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[2e/3e] Great Lakes Guardians (3e: Firekin)

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Re: Special Agent Jaclyn Windsor (Call sign: Coyote)

Postby Gilliam » Thu Oct 13, 2011 3:57 am

Love the build for Coyote, great work.
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Re: Special Agent Jaclyn Windsor (Call sign: Coyote)

Postby badpenny » Thu Oct 13, 2011 4:42 am

Gilliam wrote:Love the build for Coyote, great work.


Thank you.
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Artist credits

Postby badpenny » Tue Oct 18, 2011 7:14 pm

I finally went through my thread and I'm finally giving proper credit to all the talented artists who have inspired me to create all these characters.

To all the artists: keep doing what you do!

Penny


Chris Butler

Maia, martial fairy

CelticBolt

Cardinal Sin, Jade Veil, Nighthawk

Dan Christensen

The Shambler

Jeff Dee

Shutterbug

Gerard Ramos Fernadez

Blitz, Henry Armstrong, Lilac

Jon Gibbons

Ironhand, Saggitaire

Matt Bennett / Scott Godlenski

The Black Blade, Sam Hanes, The Shield, Star Guardian (Star Man),

Dan Houser

Blackllight, Blue Blaze, Feryl, Tawny Stuart (Call sign: Liberty), Sauron, Sister Stiletto

icedge

Alix Sandrine

johanz

Jaclyn Windsor (call sign: Coyote)

Rafael Lam

Icicle

Mancerbear

Blackwing

Eddie Nunez

Golden Tiger

Sergio Quejada

Devilish

Shinobi

Snapperhead

Storn

Amphibian intruder, Lady Brittania, Maelstrom, Prince Aeolus, Raptor, Revenant, Slick, Stonefist, The Chain, The Professor, Thunderbird, Trip, Tyger, Wolfshade

Taghuso

Allie Kazam, Vector, Steel Blue

Shawn Van Briesen

Glory, Omega


Original commissions:

Storn

Jet Black, Tendril, Valiant

Taghuso

Aranea, Hardbody, Cheshire Cat, Taurus, The Skull
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[3e] Star Guardian / Star Man

Postby badpenny » Thu Oct 20, 2011 9:55 am

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Quote: "I stand as protector of this great nation!"
Power Level: 10
Concept: GLG's Universe legacy paragon
Occupation: America's Champion
Real Name: Mitch Miller
Legal Status: Citizen of the United States with no criminal record; Missing person
Identity: Secret
Place of Birth: Des Moines, Iowa
Marital Status: Married
Living Relatives: Donna (wife), Thomas (son), Al (father), Judy (mother)
Height: 6 ft. 0 in.
Weight: 185 lbs.
Eyes: Blue
Hair: Brown

Star Guardian/Star Man - PL 10

Strength 12, Stamina 2, Agility 3, Dexterity 1, Fighting 4, Intellect 0, Awareness 3, Presence 1

Advantages
Benefit, Status: America's Champion, Power Attack, Skill Mastery: Persuasion

Skills
Close Combat: Unarmed 4 (+8), Insight 4 (+7), Perception 6 (+9), Persuasion 11 (+12), Ranged Combat: Atomic Blast: 7 (+8)

Powers
Atomic Strength: Enhanced Strength 10 · 20 points
. . Atomic Blast: Ranged Damage 10 (Alternate; Increased Range: ranged) · 1 point
Flight 9 (Speed: 1000 miles/hour, 2 miles/round) · 18 points
Starfield Barrier
. . Immunity 10 (Life Support; Sustained) · 10 points
. . Protection 10 (Extras: Impervious, Sustained) · 20 points
X-Ray Vision: Senses 6 (Vision 6 (Darkvision, Penetrates Concealment)) · 6 points

Offense
Initiative +3
Atomic Blast: Damage 10, +8 (DC 25)
Grab, +4 (DC Spec 22)
Throw, +1 (DC 27)
Unarmed, +8 (DC 27)

Complications
Fame
Identity
Motivation: Patriotism
Motivation: Responsibility

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 32 + Powers 75 + Advantages 3 + Skills 16 (32 ranks) + Defenses 24 = 150

Background: Private Mitch Miller was a young man who enlisted at the beginning of World War II and fought in the European theater. In 1943, when the extraterrestrial Wraithians invaded (the first of several attempts), Miller was one of the soldiers (among a company of men) assigned to fight the aliens. They managed to bring one of their saucers down and in the resulting crash, Miller was exposed to a strange combination of radioactivity and alien mutagenic RNA.

Taken out of the fight for many months due to his injuries, Miller's body began to change. He grew stronger and when his powers began to manifest, he was whisked away by the military where he was placed under study by the super-soldier project. Once his powers were confirmed and tested, he was allowed to rejoin the war as codename: Star Guardian. He operated under this name throughout the war.

When he returned to America, Mitch married his high school sweetheart and was secretly still working for the government. As he began to operate more and more openly, he gained national attention (superhero operations during the war were all classified). The now famous shot of the little girl pointing to the sky and declaring, "Look, mommy, there goes a Star Man!" pretty much changed his name over night.

"Star Man" was America's de facto national champion and was a founding member of the Great Lake Guardians. He operated well into the 1990s but was never seen again after the Wraithian's return in the Great Invasion of 1999.
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Postby badpenny » Sun Oct 23, 2011 6:19 pm

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Postby badpenny » Sun Oct 23, 2011 6:22 pm

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Postby badpenny » Sun Oct 23, 2011 6:26 pm

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[2e] Robin Holland

Postby badpenny » Tue Oct 25, 2011 10:45 am

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Quote: "I'm so glad you want to help me. Together, we can accomplish anything!"
Power Level: 10
Concept: Manipulative pheromones-based mastermind
Occupation: Businessman
Real Name: Robin Holland
Legal Status: Citizen of the United States with no criminal record
Identity: public
Place of Birth: Springfield, IL
Marital Status: single
Living Relatives: none
Height: 5 ft. 11 in.
Weight: 165 lbs.
Eyes: Blue
Hair: Gray

Robin Holland - PL10

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)

Tough: +2/+5, Fort: +4, Ref: +7, Will: +11

Skills: Acrobatics 3 (+5), Bluff 13 (+16/+20), Computers 4 (+7), Concentration 8 (+13), Diplomacy 13 (+16/+20), Disable Device 5 (+8), Drive 4 (+6), Gather Information 13 (+16), Intimidate 8 (+11), Knowledge (Art) 8 (+11), Knowledge (Behavioral Science) 8 (+11), Knowledge (Business) 12 (+15), Knowledge (Civics) 8 (+11), Knowledge (Current Events) 8 (+11), Knowledge (Streetwise) 8 (+11), Knowledge (Technology) 8 (+11), Language 8, Notice 8 (+13), Pilot 4 (+6), Ride 4 (+6), Sense Motive 10 (+15), Stealth 3 (+5), Swim 4 (+4)

Feats: Assessment, Attack Focus (Melee) 4, Attractive (+4), Benefit 6 (Wealth), Connected, Contacts, Defensive Attack, Defensive Roll 3, Distract (Bluff), Dodge Focus 3, Equipment 10, Evasion, Fascinate (Diplomacy), Fighting Style: Aikido, Grappling Finesse, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Inspire 3, Leadership, Master Plan, Minions 4 (+7 Extra Minions, Fanatical), Set-Up, Skill Mastery (Bluff, Business, Diplomacy, Sense Motive), Uncanny Dodge (Visual), Well-Informed

Powers:
Pheromones (Emotion Control 10) (Extras: Action 3 (reaction), Burst Area (50 ft. radius), Insidious; Flaws: Limited to Emotion (Love), Sense-Dependent (Olfactory)) · 50pp
. . Reward or Punishment (Nauseate 9) (Alternate; Extras: Burst Area (45 ft. radius - General), Insidious, Range 2 (perception); Flaw: Sense-Dependent (Olfactory); Power Feat: Variable Descriptor (Pain or pleasure)) · 1pp

Equipment: HQ: Skyscraper (5 floors) [17ep], Smartphone [5ep], Vehicle: Limousine [8ep], Vehicle: Private jet [17ep]

Attack Bonus: +0 (Ranged: +0, Melee: +4, Grapple: +6)

Attacks: Pheromones (Emotion Control 10) (DC Staged/Will 20), Reward or Punishment (Nauseate 9) (DC Fort/Staged 19), Unarmed Attack, +4 (DC 15)

Defense: 17 (Flat-footed: 12), Knockback: -2

Initiative: +2

Languages: Arabic, Chinese, English, French, German, Japanese, Korean, Russian, Spanish

Totals: Abilities 30 + Skills 43 (172 ranks) + Feats 63 + Powers 51 + Combat 8 + Saves 13 + Drawbacks 0 = 208

Background: Robin Holland is a criminal mastermind. Not because he's a genius, but because he can exert control over the right people to achieve his goals. He's a mastermind because he knows how to get to people, hitting them where they need it (to motivate them) or where it hurts (to bring them down or over to his side).

His powers manifested early and he manipulated his parents and everyone around him from the time he could make his demands known. And the power makes everyone not only love him, want to do for him, want to sacrifice for him, but when the power ends, they feel like it was all their own doing. They fell in love with him, they let him down, they failed him, etc. The reward or punishment he can dole out makes the target feel good when they've pleased him or makes them feel bad when they've failed him--a reward or punishment self-inflicted. It makes the victims keep coming back; either for more reward or to make amends for failing him.

And those around him, who have been breathing in his pheromones for a long time are fanatical toward him, would gladly lay down their lives for him, and Robin uses these people like pawns. He is completely ruthless and amoral. He does whatever he wants with other people solely to suit himself. He "collects" the brightest, toughest, smartest individuals and doesn't have to worry about competition--they will do everything he asks of them and feel like it was their own idea.

And on the off-chance that someone proves immune to his power, well, he has plenty of people under his thumb to eliminate said opposition.

Robin has business interests all over the world, and while already absurdly rich, there's always a new deal to be worked out to reshape the world in his interest. And with his power to influence others, his business acumen, extensive contacts (thralls) and the like, he can pretty much make happen whatever he wishes to happen.

He's not a physically impressive man. He's quite good looking, stays in shape with a daily swim and aikido workout. But he's not a hand-to-hand combatant. He makes other people fight his battles. He's particularly fond of ninjas. He's also especially good at getting to a superhero's weakness. And if that weakness happens to be a loved one...well, Robin owns the game of love. He's the ultimate manipulator, constantly surrounded with human shields, and people from every conceivable walk of life under his power that he should prove a frightening person to encounter. Every random face in the crowd could be his eyes and ears, or someone watching the team’s HQ, or following the PCs. Is that news copter really just reporting on that traffic accident, or are they filming the heroes? If a secret identity were to be penetrated, every aspect of the heroes life would be subject to scrutiny. Anyone can be gotten to, and if confronted, they’ll take all the blame and never betray Robin.

If introduced into a campaign, it should take a long time before the PCs become aware of him, and it should prove difficult to get past the layers of protection he has set up. Everyone who has come in contact with Holland will be (or have been) Helpful or Fanatical toward him. NPCs will be just about impossible to sway (to give information on him, let alone act against him, such as testifying in court or the like).

Since his power is Insidious, it should take quite a lot of work for the PCs to work out just why everyone around Holland will do anything for him, and so willingly. The PCs should be directed toward his money at first, but eventually it will become clear that you can't buy everyone to such a degree. Holland can sew dissension among teams in their first (innocuous) meeting(s). With a villain like Holland, and a cooperative player, you could introduce a diabolical plot complication: the mole. It's most likely that a low Willed character will fall under Robin's spell and if the player is willing, could switch sides. Holland would direct the player to not directly attack his own team (and thus raise the alarm of influence), but to work subtlety against them by tipping him off to their activities, setting the team up for interference, tripping alarms when trying to work stealthfully, etc. The mole might derive some satisfaction in working against his own teammates and should be rewarded for doing dastardly things just as s/he would if they were doing heroic things. This is a common trope in the comics (heroes impersonated, mind controlled, etc) and is rarely done in RPGs. It takes much more planning, a good player (and good actor to keep the others from knowing what's really going down), or if you're blessed with a great group of players, and they're all up for it, then everyone could be in on it and keep what happens in meta-conversations out of PC knowledge.

For a 3e version of the character you'd use the Affliction power (degrees of Entranced/Compelled/Controlled, with emotion becoming a descriptor, Cumulative, Area (Burst), Insidious, Sense-Dependent (Olfactory) and Reaction). The pain and pleasure power would be an alternate Afflliction (with degrees of Imparied/Disabled/Incapacitated), and the same Extras as above. There's a little bit more work on the part of the GM in the 3e version as the powers aren't Lasting, and being Compelled or Controlled means that an individual's actions are decided for them rather than the individual's attitude toward Robin influencing their own desision making. It's a fine point, but a distinction nevertheless.
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MetaFIST

Postby badpenny » Sat Oct 29, 2011 4:37 pm

Image

MetaFIST was created for the sole purpose of rounding up escaped metahuman felons who had escaped from the Fortress, the metahuman containment facility in New Mexico. Housed in an otherwise normal looking office building in an otherwise normal looking office park, MetaFIST's offices are actually one of the most secure facilities under the government's purview.

Contained within the building is a holding facility, a shooting range, a gym, a hard light holographic mock-up room (for planning dangerous or complicated apprehensions), and sundry other computer labs, cryptologic facilities, arsenals, etc. The funding, both on and off-book, both above and below the line, is extensive. There are some serious government heavyweights behind MetaFIST.

In the future, MetaFIST becomes a police force unto itself. The US government begins a crack down on metahumans that takes the nation into a realm never before seen: an outright fascist authoritarian police state. But that's decades off. And for right now, MetaFIST is doing some good work. They're supported both by the public and in the government. They have great cooperation from local, state, and federal authorities.

Key personnel:

Coyote

Cardinal Echo

Henry Armstrong

field agents

Liberty
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[3e] Tawny Stuart (Call sign: Liberty)

Postby badpenny » Thu Nov 03, 2011 7:40 am

Image
Quote: "(I may not be human anymore, but I still have a purpose!)"
Power Level: 10
Concept: Patriotic Cyborg
Occupation: Agent of MetaFIST
Real Name: Tawny Stuart
Legal Status: Citizen of the United States with no criminal record; Deceased
Identity: Secret
Place of Birth: Providence, RI
Marital Status: Single
Living Relatives: Larry Stuart (father), Connie Jessup (mother); unknown to her--see background
Height: 5 ft. 10 in.
Weight: 230 lbs.
Eyes: Blue
Hair: Blonde

Liberty - PL 10

Strength 5, Stamina 6, Agility 6, Dexterity 1, Fighting 9, Intellect 1, Awareness 6/4, Presence 1

Advantages
Benefit, Security Clearance (MetaFIST), Close Attack 4, Diehard, Eidetic Memory, Fearless, Great Endurance, Improved Grab, Improved Critical (Hardened Bones), Improved Initiative, Improved Trip, Power Attack, Ultimate Toughness

Skills
Acrobatics 6 (+12), Expertise: Law Enforcement 4 (+5), Expertise: Military 2 (+3), Insight 4 (+10), Intimidation 8 (+9), Investigation 4 (+5), Perception 4 (+10), Technology 6 (+7), Treatment 4 (+5)

Powers
Cybernetic Body
. . Aural Dampening Processors: Concealment 1 (Sense - Hearing) · 2 points
. . Hardened Bones: Strength-based Damage 2 (Advantage: Improved Critical) · 3 points
. . Internal Compartment: Feature 1 · 1 point
. . Power-lifting 2 · 2 points
. . Reenforced Skeleton: Protection 3 (Advantage: Ultimate Toughness) · 4 points
. . Self-healing bio-plastics: Regeneration 1 (Every 10 rounds; Advantage: Diehard) · 2 points
. . Strengthened Legs: Leaping 3 (Leap 60 feet at 16 miles/hour) · 3 points
. . . . Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round) · 1 point
Cybernetic Systems
. . Enhanced Trait 10 (Traits: Awareness +2 (+6), Dodge +2 (+11), Parry +2 (+11), Advantages: Eidetic Memory, Improved Initiative) · 10 points
. . Senses 7 (Hearing 3 (Accurate, Extended), Vision 4 (Analytical, Extended, Infravision, Low-light Vision)) · 7 points
Cybernetic Whip (Advantages: Improved Grab, Improved Trip) · 2 points
. . Elongation 2 (Elongation: 30 feet; Quirk: Limited to Whip) · 1 point
. . Enhanced Strength 4 (Flaw: Limited to Grab checks) · 4 points
. . . . Movement 2 (Alternate; Safe Fall, Swinging) · 1 point
. . . . Whip Strike: Strength-based Damage 2 (Alternate; Extra: Penetrating 5) · 1 point

Offense
Initiative +10
Grab, +13 (DC Spec 15/19 with Whip)
Hardened Bones: Strength-based Damage 2, +13 (DC 22)
Throw, +2 (DC 20)
Unarmed, +13 (DC 20)
Whip strike: Strength-based Damage 2, +13 (DC 22)

Complications
Identity: Tawny Stuart
Motivation: Patriotism
Quirk: Struggling with her transformation into cyborg. Sometimes her old memories come back to play havoc with her.
Responsibility: As an agent of MetaFIST, Liberty is on call 24/7 and Subject to Orders.

Languages
English

Defense
Dodge 11/9, Parry 11/9, Fortitude 10, Toughness 9, Will 10

Power Points
Abilities 66 + Powers 44 + Advantages 8 + Skills 21 (42 ranks) + Defenses 11 = 150

Background: LT Tawny Stuart had wanted to be a nurse just like her mother. She also wanted to serve her country, like her father had in the military. With the ongoing war, Tawny joined the Army ROTC to receive the scholarships that would pay for her nursing college. Once she graduated, she was immediately shipped off to Afghanistan, for stationing at a Combat Support Hospital.

Tawny served well, even ran some field evacs, supervising combat medics. Her superiors were pleased; the girl seemed to get calmer when everyone and everything around her was in chaos. However, not a day went by after her glowing fitness report than Tawny was nearly blown to bit by an IED when she was accompanying an ambulance to a woman's clinic that had been attacked by a suicide bomber.

Tawny was rushed to the Role 3 NATO hospital in Kandahar where she was stabilized. The outsome, however, was not good. The surgeons all agreed that the damage to her limbs, let alone her core organs, would mean such extensive surgery that she stood little chance of a meaningful recovery.

Then, quite suddenly, paperwork was cut, she was placed in a medically-induced coma to preserve brain function and she was flown to a secret installation where cybernetic implants were used to replace Tawny's damaged limbs. Bleeding edge self-healing bio-plastic tissues were used for the first time to replace her own damaged organs and skin.

What was not known to most of the surgeons working on Tawny was that she had been profiled back in college as a perfect metatype match, i.e. she was a candidate for the super-solider program. The sixth generation super-soldier program was now not only utilizing RNA retroviruses but reverse engineered alien technology from the 1999 invasion by th Wraithians. The bio-plastic program had just come out of beta-testing and now needed field experimentation, and once the flag went up that a perfect match had been injured on a battlefield, Tawny was chosen for the first fitting of the synthetic tissues.

Tawny's mind was scrubbed and she was sleep-taught her new profession: a law enforcement field agent for MetaFIST. She was given false memories of parents who had died while she was young and put on field observations for several months before she was released to her own life as a MetaFIST mole. The military wanted an insider; someone who was loyal to them and would report back about this new agency that was getting all this government money. The truth was this, however: the super-soldier program over the last sixty years had created many new supers, some who created their own super proginy, some who leaked the program details to the opposition, and some who sold it out right for profit. If MetaFIST could be steered toward tracking all those "fugitives" down (and they would have a hand in creating false histories, and helping warrants get cut), then they might stand a chance at cleaning up their own mess and use MetaFIST to do it.
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[2e] The Black Blade

Postby badpenny » Wed Nov 09, 2011 2:37 pm

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Quote: "Run, villain, run. I enjoy the hunt!"
Power Level: 10
Concept: Swashbuckling crimefighter with mystical weapon
Occupation: Crimefighter
Real Name: Lance Williams
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Madison, Wisconsin
Marital Status: Single
Living Relatives: None
Height: 6 ft. 2 in.
Weight: 175 lbs.
Eyes: Brown
Hair: Black

The Black Blade - PL 10

STR: +3 (16), DEX: +5 (20), CON: +6 (22), INT: +0 (10), WIS: +4 (18), CHA: +0 (10)

Tough: +6/+8, Fort: +8, Ref: +12, Will: +10

Skills: Acrobatics 10 (+15), Gather Information 10 (+10), Intimidate 12 (+12), Investigate 10 (+10), Knowledge (Arcane Lore) 4 (+4), Knowledge (Streetwise) 8 (+8), Notice 8 (+12), Search 12 (+12), Sense Motive 8 (+12), Stealth 10 (+15)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 10, Attack Specialization (The Black Blade), Defensive Roll 2, Dodge Focus 4, Elusive Target, Evasion, Improved Block, Improved Critical (The Black Blade), Improved Critical (The Black Blade), Improved Defense, Improved Disarm, Improved Initiative, Luck, Monkey Climber, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Swift, Takedown Attack, Tiger Leap, Uncanny Dodge (Mental), Weapon Bind

Powers:
Magical Awareness (Super-Senses 1) (Awareness: Magic) · 1 point
Mind Sight (Super-Senses 4) (Mental 4 (Accurate, Radius, Ranged); Feat: Uncanny Dodge (Mental)) · 5 points
The Black Blade (Damage 5) (summoned, mystic; Feats: Improved Critical, Improved Defense; Extras: Penetrating 8; Power Feats: Affects Insubstantial 2 (full power), Extended Reach (5 ft.), Incurable, Mighty, Precise; Drawback: Can be Disarmed, Move action to summon back, -1 point) · 20 points
. . Dimension Walking (Super-Movement 6) (Alternate; Dimensional 3 (any dimension), Permeate 3 (full speed); Extras: Permeate Affects Others; Power Feat: Precise) · 1 point

Attack Bonus: +0 (Ranged: +0, Melee: +10, Grapple: +13)

Attacks: The Black Blade (Damage 5), +12 (DC 23, Crit 18-20, Penetrating 8), Unarmed Attack, +10 (DC 18)

Defense: 22 (Flat-footed: 14), Knockback: -4

Initiative: +9

Languages: English

Totals: Abilities 36 + Skills 23 (92 ranks) + Feats 33 + Powers 27 + Combat 16 + Saves 15 + Drawbacks 0 = 150

Background: Lance Williams was a gifted, natural athlete. His parents wanted the best for him and sent him to a private school, where they had fencing. How he loved it! It consumed him. Later, he fenced at the collegiate level and at the same time, he began to adopt a costumed identity while on campus to avenge the wrongs he saw perpetrated against the weak and innocent.

The Black Blade is a mystical weapon that was bestowed upon Lance when he proved himself worthy fighting for an old man and his daughter who came under attack by demonic forces. The blade is purest black, unbreakable, and is forged from the classical elements, which can be evoked by the wielder. It can only be wielded by those who are entrusted with it by name. With the blade, Lance can cleave between dimensions allowing him to effectively walk through any barrier. The dimensions he has glimpsed have been both breathtaking and quite frightening. He has yet to visit any of them, instead preferring to simply use them as passageways.

After receiving the Black Blade, Lance adopted the name of the blade as his crimefighting nom de guerre. He is entirely devoted to his mission and uses the ill-gotten gains of the criminals he defeats to fund his war on crime.
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[3e] The American

Postby badpenny » Sun Nov 20, 2011 10:11 am

Image
Quote: "We'll do things the American way!"
Power Level: 10
Concept: Patriotic Legacy Hero
Occupation: Public Hero
Real Name: BES-XIV
Legal Status: Illegal alien; deceased
Identity: Secret
Place of Birth: Clone tanks, Industrial complex IX, Maylar, Takarta II
Marital Status: single
Living Relatives: n/a
Height: 6 ft. 1 in.
Weight: 200 lbs.
Eyes: Over-sized, solid green
Hair: Black

The American - PL 10

Strength 10, Stamina 7, Agility 1, Dexterity 0, Fighting 10, Intellect 1, Awareness 3, Presence 1

Advantages
All-Out Attack, Animal Empathy, Eidetic Memory, Improved Grab, Improved Hold, Interpose, Move-by Action, Power Attack, Skill Mastery: Deception, Takedown

Skills
Athletics (+10), Deception 10 (+11), Insight 4 (+7), Intimidation 8 (+9), Investigation 6 (+7), Perception 4 (+7), Persuasion 6 (+7), Ranged Combat: Throw 10 (+10)

Powers
Bio-engineered Takartan physiology
. . Bio-Adaptability: Immunity 30 (Fortitude Effects; Flaw: Limited to Effects that he's experienced at least once) · 15 points
. . Exophthalmic Eyes: Senses 2 (Extended and Low-light Vision) · 2 points
. . Leaping 6 (Leap 500 feet at 120 miles/hour) · 6 points
. . . . Speed 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round) · 1 point
. . Musculo-Skeletal Enhancement: Protection 3 · 3 points
. . Regeneration 2 (Every 5 rounds) · 2 points

Casual Strength: Strength Effect 10 (Extra: Subtle) · 1 point

Language Matrix: Comprehend 3 (Read/Speak/Understand All Languages; Quirk: takes at least a scene to pick up a new language) · 5 points

Remnant shapeshifting ability: Morph 2 (+20 Deception checks to disguise; Narrow group; Feature: Voice Mimicry; Flaws: Concentration, Increased Action 2: standard, Limited: Can only change facial features) · 3 points

Strength Effect
. . Bio-Disruption: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated; Resisted by Parry, Overcome by Fortitude; Extra: Cumulative; Flaw: Grab-based) · 1 point

Offense
Initiative +1
Bio-Disruption: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +10 (DC Spec 20)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

Complications
Fame: The American is extremely popular and mobbed where ever he goes.

Identity: The American maintains a secret identity, as well as the secret that he's an extraterrestrial.

Motivation: Doing Good: The American's motivation, which is partly coded into his genes, drives him to do what's right at all possible times.

Secret: The American's bio-engineered eyes, when in default state, are clearly inhuman.

Languages
All

Defense
Dodge 10, Parry 10, Fortitude Immune/7, Toughness 10, Will 5

Power Points
Abilities 66 + Powers 39 + Advantages 10 + Skills 24 (48 ranks) + Defenses 11 = 150

Background: The American's rise to famous hero began in another solar system in an industrial plant. Bio-Engineered Subject XIV (BES-XIV tattooed on his forearm) began his life as a three-hundredth generation multi-purpose clone. Built into his genetics was the ability to assume different shapes as suited the tasks required of him. His life would be in perpetual servitude.

BES-XIV was bundled for sale with others of his ilk and shipped to off-world colony security. He served for several years without distinction and was randomly assigned to prisoner transport. On one of the trips, a high-value prisoner was being transported unbeknownst to prisoner or security alike. Their SLV-transport (superluminal velocity) was attacked with a limpet mine that had been placed while the ship was still in the starport. The explosion brought them out of hyperspace too near the gravity well of our sun and caused the transport to crash in a remote location of the United States in 1938.

Due primarily to his bio-engineered physiology, BES-XIV was the sole survivor of the crash in a remote soybean field. He imprinted on the first human he saw--a farm hand--and managed to sneak away from the crash. Later, surviving on pig slop and food he pilfered from trash cans, he found some clothing hanging out to dry and infiltrated the city where he could disappear in the crowds.

It wasn't long before he found out that something had changed for him. He was no longer able to change his shape. The earth's magnetic field and differing wavelengths of solar radiation prohibited more than just changing his face. And even that required constant concentration. He was more or less stuck in his present form.

Some time later he was the target of a random mugging when he ventured into the wrong side of the city. With his enhanced physiology, he was able to easily best his attackers who he promptly (due to his programming) marched into the local police station. He received some notoriety for this action and he quickly realized that his anonymity would be compromised (and extraterrestrial origin soon discovered) if he didn't change (or conceal) his identity.

With the rise of the masked Mystery Men, BES-XIV had a template from which to operate. He once again had a purpose, and it was doubtful that anyone would be coming for him. He knew nothing of the high-value prisoner he had escorted, and only assumed that a generic clone would simply be accounted to one of the number lost to the vastness of space. He adopted the identity of the American as tribute to his newly adopted land and to honor the principles for which it stood: namely allowing him the freedom to choose his own destiny.

The American remained as a defender of his homeland when America entered World War II. He used his face-changing ability to infiltrate fifth columnists and Nazi spy rings during the war. After the war, he and Star Man often worked together when the might of one man alone was insufficient.

The American perished in combat in 1956 against Russian saboteurs lead by Red Cobalt when he rescued key American scientists who had been captured and interrogated. Red Cobalt's radioactive blasts cut through the American's enhanced physiology, but the alien who called America his home completed his final mission before perishing.

Even today, the American is still revered (and his secret still unknown).
Last edited by badpenny on Sun Oct 07, 2012 5:27 am, edited 2 times in total.
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[3e] Henry Armstrong

Postby badpenny » Thu Dec 01, 2011 10:29 am

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Quote: "Lie to me again, and see what happens to your face!"
Power Level: 10
Concept: Immortal Powerhouse
Occupation: Agent of MetaFIST
Real Name: Henry Armstrong
Legal Status: Citizen of the United States with no criminal record
Identity: Classified
Place of Birth: unknown
Marital Status: Single
Living Relatives: none
Height: 6 ft. 6 in.
Weight: 300 lbs.
Eyes: Brown
Hair: Brown

Henry Armstrong (Call sign: [TBD]) - PL 10

Strength 10/0, Stamina 10/0, Agility 4, Dexterity 2, Fighting 10, Intellect 1, Awareness 4, Presence 1

Advantages
Benefit, Security Clearance (MetaFIST), Chokehold, Daze (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Grab, Improved Hold, Interpose, Power Attack, Skill Mastery: Intimidation, Startle, Ultimate Toughness

Skills
Athletics (+10), Expertise: Law Enforcement 4 (+5), Insight 4 (+20/+8), Intimidation 14 (+16), Investigation 4 (+5), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Throw 8 (+10), Stealth 2 (+6)

Powers
Immortal
. . Immortality 1 (Return after 2 weeks) · 2 points
. . Immunity 3 (Aging, Disease, Poison) · 3 points
Jaded: Immunity 5 (Interaction Skills) · 5 points
Titan: Enhanced Trait 40 (Stamina +10 (+10), Strength +10 (+10)) · 40 points
Truth Sense: Enhanced Skill 6 (Insight +12 (+20); Flaw: Limited to determining the truth of a statement uttered in his presence) · 3 points
Withstand Damage: Impervious Toughness 10 (Flaw: Distracting) · 5 points

Offense
Initiative +4
Grab, +10 (DC Spec 20)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

Complications
Identity: Henry Armstrong's identity is classified.
Motivation: Justice
Quirk: Completely jaded and has no sense of humor.
Temper: Does not suffer fools gladly. And you're a fool if you try to lie to him.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 44 + Powers 58 + Advantages 13 + Skills 23 (46 ranks) + Defenses 12 = 150

Background: Henry Armstrong is so old that he doesn't remember anything about what his real name is (or how many he's had over the millennia), where he was born, who his parents were, or even how he acquired the powers he possesses.

He does know that he's been living in America since the civil war, which he fought in on the side of the North. He can remember Grant sending him on covert missions, but he's not sure what they were any more. It seems that he can only remember about a hundred years worth of his life at a time, and everything before that just fades away.

He's interacted with just about every hero at one time or another. He and the The American got along quite well, and Valiant knows quite a lot about Henry, as she fought along side him as far back as the 1700s.

Currently, Henry is working for MetaFIST. He wanted to settle down and try his hand at a steady job, and bringing in dirt bags is right up his alley. Henry's also tired. He's lived so long, that he feels there's no end to it any more. He still knows right from wrong, and still feels compelled to do something about it, but the shine is off everything in his life. He feels like there's something under the surface--an itch that he can't scratch--something about who he is, where he came from...what his true purpose is...and the not being able to remember or figure it out, is driving him batty.

Henry doesn't come from a military or law enforcement background, but MetaFIST was keen on hiring him for both his brawn and his uncanny ability to know a lie from the truth. Half the time, TPTB don't even want him going out on field missions, but to remain at HQ and sit in on all interrogations as a human lie detector. Not something that interests Henry, that's for damn sure.

Jaclyn (Coyote) thinks it's funny, but the bosses don't when Henry refuses to go by the latest call sign they assign him. He thinks they're all stupid and all but refuses to answer to them. He's gone through at least four of them, and every time some lowly agent tries to approach him with the latest "offering" he glowers at them and sends them scurrying away.
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Re: [2e/3e] Great Lakes Guardians (3e: Henry Armstrong)

Postby badpenny » Mon Dec 12, 2011 4:25 pm

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Guardian Citadel

Postby badpenny » Tue Dec 13, 2011 8:39 am

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The Guardian Citadel is located on the Illlinois/Wisconsin meridians out in the middle of Lake Michigan (roughly fifty miles from Chicago). It's a sprawling complex anchored to the lakebed and powered by a cold fusion generator. It's manned 24/7 with government personnel who support the Great Lake Guardians.


Guardian Citadel - PL 10

Toughness 16, Size Colossal

Features:
Combat Simulator, Communications, Computer, Defense System, Dock, Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power System, Security System 2, Workshop

Power Points
Abilities 5 + Powers 0 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 29


Image

The helicopters at the disposal of the Guardians are manufactured by Eurocopter specifically for deployment at the Citadel. They're currently the fastest helicopters in the world able to maintain an airspeed of over 250 knots.

Helicopter - PL 10

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features:
Remote Control

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

Power Points
Abilities 3 + Powers 14 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18
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