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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Tattooedman » Mon Jan 30, 2012 12:59 pm

Shock wrote:Either he only broke a few windows or you've got some kind of typo there ;}


Typo. :wink:

Fixed now.

On a side note, Harrier was actually my original idea to submit for a character to Davies' Project Freedom game but decided to go with the idea that turned into Donnie/Curve instead when I realized that basically anything Harrier could do Charlie could do and do it better.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Mon Jan 30, 2012 1:26 pm

I'd say that worked out pretty well. Let's face it, a flyer who's afraid of heights and got chased down by a SWAT team is going to have some trouble ;}
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Nahual build #1200

Postby Tattooedman » Mon Feb 06, 2012 9:40 am

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Nahual:
PL:
11
Str 14 (+2) Dex 14 (+2) Con 20 (+5) Int 16 (+3) Wis 18 (+4) Cha 14 (+2)

Skills: Bluff 8 (+10), Climb 6 (+8.), Craft [Artistic] 6 (+9), Diplomacy 8 (+10), Handle Animal 12 (+14), Intimidate 12 (+14), Knowledge [Arcane Lore] 8 (+11), Knowledge [Current Events] 8 (+11), Knowledge [History] 9 (+12), Knowledge [Theology & Philosophy] 8 (+11), Language [Base: Navajo; English], Notice 10 (+14), Sense Motive 10 (+14), Survival 8 (+11), Swim 6 (+8.)

Feats: Animal Empathy, Distract [Intimidate], Improved Distract, Improved Initiative, Ritualist, Set-Up, Startle, Task Focus 2 [Knowledge (Arcane Lore); Native American/Knowledge (History); Native American], Teamwork 2

Powers: Channeling the Animal Totem: Variable Power 10 [50 pt pool] (Extras: Continuous Duration, Move Action); (Flaw: Limited [only animals associated with Native American heritage])
Totem Champion: Enhanced Feats 10 [Attack Focus (Melee) 6, Diehard, Tough (x3)]
Comprehend 2 [speak & understand all animals]
Mind Shield 3

Saves: Toughness +8
Fort +8
Ref +6
Will +10 [+13 vs mental attacks]

Combat: Attack +4/+10
Damage [varies]
Defense +10 (+5 flat-footed)
Initiative +7


Costs: Attributes 36+ Skills 30+ Feats 11+ Powers 97+ Saves 13+ Combat 28= 215 pts.


Real Name: James Iron Eyes
Height: 6’2”
Weight: 207 lbs
Hair: Black
Eye Color: Brown


Complications:
Responsibility ~Spiritual Leader: Nahual is one of the most powerful shamans of his people and is supposed to have led them through spiritual problems and illnesses.

Responsibility ~Parole: Nahual has to follow the terms of his parole or go back to Blackstone.

Reputation ~Failure: Nahual lost his place among his people when he destroyed the casino they were building. They consider him to be ‘dead’ to the tribe and won’t associate with him.


Background: James Iron Eyes had been a shaman of his people who felt betrayed by them when they voted to revitalize their economy by building a casino. James removed himself to the wilderness of the reservation to ask the tribe’s ancestral spirits for guidance and after four days of fasting, dancing, and chanting he was visited by those spirits who infused him with their power (which at first manifested as the power of the Great Bear).

James took this as a sign and used his newfound powers to lay waste to the construction site, destroying millions of dollars worth of work and construction equipment. Having no other choice, the tribal elders called upon the American government for help and James found himself facing the members of the newly founded Reserve and was subsequently captured, tried in federal court and sentenced to Blackstone (the elders allowed this as they lacked an adequate facility of their own that would be able to contain Iron Eyes).

For many years James felt betrayed by his people, not only for how they treated him but also to their heritage, and he was a sullen, bitter man. James did not see himself as a criminal but as a crusader for his misguided people. The idea that he might have been wrong to against the tribal elder’s decision didn’t enter his mind as why would have the Spirits allowed him the power of the Great Bear if his cause hadn’t been just? It wasn’t until James had become a ward councilor (a position earned thanks to his good behavior since his incarceration) and talked with many other younger criminals and he began to see the similarities between his story and theirs - where young adults thought that they’d been justified in their actions, though misguided in the execution of their actions. James came to a startling personal revelation and then proceeded to pray to the Spirits for guidance and after another several days of fasting and chanting he received a vision where he faced the Spirits who berated him for misusing the powers they’d given him.

James pleaded with the spirits to allow him a chance to make amends for his past actions, that he’d been a fool who had been blinded by his anger and that was why he could only access the power of the Great Bear at first, his emotions limited his ability to tap into the abilities he’d been granted. The Spirits demanded a penance from James, one he paid in their world that took what seemed to be just over a year but in truth only took a few days worth of time in the real world. James awoke to find himself in the medical ward, connected to several machines that were working to keep his body working until his mind and spirit returned.

From there James continued to be one of the more trusted inmates at Blackstone and soon he was approached to take part in the expanded Project: Freedom program, something he sees as a reward from the Spirits for his making penance and giving him the chance to right the wrongs he's done. Since joining Project: Freedom, James has reached out to his people only to find that the tribal elders have declared him to be 'dead' to them, basically cut off from his own people now. James knows that he can only strive to show them he has grown and changed and that someday they will accept him back with open arms and does his best while working for the Project to accomplish that goal.
Last edited by Tattooedman on Fri Feb 17, 2012 1:29 am, edited 1 time in total.
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La Pyra build #1201

Postby Tattooedman » Mon Feb 06, 2012 9:55 am

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La Pyra:
PL:
11
Str 12 (+1) Dex 20 (+5) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)

Skills: Acrobatics 8 (+13), Bluff 8 (+11), Gather Information 5 (+8.), Intimidate 8 (+11), Knowledge [Streetwise] 5 (+6), Notice 7 (+8.), Sense Motive 7 (+8.)

Feats: Acrobatic Bluff, All-Out Attack, Attack Spec. [Fire Blast] 2, Distract [Bluff], Dodge Focus 6, Improved Distract, Move-By Action, Power Attack, Precise Shot, Taunt

Powers: Alternate Form [Fire Woman] 25
--Blast 11 (Extra: Penetrating)
-Alt. Power: Fire Control 11 (Power Feat: Precise)
--Enhanced Feat 4 [Fearsome Presence (x4)]
--Energy Aura 11 [fire] (Extra: Penetrating); (Power Feat: Selective)
--Flight 5
--Immunity 10 [Fire Effects]
--Insubstantial 3
--Protection 6
--Super-Senses 1 [Infravision]

Saves: Toughness +7
Fort +8
Ref +10
Will +5

Combat: Attack +7/+11 (Fire Blast)
Damage +2 (Unarmed)/+11 (Fire Aura/Fire Blast)
Defense +12 (+3 flat-footed)
Initiative +5


Costs: Attributes 26+ Skills 12+ Feats 16+ Powers 125+ Saves 15+ Combat 26= 220 pts.


Real Name: Claudia Martinez
Height: 5’ 2”
Weight: 98 lbs
Hair: Black (with red streaks)
Eye Color: Red


Complications:
Enemy ~Valkyrie: A former teammate from Claudia’s time in the Furies, the woman has sworn revenge on Claudia for turning against the team and spilling her guts to the authorities.

Quirk ~Depression: As a result of living in fear of being attacked by her former team, the Furies, and barely surviving the eventual attack by her former teammate, Valkyrie, Claudia now often questions if she has made the right choices in her life recently and is suffering from a serious case of depression which has to be medically controlled at this point.

Responsibility ~Parole: La Pyra has to follow the terms of her parole or go back to Blackstone.

Secret ~Not Going Legit: La Pyra has already agreed to partner up with fellow parolee Sandstone to create a new team once they are released from Project: Freedom.


Background: Claudia Martinez grew up on the streets of Mexico City as a runaway, making her living by begging and performing odd jobs. It was on one such job, transporting some money for the neighborhood drug dealer, that her latent mutant powers revealed themselves when a quartet of toughs accosted her. After burning the toughs to ashes, Martinez fled Mexico City, overwhelmed by her new powers and panicked by the fact that she had just committed murder. For several months Martinez wandered across Mexico, using her newfound powers to intimidate people out of their money whenever she needed some, eventually crossing into the United States in the hopes of starting a new life.

But life was no better north of the border and soon Martinez was back roaming the streets and robbing people of their wallets. Her activities caught the attention of Valkyrie who, always on the lookout for new talent, recruited the young woman into the Furies. Caught after the Furies’ failed attempt to break into the Federal Reserve Bank in San Francisco, Martinez was given the opportunity to earn a reduced sentence and avoid extradition to Mexico if she would turn witness against the other Furies. Given such a lifeline, she had no choice but to take it.

Although she did what was right for her, Martinez was still torn about her betrayal of the Furies as she considered a number of them friends and combined with the fact that the Furies vowed revenge on her, made Martinez a generally morose person who would have liked nothing better than to get out of prison and begin a normal life. She got herself educated by borrowing copiously from the library, there were many days when the pressure got to her and she almost gave up hope of ever being anything other than a criminal.

This attitude worsened when Valkyrie made her move, almost killing Claudia except for the intervention of Sandstone (who had her own grudge with Valkyrie). Prison doctors were able to keep Claudia alive despite the massive amounts of blood she’d lost in the attack but the psychologist wasn’t sure how well her mental state was holding up. Despite the therapy she was undergoing, Claudia was approached by the people in charge of Project: Freedom and offered a spot in the program. She still has to have weekly sessions to help her deal with her depression and she has recently started taking a prescription to help her cope.

What nobody knows is that Claudia's teammate in Project: Freedom, Sandstone, has convinced Claudia to join her in forming a new villainous group once they get out of Project: Freedom. Something that interests Claudia a lot as she still fears the reprisal of her former team, the Furies, and figures that Sandstone and whoever else she recruits can help her to finally deal with them.
Last edited by Tattooedman on Thu Feb 16, 2012 9:34 am, edited 1 time in total.
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Xeno build #1202

Postby Tattooedman » Mon Feb 06, 2012 9:59 am

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Xeno:
PL:
10
Str 30 (+10) Dex 14 (+2) Con 30 (+10) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Intimidate 9 (+11), Knowledge [Life Science] 6 (+8.), Knowledge [Technology] 6 (+8.), Language [Base: Ruluan; English], Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 6 (+8.)

Feats: Attack Focus [Melee] 2, Dodge Focus 4, Improved Initiative, Luck, Move-By Action

Powers: Flight 7
Immunity 9 [Life Support]
Protection 2 (Extra: Impervious 12)

Xenobiology:
Eye Beams: Blast 12 (Power Feat: Innate)
-Intangibility: Insubstantial 5
-Shapeshifting: Morph 2 [humanoids] (Extra: Continuous Duration)

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

Combat: Attack +8/+10 (Melee)
Damage +10 (Unarmed)/+12 (Blast)
Defense +8 (+2 flat-footed)
Initiative +6


Costs: Attributes 56+ Skills 9+ Feats 5+ Powers 64+ Saves 12+ Combat 24= 170 pts.


Real Name: Malak Krin/Kim Kamada
Height: 5‘8“ (as Xeno)/5’4” (as Kim Kamada)
Weight: 157 lbs
Hair: None (as Xeno)/Black (as Kim Kamada)
Eye Color: Yellow (as Xeno)/Brown (as Kim Kamada)


Complications:
Prejudice: Xeno’s alien appearance and origins sometimes provoke mistrust or hostility.

Responsibility ~Parole: Xeno has to follow the terms of her parole or go back to Blackstone.

Secret ~Identity: Xeno uses the identity of Kim Kamada often times in public.



Background: The inhabitants of the planet Rulu IV (ROO-loo) were a peaceful people, just achieving spaceflight and exploring their solar system, when the shifting fronts of the centuries-old conflict between the Lor Republic and the Grue Unity came to their world. A Grue fleet surrounded the planet, and the Ruluan authorities surrendered after the invaders demonstrated their might by vaporizing a population center. So began what the Ruluans called the Occupation, and the formation of the Resistance.

Malak Krin joined the Resistance after Grue troopers killed one of her brothers and the other, a government minister and collaborator, chose to do nothing. Fighting against the telepathic- and shape-shifting Grue was a daunting task, even for a race like the Ruluans, possessed of considerable strength and energy projection abilities. Rebel scientists sought ways to neutralize the Grue’s advantages or, at least, even the playing field. An isolation of Grue neoplasm had promising potential. Several rebels volunteered to test it but, before they learned its effects, the Grue and Ruluan government forces raided their base. Many of the rebels were killed, while others were captured. All Malak can recall from that terrible day is the blaster fire, the screams and the smoke, the strange sensation of her body slipping away from her, terrible pain, and then long, deep darkness...

Biologist Kim Kamada didn’t know what to make of the strange artifact at first, found embedded in the volcanic soil of a Pacific Northwest rainforest while she was investigating reports of mutated animals in the area. It was a metallic cylinder, similar in size and shape to a SCUBA tank, but covered with years of mineral deposits. She put it aside and notified the proper authorities, planning to investigate further. Then, during the night, she heard—or felt—it calling out to her. Almost in a trance, Kim touched the cylinder and received flashes of memories not her own: alien vessels skirting the mountains and forests, an overload rupturing a vital system, the offending part jettisoned into the night, crashing to Earth...

Light flared at her camp, and Kim squinted, blinded. Was it the Feds? The police?

“We’ll take that,” a voice said, weapons raised and trained at Kim. She ran, and they opened fire. One of the shots must have hit the cylinder, because it ruptured and burst. The attackers backed off as a humanoid shape unfolded from within. “The Xeno!” one of the men yelled, just before laser-like beams flared from the alien’s dark eyes. The men fled, taking their injured with them and leaving behind a very confused visitor, and a mortally wounded Kim Kamada.

Malak reached out to the injured human, trying to understand who she was and why she had helped her when she found her shifting, unstable form began to merge with Kim’s. Memories that were not Xeno’s own flooded her mind and, suddenly, she was Kim Kamada. At least, she looked like her, sounded like her, and could remember her whole life. But inside, she was still Malak Krin, lost and alone and very far from home. Xeno adopted Kim Kamada’s identity and used it to get her bearings on Earth. She also used her abilities to take what she needed from her new home to attempt to build a starship so she could return to her own people. All the while Xeno searched for information about what had become of her home world, her people, and the Rebellion.

This led to her clashing with members of the Freedom League and her eventual capture and being sent to Blackstone prison for several years for all of the robberies and damages Xeno had been responsible for. After serving a few years of her sentence Xeno was approached by people in charge of Project: Freedom with an offer of a way out of jail and perhaps a bit of help in finding a way back to her home world. It wasn’t that difficult of a choice in Xeno’s mind really and within a few weeks she was being transported to the building the Project was set up in.
Last edited by Tattooedman on Fri Feb 17, 2012 1:26 am, edited 1 time in total.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Tattooedman » Mon Feb 06, 2012 10:05 am

There's also another member of this version of Project: Freedom that was already posted a long while ago, but I've finally managed to get his history worked out in my head now that I've gotten some of the other members worked out better now.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Mon Feb 06, 2012 10:39 am

I like Nahual. he seems like a good guy to have around Project Freedom.
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Sandstone build #1203

Postby Tattooedman » Fri Feb 17, 2012 12:51 pm

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Sandstone:
PL:
12
Str 15 [35] (+2/+12) Dex 14 (+2) Con 22 (+6) Int 12 (+1) Wis 10 (+0) Cha 12 (+1)

Skills: Bluff 6 (+7), Craft [Chemical] 6 (+7), Drive 8 (+10), Gather Information 7 (+8.), Intimidate 11 (+12), Knowledge [Streetwise] 10 (+11), Knowledge [Tactics] 8 (+9), Notice 8 (+8.), Search 6 (+7), Sense Motive 8 (+8.), Stealth 6 (+8.), Survival 8 (+8.)

Feats: All-Out Attack, Attack Focus [Melee] 4, Attack Spec. [Sand Blast Array] 2, Connected, Dodge Focus 4, Elusive Target, Evasion, Improved Block, Improved Grapple, Improved Initiative, Luck, Power Attack, Takedown Attack 2

Powers: Alternate Form [Particulate: Sand] 15 (Extra: Continuous Duration); (Flaw: Permanent)
-Alt. Power: Alternate Form [Solid: Stone] 15 (Extra: Continuous Duration); (Flaw: Permanent)

Sand Form:
--Strike 12 [Sand Blast] (Extra: Area [Cone])
-Alt. Power: Strike 12 [Sandstorm] (Extra: Area [Burst])
-Alt. Power: Strike 8 [Sandy Smackdown] (Power Feat: Improved Critical 2, Mighty)
-Alt. Power: Snare 10 (Extra: Engulf); (Power Feats: Crushing Pin, Obscure Sense [visual])
--Burrowing 5 (Flaw: Limited [sand only])
--Elongation 5
--Flight 3
--Immunity 26 [Ballistic Damage, Bludgeoning Damage, Cold Damage, Critical Hits, Life Support]
--Insubstantial 1 [fluid-like]
--Super-Movement 1 [Slithering]

Stone Form:
--Enhanced Strength 20
--Immovable 9
--Immunity 16 [Cold Damage, Critical Hits, Disease, Environmental Cold, Poison, Pressure, Suffocation]
--Impervious Toughness 10
--Protection 6
-Super Strength 6 (Power Feats: Groundstrike, Shockwave)

Saves: Toughness +12*/+6 [*Stone Form]
Fort +9
Ref +7
Will +6

Combat: Attack +8/+12 (Melee/Sand Blast Array)
Damage +10 (Sandy Smackdown; critical 18-20)/+12 (Unarmed [stone form])/+12 (Sand Blast/Sandstorm)
Defense +10 (+3 flat-footed)
Initiative +6
Grapple +19 [sand form]/+30 [stone form]

Drawbacks: Involuntary Transformation [into glass when hit by rank 12 flame/heat attack] (-4 pts)
Involuntary Transformation [into sand-sludge when hit by rank 12 water attack] (-4 pts)


Costs: Attributes 25+ Skills 23+ Feats 17+ Powers 76+ Saves 14+ Combat 28- Drawbacks 8= 175 pts.


Real Name: Alexandra Flint
Height: 5'9"
Weight: 122 lbs
Hair: Black
Eye Color: Brown


Complications:
Quirk ~No Kids Hurt: Alexandra won't take any job that would harm children, espeically anything drug related.

Quirk ~No Killing: Alexandra isn't the kind of person who would simply kill because she could do it. In fact often times she's satisfied with giving her opponents a sound beating and will only attempt to kill someone when she has no other options left.

Responsibility ~Parole: Alexandra has to follow the rules of her parole or else be returned to Blackstone to finish out the rest of her sentence.

Secret ~Not going legit: Alexandra plans to put together an elemental themed team of criminals, with her in charge, to pull down big scores and make a name for themselves. To that end she’s already recruited fellow Project: Freedom members, La Pyra, and only needs to regain her freedom to get things really going.


Background: Sandstone has had a run of bad luck lately, she’d been suffering from a losing streak in the Circuit-Maximus and Saturnalia had replaced her as bodyguard as a result. In an effort to improve her standings Sandstone undertook more work-for-hire and ended up running afoul of Sonic once again but this time the sound manipulating hero was prepared for dealing with her and defeated her following an intense battle which landed Alexandra in Blackstone.

During her time there Alexandra ran into fellow female super villain Valkrie and the pair developed a strong dislike of one another. So much so that when Valkrie’s plan to take revenge on former teammate La Pyra finally came to fruition, Alexandra stepped in (somehow managing to have countered her power nullification restraints) and fought against Valkrie until the Blackguards could arrive in full MAX armor to take control of the situation. She surrendered immedately and it was because of her actions to protect another inmate that Alexandra was offered a place in Project: Freedom.

An offer she accepted with a smile on her face on the condition that La Pyra be made a similar offer. It’s not that Alexandra has any intention of going on the straight and narrow, in fact she’s already working on a plan to put together a super-powered crew of her own, with an elemental theme of course, and has managed to convince La Pyra to be part of it. Now all they have to do is get out of Project: Freedom and recruit the other members they’ll need and then they’re going to deal with Valkrie and her Furies once and for all before pulling off new crimes.
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Harbringer build #1204

Postby Tattooedman » Fri Feb 17, 2012 1:07 pm

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Harbinger:
PL:
11
Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 18 (+4) Cha 18 (+4)

Skills: Bluff 12 (+16), Concentration 12 (+16), Diplomacy 10 (+14), Gather Information 12 (+16), Knowledge [Current Events] 10 (+12), Knowledge [Pop Culture] 8 (+10), Knowledge [Streetwise] 12 (+14), Notice 8 (+12), Sense Motive 8 (+12), Stealth 4 (+7)

Feats: Dodge Focus 3, Distract [Bluff], Equipment, Fascinate [Diplomacy], Improved Distract, Improved Initiative, Luck, Set-Up, Skill Mastery [Gather Information, Knowledge (Current Events), Knowledge (Pop Culture), Knowledge (Streetwise)], Well-Informed

Powers: Sensitive Psionics:
Healing 11 (Extras: Total); (Power Feats: Stabilize, Subtle)
-Alt. Power: Super-Senses 10 [Postcognition, Precognition, Object Read]

Active Psionics:
Communication 8 [mental] (Power Feat: Progression 2)
Telepathy 11
Mind Control 11 (Extra: Continuous Duration); (Power Feat: Subtle)
-Alt. Power: Variable 8 [Dazzle any sense] (Power Feat: Subtle)
-Alt. Power: Illusion 11 [audio & visual] (Power Feat: Subtle)
-Alt. Power: Mental Duplication 11 (Power Feat: Subtle)
-Alt. Power: Mental Transform 11 [memories] (Power Feat: Subtle)

Saves: Toughness +6*/+2 [*Costume]
Fort +5
Ref +5
Will +13

Combat: Attack +6
Damage +
Defense +13 (+5 flat-footed)
Initiative +7

Equipment: Costume [+3 Toughness; Subtle]


Costs: Attributes 30+ Skills 24+ Feats 11+ Powers 106+ Saves 14+ Combat 32= 217 pts.


Real Name: Dennis Carter
Height: 5'9"
Weight: 161 lbs
Hair: Blonde
Eye Color: Hazel


Complications:
Responsibility ~Parole: Dennis has to follow the terms of his parole or go back to prison.

Secret ~More Powerful: Dennis hasn't revealed any of his more aggressive mental powers (his Mind Control Array) to the people running Project: Freedom.

Secret ~Running the Show: Dennis has been subtly using his powers on the Project: Freedom staff and other parolees to manipulate them all for his own purposes.


Background: Dennis Carter started off his criminal career with only a few minor psionic gifts, but he used them well. Very well in fact, as he was able to see into the future with uncommon accuracy and given enough time to prepare Dennis was able to plan out some of the most organized and well thought out robberies pulled in the last thirty years.

As Dennis’ powers grew so did his crimes, so when he became able to manipulate the tissues of the human body he changed his way of operating. Instead of pulling down his own jobs Dennis offered his services to other criminals, healing those injured doing work for their bosses so they didn’t have to go to the hospital (which would lead to too many questions), as well as helping to plan thefts for others or even interrogating via psychic probes to find out information and such just to name a few.

This third-party approach allowed Dennis to become highly connected in the criminal underworld and made him a lot more money than he’d ever make on his own. Eventually though certain criminals, who’d varied from one of his organized plans and were arrested and were looking to reduce their sentence, turned States evidence against Dennis. Testified to many of Dennis’ services over the years and to make matters worse they made him out to be some kind of small-time criminal mastermind who’d organized all the crimes he was tied to for his own profit. While he was convicted of many crimes they were all lesser felonies for aiding and abetting others, as the prosecutors were unable to connect Dennis to many of the robberies he’d planned for others, but he was convicted on one count of larceny from one of his early robberies.

Sentenced to almost seventy years worth of time in prison, Dennis was sent to Blackstone to serve his sentence where his psionic talents could be handled properly by the well trained staff there. Within the last year Dennis was approached by representatives of Project: Freedom and offered a way out of jail in exchange for performing certain services for the city. Seeing this as his one chance to get out of jail before becoming an old man, Dennis agreed to the deal.

But within days of arriving at where Project: Freedom was housed he began to suffer from migraine headaches that almost left him bedridden for over a week. During his time at Blackstone Dennis’ powers had been nullified and having them finally uncorked, as it were, after several years caused them to expand an accelerated rate. Realizing that his powers had increased to the point that he could now influence the minds of others Dennis has hatched a plan - to take control of Project: Freedom and run it himself via a surrogate. To this end Dennis subtly worked his wiles upon Harriet Wainwright, learned of her cancer and manipulated her into taking a medical leave. Dennis has been subtly using his powers now upon her replacement, Ryan Merryweathers, and at this point is often called into his office to consult before any of the group is sent out.

Dennis’ goal is to use his growing influence on the new director to gain his release from Project: Freedom much earlier than he should. Then Dennis will access the funds he’d managed to keep hidden from law enforcement so he can get plastic surgery to alter his looks and get a new identity so that he can start over somewhere else and live a life of luxury. To that end he often uses his psionic gifts to alter the memories of the other parolees to make his part in their missions seem more impressive. Dennis realizes that one mistake or slip on his part and his plan will be exposed and he’ll go back to jail, something he’s decided will not happen again. So after talking to, and mind reading, all the other parolees in the project he’s revealed his plan to Sonya Gertz, also known as Red Phoenix, to help with him with his plan and in return for Dennis will use his influence to get her free of Project: Freedom in a similar manner.

Of course Dennis has every intention of betraying Sonya once he’s out but he's managed to convince Sonya that he will hold up his end of their deal once he’s free and clear, but for now he strings her along.
Last edited by Tattooedman on Fri Feb 17, 2012 4:36 pm, edited 1 time in total.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby ClassDunce » Fri Feb 17, 2012 2:10 pm

Yeah... Sandstone kicked Charlie's ass I think it's appropriate that she basically takes Charlies role on your Project Freedom lol.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Fri Feb 17, 2012 3:18 pm

Damn. Harbinger is almost as bad as Zane. :twisted:
You should put Subtle on his powers if he's been using them without anyone knowing.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Tattooedman » Fri Feb 17, 2012 4:37 pm

Good point Shock. Edited that in.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Arkrite » Fri Feb 17, 2012 5:40 pm

Shock wrote:Damn. Harbinger is almost as bad as Zane. :twisted:


The twist is that as unlikable as Zane was, he would have everything in his power to help his team.

This guy on the other hand seems closer to Zane's original concept when I made him. He'll leave you hanging out to dry if it makes his life easier.

Zane was supposed to be pure evil, if somewhat cliched.

... Now if only I'd had those extra thirty points to play with ;~)
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Fri Feb 17, 2012 7:12 pm

Arkrite wrote:... Now if only I'd had those extra thirty points to play with ;~)

You would have just blown them on ego anyway...
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Arkrite » Fri Feb 17, 2012 9:34 pm

Best thirty point feature ever!
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