-Range Taser: Affliction: 8; Accurate: 2, Reach: 2
ALT: Smoke Bomb: Cloud Area Visual Concealment Attack: 4

Standard Equipment:
Cell phone, Investigation Kit

Nightbike:
Image

Size: M, Str: 1, Spd: 7, Def: 10, Toughness: 8
Features: Caltrops, Navigation System

Advantages:
Assessment, Attractive 2 [+5 on Deception and Persuasion], Benefit 2 [Cipher], Benefit 2 [Wealth: Independently Wealthy], Connected, Contacts, Defensive Roll 5, Eidetic Memory, Equipment 3, Power Attack, Precise Attack [Close (Concealment)], Quick Draw, Skill Mastery [Insight], Skill Mastery [Investigation], Teamwork, Tracking, Ultimate Effort [Investigation], Well-Informed

Skills:
Acrobatics 1(+4), Athletics (+3), Close Combat: Tonfa 9 (+14), Deception 6 (+7), Expertise: Current Event 2 (+9), Expertise: Science 2 (+9), Expertise: Law 2 (+9), Expertise: Criminal 2 (+9), Insight 10 (+17), Intimidation 7 (+8), Investigation 10 (+17), Perception 10 (+17), Persuasion 8 (+9), Stealth (+3), Technology 6 (+13), Treatment 2 (+9), Vehicles 5 (+5)

Offense:
Initiative +3
Unarmed +5, Damage: 3
Twin Nightsticks + 14, Damage: 6; Split
Batarangs +16, Damage: 4

Defense:
Dodge 10, Parry 10
Toughness 10 (Def Roll 5), Fortitude 8, Will 8

Power Points
Abilities 58 + Powers 6 + Advantages 27 + Skills 41 + Defenses 18 = Total 150


Complications
Secret Identity: Nightfighter keeps his identity as closely guarded secret, as his endeavors as a super hero could hurt the Drake family.

Fame: As Leon Drake, a well known private investigator and member of the famous and beloved Drake family

Motivation: Justice: Nightfighter tried to work within the system, but it is flawed, leaving him with no choice but to seek justice in his own way

Relationship: The Drake family

Design Notes:
Nightfighter is inspired by the idea of Holmes meeting Batman. His perceptive Genius "powers" were inspired by Catsi's build of Holmes.

His "powers set" is an attempt to give him the advantages of a highly intelligent detective and I believe remain plausible as not truly meta human powers.

The Drake family is left unnumbered and unnamed on purpose, to provide an easy GM tool is it's needed

Background:
In Vancouver, British Columbia, lives a very unique family. Beloved by their city's citizens for the work they've accomplished and that they continue doing, they are the Drakes. Ever since they established themselves in 1836, the Drakes have worked for the betterment of the fellow citizens, from doctors, police officers, firefighters, paramedics and soldiers.

The Drakes had always worked for others, never accepting positions of authority, they were here to help, not rule they often said. The Drakes had a secret in fact, they nurtured intelligence, logic and social awareness in their children. All of them were smart, being raised in an environment that promoted such aspects. The Drakes also encouraged their children to pursue their interests without limit, after all, the only true limit was one's own self.

It was in this family that was born the young Leon, named for his grandfather, a man who had valiantly fought against crime and corruption before being assassinated. Leon was no different than any other Drake, he was smart, possessed keen senses and had a desire to help his fellow man. In his youth, Leon pursued such interests as martial arts, chess, painting, sculpting and music. In his teens Leon surprised his family when he boldly stated that he couldn't help his fellow man as a member of a public service, seeing as they were corrupted and greedy, any work he would do would be swept aside by such men. The family had to agree with Leon and so they encouraged him with his plan to become a private investigator.

Leon opened his detective business at age 21, counting on his family name bringing him cases. He was proven right. Cases piled, at first he worked on infidelity cases but soon criminal cases found their way to his door. He'd solve them but almost every time he'd put away a higher up in the criminal world behind bars, the man would get out a few days after. Leon grew discouraged after three years yet he took a young woman's call who claimed her husband had been killed by Vancouver P.D.'s commissioner.

After a thorough investigation, he found that the young woman had said the truth, he gathered evidence and forwarded his evidence to the right civic workers. The evidence never got through. It was that night that Leon Drake took the step that changed his life. Reading in a newspaper about another of Batman's triumph over Gotham City's corruption, Leon put on a mask, grabbed his grandfather's twin nightsticks and went out.

Calling himself the Nightfighter, he began a campaign of terror against corruption, beating corrupted civic functionaries and black mailing others, until the commissioner was put behind bars, Leon Drake's evidence suddenly finding themselves in court. What he had said years ago had been true, for true change to happen, he would have to work outside the system, he would have to be the Nightfighter, Vancouver's Dark Knight.
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Re: Batman Incorporated: Shadow Knights

Postby Omega Girl » Mon Oct 31, 2011 1:00 am

Image

Chma Kmao (Blackcat) - PL 10
Real Name: Maly Moa
Nationality: Dual Citizenship (Cambodian, American)
Height: 5'3"
Weight: 138lbs
Hair: Black
Eyes: Black

I need to work out her background in more detail, but the gist of it is: Maly Moa grew up in Phnom Penh, capital of Cambodia. She spent much of her youth working in her family's garage, as well as studying kickboxing with her Thai grandfather. She showed extraordinary skill in both, and as she grew up, she began competing in martial arts tournaments throughout her country and neighboring Thailand. Once she graduated to the professional circuit, though, she discovered persistent organized crime connections. The Tong, Chinese mob, controlled the gambling and many of the fighters. When Maly attempted to fight the corruption and turn to international agencies for support, the Tong ordered her to throw her next match. When she pummeled their ringer, they instead targeted her family, murdering her parents and brothers and burning their garage to the ground.

Maly fled to America, where she was horrified to discovered the Tongs just as active, preying heavily upon immigrant communities. Resolving not to run any more, she donned a mask and used her fighting skills to protect the Asian community within Portland. She soon incorporated her skills as a mechanic and driver to target the Tong's vast network of smuggling and human trafficking. With many off her earliest victories ascribed to bad luck by the gangs, Maly quickly earned the name Chma kmao, Blackcat, the bringer of unlucky nights.

Abilities
Strength 4, Stamina 3, Agility 6, Dexterity 6, Fighting 12, Intellect 2, Awareness 4, Presence 3

Advantages
Assessment, Connected, Defensive Attack, Defensive Roll 3, Equipment 7, Favored Environment: Behind the Wheel, Favored Foe: Tongs, Improved Critical: Martial Arts, Improved Disarm, Improved Smash, Improved Trip, Instant Up, Languages 3, Power Attack, Precise Attack (Close, Concealment), Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+12), Athletics 6 (+10), Close Combat: Martial Arts 2 (+14), Expertise: Vehicles 7 (+9), Insight 4 (+8), Perception 2 (+6), Persuasion 7 (+10), Ranged Combat: Grapple Glove 4 (+10), Stealth 4 (+14/+10), Technology 5 (+7), Vehicles 11 (+17)

Equipment
Chma-Bike, Chma-Boat, Chma-car, Costume [Protection 2], Rebreather, Steel-Toed Boots [Strength-based Damage 2]

Grapple Glove (Movement 2 [safe fall, swinging, AE: Strength-based Ranged Damage 2, AE: Reach 3 on Strength)

Wayne Enterprises Equipment
Catspaw Gloves (Movement 1 [wall-crawling])
Comlink
Sound-Dampening Shawl (Enhanced stealth 4)
Utility Belt (Binoculars, Cutting Torch [Damage 2, Weaken Toughness 2, Flash Grenade, Flashlight, Gas Mask, Handcuffs, Multi-tool, Sleep Gas Grenade, Smoke Grenade, Taser)

Offense
Initiative +6
Martial Arts: Damage 4, +14 (DC 19, Crit 19-20)
Kick: Strength-based Damage 2, +14 (DC 21, Crit 19-20)
Grapple Disk Slam: Ranged Damage 2, +10 (DC 21)
Flash Grenade, +6 (DC Dog/Fort 14)
Grab, +12 (DC Spec 14)
Sleep Gas Grenade, +6 (DC Dog/Fort 14)
Smoke Grenade, +6 (DC 19)
Taser, +6 (DC Fort 15)
Throw, +6 (DC 19)
Unarmed, +14 (DC 19)

Complications
Disability: Maly's native language, Khmer, follows unusual linguistic rules and makes learning new language groups difficult. While she was also raised speaking French and Thai and speaks both languages fluently, she struggles with English and Mandarian, especially when upset. Reading roman characters is especially difficult for Maly, thanks to her dyslexia, a condition she is currently unaware of.
Enemy: Chma Kmao has already attracted a handful of colorful psychotics, including the Cuckoo (an insane, avian-themed anarchist fond of nonsensical-but-violent crime sprees), Redline (a street-racer whose underground circuit she broke up, and has since vowed revenge), and the duo Pendulum and the Pit (who create fear-making devices and creative deathtraps, respectively).
Identity: By day, Chma is Maly Moa, Cambodian immigrant and full-time translator for Portland's local INS branch. She prefers to keep her two identities as separate as possible.
Motivation: Justice: Maly feels great shame for fleeing her homeland, and vowed the never turn her back on the injustices of the world again. More recently, she discovered her family's killer has a face, and burns with a need for revenge against the mysterious fair-haired woman.

Languages
Chinese (Mandarin), English, French, Khmer, Thai

Defense
Dodge 10, Parry 12, Fortitude 10, Toughness 8/3, Will 8

Power Points
Abilities 80 + Powers 0 + Advantages 27 + Skills 29 (58 ranks) + Defenses 15 = 151

Image
Chma-car - PL 10

Strength 6, Defense 0, Toughness 9, Size Large

Features:
Alarm 2, Caltrops, Hidden Compartments 1, Navigation System 1, Oil Slick, Remote Control

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 3 + Powers 6 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20


Image
Chma-Bike - PL 10
(Alternate of Chma-car)

Strength 1, Defense 2, Toughness 8, Size Medium

Features:
Alarm 1, Oil Slick, Remote Control

Powers
Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)

Power Points
Abilities 1 + Powers 7 + Advantages 0 + Features 3 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16


Image
Chma-Boat - PL 10
(Alternate of Chma-car)

Strength 6, Defense -2, Toughness 8, Size Large

Features:
Alarm 1, Hidden Compartments 1, Navigation System 1, Remote Control, Submersible 1

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Submersible: Immunity 1 (Environmental Condition: Underwater)
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Re: Batman Incorporated: Shadow Knights

Postby catsi563 » Mon Oct 31, 2011 6:22 pm

Dark Angel

Image

PL10/195 pp

Abilities (78 pp)

Str 3, Sta 3, Agi, 6, Dex 6, Fight, 12, Int 3 Awe 3 Pre 3

Skills (42 pp [3 for 1 skill ranks])

Acrobatics 9, Athletics 7, Close Combat [Unarmed] 2, Deception 5, Expetise [Forensic Sciences] 5, Expertise [Behavior Sciences] 7, Expertise [Civics] 5, Expertise [Streetwise] 7, Expertise [Tactics] 7, Expertise [Marketing exec] 7, Insight 9, Intimidate 5, Investigate 7, Perception 9, Persuasion 5, Sleight of Hand 4, Stealth 9, Technology 7, Treatment 4, Vehicles 6

Advantages (34pp)

Agile bluff, Assessment, Attractive, Benefit 1 [Well off], Contacts, Connected, Dedicated (Justice), Evasion, Hide in plain sight, Improved Intiaitive, Languages 2 (French, Japanese, Russian, Spanish), Lionhearted, Skill Mastery 4 (Acrobatics, Investigate, Perception, Stealth), Takedown attack, Truth sense, Uncanny Dodge, Up the wall, Well Informed

Karate/Krav Maga/Juijitsu/Muai-Thai Fighting style

Accurate Attack, All out attack, Defencive Attack, Defencive Roll 1, Improved Block, Improved Disarm, Improved Feint, Improved Grab, Improved Throw, Improved Trip, Instant Up, Power Attack

Powers (24 pp)

Martia Training (Strength Based Damage 3 (Power Feats: Improved Critical 2 [Unarmed 18-20] 5pp

Equipment 95 EP/19pp

Dark Angel Costume (Protection 2 (power feats: subtle) 3ep

Glider Cape (flight 2 (Flaws: gliding only) 2ep

Mask lenses (super sences 4 (UV vision, IR vision, Dark vision) 4ep

Polarized lenses (Sence shield 2 (sight) 2ep

Cowl radio (Super sences 2 (Comm link, radio) 2ep

Golden Swingline (Super movement 1 (swinging) 2ep

Utility Belt: Equipment Array 8 (34 ep)
@Halo Grenades (Ranged Affliction 8 [Resited by Dodge, Hindered and
Vulnerable, Defenseless and Immobilized] (Extras: Extra Condition +1; Flaws: Limited degree -1)
AE: Halo Boomerang (Strength Based Range Damage 5 (Power Feats: Improved Critical 2 [18-20], Ricochet 4)
AE: Angel Sword Blades (Ranged Multi Attack Damage 1 (Improved Critical 1 (19-20)
AE: Angel Sword Weakness Bades (Ranged Weaken 8 [Strength])
AE: Angel Wings [Freezers] (Transform 4 [Object into frozen stiff or brittle object] (Extras: Duration Continuous [till object thaws] +1)
AE: Angel Wings [Sleepers] (Ranged Afflcition 5 [Resisted by Fortitude] (Extras: Area Cloud +1)
AE: Angel Wings [Flash bangs] (Ranged Dazzle 4 [Sight and Hearing Impaired; Resisted by Fortitude] (Extras: Area Burst +1, Extra Condition +1)
AE: Angel Wings [Blasters] (Ranged Affliction 5)(Extras: Areas: Explosion +1)
AE: Smoke pellets (Ranged Concealment 4 [All Visual] (Extras: Area of Effect Cloud +1, Attack +0)
AE: Pepper spray (Ranged Culmulative Affliction 8 [Vision impaired] (Limited [1 Sense] -1)
AE: Taser (Affliciton 7 (power feats: extend reach 2 [10 feet])
AE: Rebreather
AE: Plasti-Handcuffs
AE: Monocular
AE: Mini flashlight
AE: Crime scene kit (+4 on Investigate checks)
AE: Laser torch (Linked Damage 1, Weaken Toughness 1)
AE: Multi tool
AE: Mini camcorder

+1 EP of additonal equipment

Seraphim (Sports car) (Size Large, Str 5, Speed 5, Defence 9, Toughness 10 )
Alarm, Hidden Comartments, Navigation System, Remote Control, Computer, Communciations, Self Inflating tires, Bullet proofing (Impervious +9 Toughness), Stealth Mode [Concealment 1 Hearing], Alternate Vehicle [Ophanim] 28ep
Image


Ophanim (Sports bike) (Size Medium, Str 2, Speed 6, Defence 10, Toughness 8 )
Alarm, Hidden Comaprtments, Navigation System, Remote, Self Inflating Tires, Stealth Mode [Concealment 1 Hearing], Alternate Vehicle [Seraphim]) 19 ep
Image



Heaven (Underground HQ (Size Medium, Toughness 10 ) 4 pp (17ep)
@Features: Communications, Computer, Concealed, Fire prevention, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Power system, Security System (DC 30), Workshop

Combat

Attack: +12, +14 (Melee)

Damage: +6 (Unarmed), +8 (Halo boomerang), +4 (angel blades)

Initiative: +9

Tradeoffs

ATT/DAM +2/-2
DEF/TOUGH +2/-2

Saves (18pp)

Toughness: +4, +5 (defence roll), +7 (costume)

Parry: +13

Dodge: +13

Fortitude: 8

Will: 8

Complications

Enemy: (Rogues gallery) (Dark Angel has made enemies of a number of characters including, The Whip (Daredevil theif and sometimes ally), The Astrologer and his Zodiac Gang, Anagram (A female protege and rival of the riddler), and Penny Dreadful , Black Tiger (Ninja Assassin), Caligula (Roman emperor wanna be and nuttier then squirrel poo), Super Model (disfigured, mind controller of men), among others.

Devotion to Justice: Dark Angels dedication to Justice can lead her into dangerous situations which she does without hesitation or a second thought. She will not stop until she gets Justice for someone she has helped.

Vengeful: When Angel chooses a target shell take him down usualy within the law, but a few nasty types can get under skin and if they do god help them shell put them in the hospital for a while first.

Secret identity: No one knows Stacey Hunter and Dark Angel are the same person and she works hard to keep it that way.

Responsibility: Bat Family and Birds of Prey (Angel has responsibilities as part of the Bat Family, and Birds of Prey and upholds them to the best of her abilities. The Batman of course is watching her progress with great interest as well. ((Only appropriate in games with the Bat Family present))


==========================================
Abilties 78 + Skills 42 + Advantages 34 + Powers 24 +Defences 18 = Total 196pp
==========================================

Background & History

Stacy Hunter is a modern American success story. Learning early in life that hard work was the key to success. Stacy a classic overacheiver allready, came from humble beginnings. To rise to the top of the Advertising, and Marketing world. Graduating From college through sheer hard work, and pluck. She became the first person in her family of blue collar workers, and house wives to even attend college much less graduate. Graduating with top grades, this helped her land a job at one of the top marketing firms in the USA.

Stacy liked living the big city life. She attended parties, and get togethers. Hobnobbing with stars and celebrities, she was an instant hit with everyone due to her down to earth attitude and model good looks. Except for a touch of glamour shock she managed to avoid any of the excess or pitfalls associated with the life though, and generally got along well. Unfortunatley she became careless one night. Forgetting that the glitz and glam can conceal a dark underbelly. While driving home late one night from an upscale soiree. Her car broke down and she was stranded in a nasty section of the city. Their she was attacked by a gang of youths out "wilding away the night". After beating her harshly and stealing her valuables they were about to progress to worse crimes when the lights of a passing car scared them off.

For some reason the car stopped, and the good samaritan (who's name she has never found out), picked her up and carried her to the hospital before calling the police for her. She spent a few days recovering - her injuries were less severe then they could have been- However her mental state and fear could not be cured so easilly. Once a strong confidant woman, she was now shy, fearful, and prone to panic attacks. A shadow of her former exuberant self. Even though weeks passed and she returned to work, still the fear stayed with her.

Eager to put the past behind her, she volunteered for a trip to Japan to woo a star client. Though her boss was Initially sceptical. Stacy insisted that she was well and ready, and her boss relented finally and allowed her to take the lead. Though scared to leave the security of home, Once there Stacy's old self confidance began to reassert itself and she was successful in landing the client. As a reward the client offered her a couple of weeks stay as a guest at a local resort which she eagerly accepted.

While exploring one day she came across a group of hooligans harrassing a frail old man. Intially terrified, she wanted to run away. But summoning up her courage at the last minute she yelled at the thugs to "Leave him alone!!" Thinking she was easy pickings the thugs turned on her and would have made short work of her except for one thing. The old man suddenly went from a frail and stooped figure into a powerful whirlwind of Martial arts moves. Within seconds the thugs were in various needs of medical help and the old man was bowing and thanking a shocked Stacy for her timely rescue.

Taking a bold step for her. She asked in halting Japanese if he could teach her what he knew to defend herself. looking deep into her eyes and seemingly into her very soul, he agreed. And thus began an intensive 4 weeks of training and hard work the likes of which made her cheerleading days in highschool and college seem like childs play.

Yet she faithfully practiced and worked hard everyday. By the time she was ready to return home. The old man gave her the name of his Sister in the states who was in his words "Even better then he was." Thanking him she returned home. And began training with the her new Sensei.

Merely a few days after acheiving her Black belt. Stacey witnessed a mugging in progress of one of her co-workers, by a couple of young hooligans. In the same position as the samaritan that once helped her, Stacey reacted in an instant. Four quick blows later it was over and the woman saved and thanking her profuseley. Leaving the thugs where they lay, Stacey practically walking on air took the woman to be examined at the emergency room.

She was exilerated. Never had she felt such a strength of purpose and righteousness. She rededicated her life that day to helping the needy and helpless, the ones searching for justice. Martial arts would not be enough though. She needed a style, and a lot of skills. Studying other costumed vigilantes, she discarded some as too violent, before deciding that if devils were going to walk the streets, She would become an avenging angel, a protector of the innocent A Dark Angel. She set about learning everything she could, Investigation, clues, forensics, stealth, street wisdom, Locks and security systems. Months of training followed. her extensive contacts made it easy for her. Then finally she called in a favor from a lawyer friend and found an underworld Arms dealer who designed a costume, and themed weapons for any client no questions asked. When she was ready She began with hunting down the thugs that had attacked her originally. Putting them in jail was very self satisfying and finished her long self healing. Now she stalks the city at night A Dark Angel of justice.

Personality and motivation

Stacey is the kind of person who's had to work long, and hard to get what she wanted. She's strong willed, determined, and capable of working hard to achieve her goals. Now she applies that tenacity to crime fighting with equal vigor. She's decided that she will help, and protect everyone that she can. And if she cant help them. She'll avenge them. Even if it takes months. She's patient almost stubborn in that regard. She's not a killer Seeing vigilante murder as making the killer worse then the crooks. However she might be sorely tempted by child molestors, rapists, white slavers, and violent serial killers. Also she's not above killing but only in the strictest self defence.

The only time she really pushes the envelope of violence is when a criminal escapes or is especially wanton in his crimes. then the gloves come off, and said crook ends up usually with a long hospital stay. Shes got a temper that she trys to control but a lot of bottled up anger still resides in her from her attack. So it may take time and experience to calm her down some.

Powers and Tactics

A highly trained and physically adept normal human. Dark Angel has educated herself and worked hard to become an highly competent detective and fighter. Her fighting style tends to be very direct and straight forward. A lot of movement and hard hitting. She also has a large and versatile selction of equipment and weapons to help her out in a jam.

Her favorites include her theme attacks. Halo grenades (bolo like snares that trap a target in golden bands); the Halo Boomerang (A steel and depleted uranium throwing ring) ((if you've ever watched xena youll see the stunts she can pull with it)); her Angel Sword blades (sword shaped shuriken); and her Angel wings (Assorted grenades shaped like small wings with a golden ring that she twists to arm them).

Her headquarters "Heaven" was a gift from a mysterious benefactor who told her that he/she had been impressed with her dedication and hard work. She has never met this person and is still waiting for the other shoe to drop. Heaven is equipped with all sorts of crime fighting gear, as well as a large stock of weapons and equipment. Including the gift of Ophanim a motorcycle and a sports car with a few tricks in them.

Appearance

Stacey is a Gorgeous, fit, athletic young woman standing 5'9" tall. She has Long Auburn hair, and striking green eyes. A friendly expressive face, and bright warm smile greets everyone who meets her.

As Dark Angel She wears a Dark Black bodysuit, with Dark Navy Blue gloves, boots, and utility belt. A golden Halo chest symbol is the only color on the suit. Her cape is all black. her mask is a half cowl that leaves her hair exposed but she wears a specially designed wig of long blond hair to disguise herself herself. Her wig and mask are bonded to her head with a molecular bonding agent similar to the questions and removed in the same fashion. Another gift from her mysterious benefactor.

Campaign uses

Dark Angel is a prototype vigilante or costumed adventurer, Suitable in most campaigns. She is highly versatile and can fit in with just about any style of campaign as needed. Shes most likely to keep to the streets and focus on gangs, the mob, and a few low powered street costumed types (( She'd be a great member of the Birds of Prey. Right up Barbaras alley and the ladies would all get along swimmingly)).

:arrow: Edited Angel to add her HQ Heaven, and clean her feats up a little to match her background.

:arrow: A repost of Dark Angel for Third Ediiton, and a possible guest appearance in a Batman Themed game. surprisingly she comes out point for point the same as her second edition version with only the use of a 3 for 1 skill point rule to balance her out.

Have to admit Id love to put her up against Canary or Shiva see how she holds up.

:arrow: Posting Angel here for SJRs information and for completeness sake.
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Re: Batman Incorporated: Shadow Knights

Postby Bombaatu » Fri Nov 04, 2011 8:51 am

Posting the Boston HQ stats here for easy finding - since its name is up to Covenant, he'd call it 'The Sanctuary'.

SJRNinja wrote:Here's the Boston H.Q., at least it's physical stats. I'm using Bombaatu's idea both for Covenant's HQ and the Team's HQ when they'll be in Boston.

The Sanctuary:

Location: Boston, MA, U.S.A.
Front: Saint-Joseph Youth Center
Owner: Wayne Foundations
______________________________________________________________________________

Size: Huge; Toughness: 10
Features: Communications, Computer, Concealed, Defense System, Dock, Fire Prevention System, Garage, Gym (with pool), Hangar, Infirmary, Laboratory, Library, Living spaces, Power System, Security System: 3 (DC: 30), Workshop

The name: Shadow Castle is to fit with the Shadow Knights team name, that can be changed by it's owner Covenant. I'm planning on doing a map of the actual base.
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