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The Forge [3E] DC: AquaMaria, Madelyn Spaulding, Omnifarious

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Re: The Forge [3E]: GeneratorRex - Villains and Links update.

Postby Gilliam » Wed Jan 25, 2012 1:02 pm

HustlerOne wrote:
Gilliam wrote:I have been enjoying your builds a lot as they have really captured the characters. I get the feeling that over here we are behind in episodes as the last one that screened was when Doc Holiday's sister was tuned back to normal and there has been no sign of Black Knight as far as I can recall.



I might have given away the fact that black knight is a upcoming villain. :oops: She shows up in the episode "Back in Black." Although you can easily see she's a villain because she wears black. :lol: I really love her character since she just has a commanding presence on screen. She kind of reminds me of Azula from Avatar the last airbender.


I don't mind spoilers even when I try to avoid them I always end up taking just one quick peek and then another :)
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Re: The Forge [3E]: GeneratorRex - The Pack

Postby HustlerOne » Fri Jan 27, 2012 12:04 pm

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"Rex: You coming or what?
Biowulf: I was never here."


Biowulf

PL: 10

Abilities: Str: 2/8, Sta: 2, Agl: 2/6, Dex: 3, Fgt: 6, Int: 0, Awe: 4, Pre: 1


Powers: Bladed Claws: Strength Based Damage 3 (Flat: Penetrating 3)(6),

Faster Runner: Speed 3 (3),

Heightened Agility: Enhanced Agility 4 (8),

Heightened Strength: Enhanced Strength 6 (12),

Keen Senses: Senses 3 (Lowlight Vision, Scent, Tracking)(3),

Metal BioArmor: Protection 6 (Extras: 6 Impervious)(12),

Really High Jumper: Leaping 2 (2)


Advantages: All-out Attack, Evasion 1, Great Endurance, Improved Critical: Claws 1, Improved

Initiative 1, Improved Trip, Leadership, Minion 8 (Skalamander or other EVO's), Startle,

Takedown 2


Equipment: None


Skills: Acrobatics 8 (+14), Athletics 10 (+18), CloseCombat: Claws 3 (+9),

Intimidation 10 (+11), Perception 12 (+16), Stealth 9 (+15)


Offense: Initiative: +10, Unarmed: +6 (Damage 8 ), Bladed Claws: +9 (Damage 11 ),


Defense: Dodge: 10, Parry: 12, Fortitude: 10, Toughness: 2/8*, Will: 6

* With Armor

Abilities: 40, Powers: 46, Advantages: 18, Skills: 26, Defense: 20 = Total: 150


Complications: Jealous: Biowulf can become jealous of anyone threatening his position as leader of the pack.

Loyal: Biowulf is loyal to Himself, Van Kleiss, and The Pack in that order.

Prejudice: Most humans are frightened of Biowulf due to his EVO appearance and connections to Van Kleiss.


Notes: Biowulf is the second in command and field leader of the pack. Biowulf is a formidable opponent due to his enhanced physical attributes. Biowulf is fearsome enough to wipe out a whole squad of providence agents! His claws can slice through the thickest of armor. In one chilling example he was able to destroy a providence fighterjet that was flying too close to the ground.

Biowulf can be a savage closecombat fighter. He is levelheaded enough to be a good squad leader though. He is also quite loyal to Van Kleiss and seems to genuinely show concern for his wellbeing. One other notable trait is that Biowulf can be quite jealous towards any potential challengers for his leadership over the pack. Canny players can use this weakness to their advantage to sow suspicion or infighting in the pack.

Biowulf normally has Skalamander as a minion. Nevertheless he has been known to lead other EVO minions. The GM can decide which or how many EVO minions he has on hand to throw at the players. Just adjust the minion rank accordingly.

Biowulf seems to be the near equal to Agent six in terms of fighting ability. They routinely fight each other since they are so evenly matched. Biowulf tends to rely on his superior physical attributes to counter the agility and skill of Agent six.
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Re: The Forge [3E]: GeneratorRex - Independent

Postby HustlerOne » Mon Jan 30, 2012 12:24 pm

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"Circe: As much as I care about you, Rex. Van Kleiss and the Pack are my family. They took me in when nobody else would. I can't abandon them."


Circe - EVO Siren

PL: 9

Abilities: Str: 1, Sta: 2, Agl: 4, Dex: 5, Fgt: 2, Int: 0, Awe: 2, Pre: 2


Powers: UltraSonic Scream: Array (27 points),

Base Effect:

Sonic Blast: Cone Area Damage 9 (Extras: Concentration) (27),


Alternate Effect: Siren Call: Cone Area Affliction 9 (Resisted by Will, entranced,

compelled,controlled, Extras: Concentration, Flaws: Tiring if used above Rank 6) (1)


Advantages: Agile Feint, Beginner's Luck, Defensive Roll 3, Power Attack


Skills: Acrobatics 6 (+10), Close Combat: Unarmed 6 (+8), Deception 4 (+6),

Expertise: Streetwise 2 (+2), Insight 2 (+4), Perception 2 (+4), Persuasion 4 (+6),

Ranged Combat: Scream 4 (+9), Sleight of Hand 4 (+9), Stealth 2 (+6), Vehicles 2 (+7)


Offense: Initiative: +4, Unarmed: +8 (Damage 1), Scream: +9 (Damage 9 )


Defense: Dodge: 7, Parry: 7, Fortitude: 6, Toughness: 2/5*, Will: 5

* With Defensive Roll

Abilities: 36, Powers: 28, Advantages: 6, Skills: 19, Defense: 16 = Total: 105


Complications: Prejudice: People distrust her due to her membership in the pack.

Relationship: Friend to Rex Salazar. Member of the Pack.

Secret: Circe looks human but is secretly a EVO. The use of her powers reveals her as a EVO.


Notes: Circe is a reluctant member of the pack. She had nowhere else to turn to. The pack were one of the few that accepted her. She is one of the many potential girlfriends of Rex. Circe considers Rex a friend but is torn due to her loyalty to the pack.

Circe has the ability to lure mindless EVO's to her by her ultrasonic scream. Her scream can also be used as a weapon to break through even concrete. Circe is like a teenage version of Black Canary from DC. The biggest difference is that her head turns into a hideous giant mouth whenever she uses her powers!
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Re: The Forge [3E]: GeneratorRex - The Pack

Postby HustlerOne » Wed Feb 01, 2012 12:11 pm

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"Breach: Van Kleiss isn't always in charge of me. Sometimes I do what I want... like now."


Breach

PL: 10

Abilities: Str: 1, Sta: 0, Agl: 5, Dex: 2, Fgt: 5, Int: 1, Awe: 1, Pre: 0


Powers: Dimensional Awareness: Senses 1 (Dimension Awareness)(1),

Extra Arms: Extra Limbs 2 (2),

Portal Creation: Teleport 10 (Extras: Accurate, Extended, Portal, Flat: Change Direction,

Change Velocity, Increased Mass 2)(64),

Alternate Effects:

Portal Attack: Add Attack and Ranged Extra to Teleport. (1),

Dimensional Portal: Movement 2 (Dimensional Travel 2, Extras: Portal)(1),

Dimensional Portal Attack: Add Attack and Ranged Extra to Dimensional Movement. (1),

World Portal: Movement 2 (Space Travel 2, Extras: Portal)(1),

World Portal Attack: Add Attack and Ranged Extra to Space Travel Movement. (1),


all linked to Portal Pull/Push: Move Object 3 (Extras: Cone, Flaws: Limited Direction - Push or pull only)(3)


Advantages: Defensive Roll 4, Equipment 3, Evasion 2, Fast Grab, Grabbing Finesse,

Improved Initiative 1, Improved Hold, Move By Action, Redirect, Second Chance (Falling),

Seize Initiative


Equipment:

Image
"Breach: It's a school. But it's not a school. But it is a school.
Doctor Holiday: What's that supposed to mean?
Breach: That Rex is too cool for school, and he's no tool. You're the fool."


Pocket Dimension: Size: Awesome (6), Toughness: 10 (2), Features: (6) Concealed 3, Isolated,

Living Space, Sealed

Final Cost: 14

1 Equipment point left over


Skills: Acrobatics 4 (+9), Deception 2 (+2), Sleight of hand 8 (+10), Stealth 6 (+11)


Offense: Initiative: +9, Unarmed: +5 (Damage 1)


Defense: Dodge: 15, Parry: 6, Fortitude: 4, Toughness: 0/4*, Will: 4

* With Defensive Roll

Abilities: 30, Powers: 75, Advantages: 17, Skills: 10, Defense: 18 = Total: 150


Complications: Creepy: Breach can be quite creepy to most people.

Mentally Unstable: Breach is perceived to be insane.

Prejudice: Most humans are distrustful of Breach due to her membership in the pack.


Notes: Breach is the ace in the hole of the pack. She acts as the escape clause whenever the pack is in danger of being captured. Breach is a teleporter with the ability to form portals between two distant places. Breach can launch these portals at others like projectiles to send them far away someplace else. She can send anyone anywhere in the world.

Breach can even access other dimensions. She even has her own home pocket dimension where she stores all of her "toys"(like a whole entire town!). She can summon other EVO's through the use of a powerstunt. With the help of a harness device she can even travel through all of space and time! This device is best left as a plot device.

Personally she is like the creepy girl Samara from the Ring movies. They both share the same childlike nature, hair fashion, and insanity. Interestingly enough, Breach really isn't a killer. If she wanted to she can kill anyone by teleporting them to the bottom of the ocean to drown, fall to their deaths high in the sky, suffocate in deep space and so forth. Instead she sends providence agents to the middle of a desert knowing full well that they can call for a Scoutship to pick them up.

Breach is my most favorite character on the show. I love how she speaks in riddles and rhymes. She's really the least violent (therefore the most redeemable in my eyes) member of the pack. She's also quite cute with the whole schoolgirl look. :wink:
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Re: The Forge [3E]: GeneratorRex - The Pack

Postby HustlerOne » Fri Feb 03, 2012 12:02 pm

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"Van Kleiss: We are not all savages, Rex. Some E.V.O.s are capable of so much more. You have only just begun to realize your full potential."


Van Kleiss - Overlord of Abysus

PL: 13

Abilities: Str: 3/9, Sta: 3, Agl: 2, Dex: 5, Fgt: 5, Int: 5, Awe: 3, Pre: 4


Powers: Biomechanical Arm: Array (45 points)

Base Effect:

EVO Creation: Affliction 8 (Resisted by Will, Dazed, Compelled, Transformed - Into a EVO, Extras:

Concentration, Cumulative, Progressive) (45),

Alternate Effects:

Arm Extension: Elongation 2 (Flaws: Limited to one arm) (1),

Nanite Drain: Weaken Fortitude 8 (Extras: Concentration, Progressive, Flat: Incurable) (1),

Needles: Damage 6 (Extras: Line) (1),

SuperHuman Strength: Enhanced Strength 6 (Flaws: Limited to one arm)

linked to Powerlift: Enhanced Strength 1 ((Flaws: Limited to one arm) (1)


Advantages: Assessment, Benefit 7 (Cipher 2, Status - Ruler of Abysus,

Wealthy 4 - Multimillionaire), Chokehold, Connected, Contacts, Daze (Deception),

Defensive Attack, Defensive Roll 2, Equipment 3, Fascinate 2 (Deception, Persuasion),

Improved Critical 1 (BioMechanical Arm), Improved Grab, Improved Initiative 1, Inspire 3,

Inventor, Leadership, Minions 15 (EVO's) Setup, Skill Mastery 2 (Deception, Technology),

Taunt, Well Informed


Equipment:

Image
"Van Kleiss: (to Rex) Enough of this foolishness. You were here when it happened, Rex, we both were! Stay here and all your questions will be answered!""


Abysus Castle: Size: Huge (3), Toughness: 10 (2), Features: (6) Defense System, Grounds, Isolated,

Laboratory, Living Space, Self Repairing

Final Cost: 11 equipment points.

Optional: 4 equipment points left over.


Skills: Close Combat: Biomechanical Arm 3 (+8), Deception 12 (+16), Expertise: EVO's 4 (+9),

Expertise: Nanites 4 (+9), Expertise: Science 10 (+15), Intimidation 8 (+12), Investigation 7 (+12),

Perception 8 (+11), Persuasion 10 (+14), Ranged Combat: Needles 1 (+6),

Ranged Combat: Throwing 2 (+7), Technology 7 (+12)


Offense: Initiative: +6, Unarmed: +5 (Damage 3), Biomechanical Arm: +8 (Damage 9 ),

Needles: +6 (Damage 6), Throw: +7


Defense: Dodge: 11, Parry: 11, Fortitude: 12, Toughness: 3/5*, Will: 13

* With Defensive Roll

Abilities: 60, Powers: 45, Advantages: 48, Skills: 38, Defense: 34 = Total: 225


Complications: Megalomania: Van Kleiss ultimately only cares about himself.

Mysterious Past: Has some kind of mysterious connection to the nanite event and Rex.

Weakness: Van Kleiss must drain nanites from other EVO's periodically to live.

Notes: Van Kleiss is the egotistical ruler of the country of Abysus. Abysus was the location of the nanite event that gave birth to EVO's. The whole entire land was infused with unstable nanites that transformed it's inhabitants into EVO's. The land is capable of defending and healing itself from attacks. Van Kleiss rules Abysus from a ruined broken down castle.

Van Kleiss is mysteriously connected to the Nanite event and Rex in some manner. He may have had a hand in the nanite event. Van Kleiss was described by Caesar Salazar as a third rate hack of a scientist. Somehow Van Kleiss was able to control all of the nanites in Abysus ensuring that he would become it's ruler. He lost this power but then gained new powers to allow for the creation of new EVO's.

Van Kleiss is a scaled down version of the Overlord archetype. Most of his powers come from his prosthetic arm. With it he can drain nanites, create EVO's, fire needles, and pick up boulders. He can also extend his prosthetic arm out to 30 ft. He is not much of a scientist but is a good orator.

Personally, he is a devious and cunning enemy. He puts on the guise of a benevolent protector of EVO's. In reality, he only cares about acquiring more power for himself. He uses others as a means to an end and cares little for others. He believes that the ends justify the means.

Van Kleiss is the ultimate big bad of the setting. He doesn't do anything particularly well. However he is much less specialized and more of a generalist. What makes him truly dangerous is his combination of personal charisma and the ability to turn any living creature into a loyal EVO. His one weakness is that he must constantly drain nanites from others to survive much like a vampire.
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Re: The Forge [3E]:GeneratorRex- Van Kleiss

Postby HustlerOne » Wed Feb 08, 2012 12:29 pm

Image

I wanted to share this hilarious scene with everybody. It lets you know how everyone at providence feels about Van Kleiss. :lol:

I'm almost done with all my planned generator rex builds. Rex is gonna be last since he's such a complex character with his variable powerset. I have no plans to stat up Bobo the monkey or Noah. I really don't like
their characters much. They feel like comedy relief at best.
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Re: The Forge [3E]:GeneratorRex- Independent

Postby HustlerOne » Wed Feb 08, 2012 12:34 pm

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"Hunter Cain: You push hope where there isn't any. There's no saving E.V.O.s There can't be! You're a sickness. And you need to be destroyed."


Hunter Cain - Militant Vigilante

PL: 7

Abilities: Str: 5, Sta: 5, Agl: 0, Dex: 1, Fgt: 1, Int: 1, Awe: -1, Pre: 1


Powers: Anti-Nanite Rounds: Ranged Weaken Toughness 5 (Flaws: Unreliable - 5 uses) (4), Easily

Removable -1


Advantages: Benefit 1 (Wealthy - Well-off), Connected, Equipment 11, Improvised Weapons 2,

Minions 12 (Militia), Ranged Attack 4


Equipment: Double Barreled Machinegun: Ranged Damage 6 (Extras: Multiattack) (18),

Padded Armor and Hockey Mask: Protection 3 (3),

"Sweet Caroline" Grenade Launcher: Ranged Damage 5 (Extras: Burst 5)(15),

Truck (7)


Optional: 12 equipment points left over.


Skills: Close Combat: Unarmed 4 (+5), Deception 4 (+5), Expertise: Mercenary 4 (+5),

Intimidation 6 (+7), Ranged Combat: Grenade Launcher 4 (+5), Vehicles 2 (+3)


Offense: Initiative: 0, Unarmed: +6 (Damage 5), Grenade Launcher: +9 (Damage 5 ),

MachineGun: +5 (Damage 6)


Defense: Dodge: 5, Parry: 5, Fortitude: 8, Toughness: 5/8*, Will: 4

* With Armor

Abilities: 26, Powers: 4, Advantages: 31, Skills: 12, Defense: 17 = Total: 90


Complications: Hatred: Cain loathes EVOs completely.

Obsession: Cain is obsessed with hunting down EVOs regardless if they are a threat or not.

Ruthless: Is perfectly willing to sacrifice his own men to further his cause.


Notes: Hunter Cain is even more of a racist than White knight! At least white knight does not go out of his way to hunt down every EVO in sight. Cain was actually a supporter of Providence until his own wife became a incurable EVO. He may have named his "Sweet Caroline" grenade launcher after her. Sadly, Cain is one of the more realistic people on the show since the real world has plenty of people like him.

I wasn't initially planning on building this guy but I needed at least one other "human" threat. He could be useful in a gritty Iron Age campaign. He really doesn't pose much of a threat by himself. There are two items that actually make him a viable threat to EVO's. The first is his militia (use the militant archetype) of like minded racist people that follows Cain around.

The second are what Rex refers to as his "magic" bullets. These anti-nanite ammo causes a EVO's nanites to selfdestruct and kills them. Cain doesn't have many of these special ammo since they are hard to get a hold of. His milita may also have them to make them a actual threat to EVO's as well.

Here's some interesting trivia. John Cena the wrestler provided the voice for Hunter Cain.
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Re: The Forge [3E]:GeneratorRex- Van Kleiss

Postby cassius335 » Thu Feb 09, 2012 3:40 am

HustlerOne wrote: I have no plans to stat up Bobo the monkey or Noah. I really don't like
their characters much. They feel like comedy relief at best.


No argument here. So long as Rex has SOMEONE to trade dialogue with, those two are completely superfluous.
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Re: The Forge [3E]: GeneratorRex - Independent

Postby HustlerOne » Fri Feb 10, 2012 12:04 pm

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"NoFace: [Looking at the Providence agents] They are the before. The before forgot us. The before left us here. Left us in pain."


No Face - EVO ruler of Kiev

PL: 12

Abilities: Str: 1/11, Sta: 1/7, Agl: 3, Dex: 0, Fgt: 9, Int: 3, Awe: -2, Pre: 2


Powers: BioArmor: Protection 4 (Extras: 11 Impervious) (15),

Extra Arms: Extra Limbs 2 (2),

Heightened Stamina: Enhanced Stamina 6 (12),

Heightened Strength: Enhanced Strength 10 (20),


Telepathy: Array (59 points)

Base Effect:

EVO Summoning: Summon EVO's 10 (Extras: Horde, Multiple Minions 4 (16 Minions),

Variable Broad Type,Flat: Mental Link) (59)


Alternate Effects:

EVO Communication: Comprehend 2 (Animals, Plants), Area Mental Communication 2 (1),

EVO Control: Ranged Affliction 5 (Resisted by will, Dazed, Compelled, Controlled) (1),

Mind Reader: Mindreading 10 (1)


Advantages: Agile Feint, Animal Empathy, Chokehold, Improved Grab, Improved Hold,

Leadership, Precise Attack 2 (Close, Concealment), Startle, Weapon Bind


Skills: Acrobatics 2 (+5), Athletics 4 (+15), Close Combat: Unarmed 4 (+13),

Expertise: Tactics 2 (+5), Intimidation 6 (+8), Ranged Combat: Throwing 2 (+2)


Offense: Initiative: +3, Unarmed: +13 (Damage 11), Throw: +2


Defense: Dodge: 8, Parry: 10, Fortitude: 7, Toughness: 1/11*, Will: 11

* With BioArmor

Abilities: 34, Powers: 111, Advantages: 10, Skills: 10, Defense: 15 = Total: 180


Complications: Freedom: No Face wants to escape Kiev by any means.

Vindictive: No Face wants vengeance against anyone that has ever crossed him.


Notes: The true identity of No Face or if he even has a name was never discovered. Captain Callan just simply called him No face for his lack of a face. No Face is the self appointed ruler of the EVO city of Kiev. In fact he may be the only sentient EVO in all of Kiev.

Kiev had almost every one of it's citizens and animals transformed into EVO's. This is due to a large concentration of nanites in the area. The whole city was quarantined and it's EVO's imprisoned under a impenetrable forcefield dome.

Ever since that day No Face has sought a means to escape the city. Preferably escaping Kiev with a huge horde of EVO monsters alongside him. He may consider an alliance with Van Kleiss in order to do so. Breach can easily use her teleporting powers to allow a mass breakout! No Face's motives remain clouded but he is known to harbor a grudge against humans (who he calls the before) for imprisoning him.

No Face is a fearsome adversary. He is one of the most powerful and toughest EVO's known. He is a daunting opponent to face since he was able to easily defeat Agent Six, Rex, and Van Kleiss each personally! His nanites allow for a variety of telepathic powers. If that weren't enough, he controls possibly thousands of mindless EVOs that live in Kiev!

His summoning power may even verge into PL: X territory. The GM is given free reign to throw as many EVO's against the players as they like. The human world could well come to an end if No Face were to escape with his huge EVO army!
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Re: The Forge [3E]: GeneratorRex - Providence

Postby HustlerOne » Mon Feb 13, 2012 12:07 pm

Image


Black Pawns - Sinister Ninja Providence Agents

PL: 6

Abilities: Str: 2, Sta: 0, Agl: 3, Dex: 2, Fgt: 6, Int: 0, Awe: 0, Pre: -1


Powers: Jumper: Leaping 1 (1),

Runner: Speed 1 (1)


Advantages: Defensive roll 1, Equipment 7, Improved Initiative 1, Improved Hold,

Improved Trip, Ranged Attack 4, Startle, Teamwork


Equipment: Sword: Damage 3 (Flat: Improved Critical 1) (4),

Providence Armor: Protection 4 (4),

Providence Goggles: Senses 2 (Communication Link to providence network, Lowlight Vision)(2),

Providence Gun: Ranged Damage 5 (Extras: MultiAttack)(15)


Optional: 15 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 4 (+7), Athletics 4 (+6), Close Combat : Swords 3 (+9), Expertise: EVOs 4 (+4),

Expertise: Providence Protocols 4 (+4), Expertise: Tactics 4 (+4), Intimidation 4 (+3),

Sleight of Hand 2 (+4), Stealth 4 (+7), Technology 4 (+4), Vehicles 4 (+6)


Offense: Initiative: +7, Unarmed: +6 (Damage 2), Sword: +9 (Damage 3),

Gun: +6 (Damage 5 ),


Defense: Dodge: 7, Parry: 7, Fortitude: 4, Toughness: 0/4*/5**, Will: 2

* With Armor
** With Defensive Roll

Abilities: 24, Powers: 2, Advantages: 17, Skills: 21, Defense: 11 = Total: 75


Complications: None


Notes: The black pawns are the personal lieutenants of a woman named the black knight. They are quite sinister looking with their darker color scheme. They are a weaker version of Agent six. Black Pawns are ninja like in their preference for quick close combat and Swords. Even Rex (to his surprise) himself was captured by a well coordinated team of black pawns.

Black Pawns are only available to the GM. They appear during Black knight's leadership of a darker (possibly corrupt) providence. Their stats could also represent black ops commandos or low level minion ninjas.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Wed Feb 15, 2012 12:26 pm

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"Black Knight: [sarcasm] Glad you don't trust me. Natural, given the circumstances."


Black Knight - New Leader of Providence

PL: 10

Abilities: Str: 1, Sta: 1, Agl: 6, Dex: 3, Fgt: 4, Int: 4, Awe: 4, Pre: 6


Powers: Weapon Gauntlet (13), Removable -4

Arm Cannon: Ranged Damage 8,

Alternate Effect:

Whip Mace: Damage 6 (Flat: Improved Critical, Improved Grab, Improved Trip, Reach 2),

linked to Affliction 5 (Resisted by Fortitude, Dazed, Stunned, Incapacitated)


Advantages: Accurate Attack, Agile Feint, Benefit 1 (Leader of Providence),

Connected, Contacts, Defensive Attack, Defensive Roll 3, Equipment 1,

Fascinate 2 (Deception, Persuasion), Leadership, Minion 6 (Black Pawn), Power Attack,

Seize Initiative, Skill Mastery (Persuasion)


Equipment: Comm: ComLink (1 ep)


Optional: 4 equipment points left over.



Skills: Acrobatics 8 (+14), Athletics 4 (+5), Close Combat : Whip Mace 4 (+8),

Deception 8 (+14), Expertise: Providence Protocols 8 (+12), Expertise: Tactics 6 (+10),

Insight 4 (+7), Investigation 6 (+10), Perception 4 (+8), Persuasion 10 (+6),

Ranged Combat: Arm Cannon 4 (+7)


Offense: Initiative: +6, Unarmed: +4 (Damage 1), Arm Cannon: +7 (Damage 8 ),

Whip Mace: +8 (Damage 6 ),


Defense: Dodge: 12, Parry: 10, Fortitude: 8, Toughness: 1/4*, Will: 12

* With Defensive Roll

Abilities: 58, Powers: 13, Advantages: 20, Skills: 33, Defense: 25 = Total: 150


Complications: Mysterious: Black Knight has a mysterious background.

Power Hunger: Wants to become a Goddess by acquiring all MetaNanites that can

control the fundamental forces of the universe. Yes, Really.

Responsibility: Black Knight answers to a secret Consortium.


Notes: The Black Knight is a mysterious woman who later replaces White Knight as the new leader of providence. The Providence Agency under her reign changes for the worse. Providence soon follows a new policy to confine, restrain, and control all EVO's.

She initially appears to be totally dedicated to upholding the new tenets of a darker providence. Black Knight merely shows a facade of being a loyal servant to providence with a calm exterior. She is in actuality a deceptive and power-hungry woman underneath it all. She never lets her emotions get the best of her. She will always try to maintain her composure even under the most dire of circumstances.

She is a competent leader who prefers to use diplomacy first before using underhanded tactics as a last resort. She tries to avoid combat and lets her minions at providence do the field work. She is well guarded and served by her own loyal agents called black pawns.

Black knight is nevertheless well versed in combat with her acrobatic style. She is armed with a unique weapons gauntlet. It can fire energy blasts as a armcannon or with a whipmace attachment be used in melee. Black knight was able to hold her own in a fight against white knight with both his power armor suit and even his large Mech!
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Re: The Forge [3E]GeneratorRex: Rex

Postby HustlerOne » Fri Feb 17, 2012 12:24 pm

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"If people want to hate me, I can't stop them. But it's not going to stop me from doing my job. You wanna know why? Because I'm awesome!"


Rex Salazar - Generator Rex

PL: 10

Abilities: Str: 1, Sta: 1/5, Agl: 3, Dex: 4, Fgt: 3, Int: 4, Awe: 1, Pre: 2


Powers: Breach Sense: Senses 1 (Teleport Awareness) (1),

Heightened Stamina: Enhanced Stamina 4 (8),


Machine Manifestation: Variable 12 (Extras: Move Action, Flaw: Limited to Machines) (84),

[Check upcoming posts for some sample machine powers.]


Nanite Enhanced Immune System: Enhanced Diehard, Ultimate Fortitude,

Immunity 4 (Disease, Poison, High Pressure, Radiation, Flaw: Limited to Half Effect),

Regeneration 1 (7),


TechnoPath: Communication 1 (Tactile, Flat: Subtle 1, Flaw: Touch Range),

Comprehend 1 (Machines) (5),


Upgraded Goggles: (5), Easily Removable -4

Senses 9 (Detect Nanites 2, Extended Vision 1, Infravision, Microscopic Vision 1,

Penetrates Concealment)


Advantages: All-Out Attack, Attractive, Beginner's Luck, Benefit 3 (Cipher 2,

Security Clearance), Close Attack 3, Defensive Attack, Equipment 1, Extraordinary Effort,

Improved Initiative 1, Interpose, Languages 2 (Chinese, Spanish, English is native),

Luck 2, Redirect, Sidekick 10 (Bobo or Noah), Taunt, Teamwork


Equipment: Varies

Optional: 5 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 4 (+7), Deception 6 (+8), Expertise: EVOs 4 (+8),

Expertise: Streetwise 4 (+8), Insight 4 (+6), Intimidation 2 (+4),

Perception 2 (+4), Persuasion 6 (+8), Ranged Combat: Slam Cannon 2 (+6),

Sleight of Hand 6 (+10), Stealth 2 (+5), Technology 4 (+8), Vehicles 4 (+8)


Offense: Initiative: +7, Unarmed: +6 (Damage 1), Armed: +6 (Damage Varies),

Slam Cannon: +6 (Damage 10 ),


Defense: Dodge: 6, Parry: 7, Fortitude: 10, Toughness: 5/13*, Will: 10

* With powers


Abilities: 38, Powers: 110, Advantages: 31, Skills: 25, Defense: 21 = Total: 225


Complications: Amnesia: Rex does not have any memories before joining providence.

Relationships: Younger brother to Caesar Salazar. His friends Bobo the monkey, Noah, and

his old gang from Hong Kong. His mentor Agent six. His mother figure Doc Holiday.

Responsibility: Wants to cure Humans who have become dangerous EVO's


Notes: This is the most up to date build of Rex at around season three.

Rex Salazar is the star and main hero of Generator Rex. Rex's background is a bit of a
mystery even to himself. He suffers from amnesia and has no memories before joining
providence. He is connected in some way to the Nanite Incident that started the setting
and gave him his powers.

Rex is really a teenager at heart and is quite reckless. He does not follow orders very
well. Rex would prefer to have fun like any normal teenager. Subtlety is a word Rex does
not understand very well. Still he can be quite intelligent in his own way considering he
comes from a family of brilliant scientists.

I gave Rex the attractive advantage mainly due to him having so many potential suitors.
Most girls seem to find him cute on the show. He has Annie, Breach, Circe, Cricket, and
even a delivery girl all having some kind of crush on him! That and he constantly hits on
Doc Holiday (and other girls).

Rex Salazar's original ability was to be able to communicate with machines. This ability
later allows him to control or talk to nanites. It allows Rex to create all sorts of
machines that comes out of his body. Rex is basically a shapeshifter limited to creating
machines.

The Stat's shown here is after Rex receives the Omega One nanite. The Omega Nanite allows
Rex to create a unlimited amount of nanites. It also allows Rex to create new Machines
that he can possibly think of. Rex is normally a PL 10 hero but his power level can vary
due to his variable power. He has a large power point total showcasing how experienced he's
gotten since the start of the series.

Rex has Bobo the monkey, Noah, or some other friend (like Kenwyn Jones or one of his friends
from his old gang) as a 50 point sidekick. Just use the soldier or some other archetype for
their stats. Modify them as needed like adding the shrinking power for Bobo for example.
Last edited by HustlerOne on Wed Jan 09, 2013 12:52 pm, edited 2 times in total.
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Re: The Forge [3E]GeneratorRex: Rex

Postby HustlerOne » Fri Feb 17, 2012 12:28 pm

Rex's Classic Machines

Notes: This lists all of Rex's original powers that he started out with. His original nanites were different from everyone else's. They were injected into him to save his life. These nanites also caused him memory loss whenever he was in danger of dying. In the beginning he can only use each of these powers one at a time.


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BattleSaw: Damage 6 (Flat: Penetrating 6, Reach 1) (13)


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Big Fat Sword: Enhanced Strength 2, Strength Based Damage 4 (Flat: Improved Critical 1, Reach 1) (10)


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Boogie Pack: Enhanced Agility 1, Flight 7 (Flat: Aquatic), Affliction 7

(Resisted by Dodge then Strength, Hindered, Immobile, Flaw: Limited to two conditions)

linked to Elongation 1 (25)


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Punk Busters: Growth 4 (Flaw: Limited to Legs), Leaping 6 (10)


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Rex Ride: Movement 1 (Water Walking 1), Speed 7, "Battering Ram" - Damage 5 (14)


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Slam Cannon: Ranged Damage 10 (Flaw: Limited - Must have nearby raw material for ammo) (10)

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Smack Hands: Enhanced Improved Grab, Enhanced Improved Hold, Enhanced Strength 4,

Growth 4 (Flaw: Limited to Arms),

Alternate Effect: "Combat Drill" - Burrowing 5 (15)
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Re: The Forge [3E]GeneratorRex: Rex Salazar

Postby HustlerOne » Wed Feb 22, 2012 12:11 pm

Omega One Nanite Machines

Notes: Rex is injected with the Omega Nanite later in the series. This nanite gave Rex access to
new powers. It allowed Rex to create new machines that he can think of. It also removed the complication of Rex losing his memories whenever he was in risk of dying. They all have a blue light color to them since they seem to be powered by a high energy source.


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Bad Axes: Enhanced Strength 2, Strength Based Damage 6 (Flat: Penetrating 6, Reach 1 ) (17)


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BlastCaster: Enhanced Improved Grab, Enhanced Improved Trip , Reach 1,

linked to Affliction 9 (Resisted by Dodge then Fortitude, Hindered, Immobile, Incapacitated) (12)


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Block Party: Sustained Protection 8 (Extras: 8 Impervious),

Alternate Effect - Sustained Protection 7 (Extras: Burst 1, 7 Impervious) (17)


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FunChucks: Enhanced Strength 2, Environment 1 (light), Strength Based Damage 7 (Flat: Reach 2),

Alternate Effect - "Destructive Energy Pulse" Line Damage 7 (16)


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Sky Slyder: Environment 1 (Light), Flight 7 (15)



EVO Curing: Affliction 10 (Resisted by Will, Dazed, Stunned, Transformed to Normal Form)(10)

Note: The ability to cure EVOs may be used as a powerstunt or plot device instead. It looked pretty tiring if
Rex uses this ability too much. I simply gave stats just to show how it might look like.
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Re: The Forge [3E]GeneratorRex: Rex

Postby HustlerOne » Fri Feb 24, 2012 12:08 pm

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"White Knight: (about Rex) We're supposed to be friends. He's a monster. What do you see in him?
Agent Six: ...Hope."

Rex Salazar - In full giant Biomechanical EVO Form

PL: 16

Abilities: Str: 1/17*, Sta: 1/17*, Agl: 3, Dex: 4, Fgt: 3, Int: 4, Awe: 1, Pre: 2


Powers: Breach Sense: Senses 1 (Teleport Awareness) (1),

Heightened Stamina: Enhanced Stamina 4 (8),


Machine Manifestation: Variable 12 (Extras: Move Action, Flaw: Limited to Machines) (84),



BioMechanical Form: Enhanced Strength 4,

Growth 12, Impervious Toughness 12,

Ranged Damage 10 (Flaw: Limited - Must have Raw Material for ammo)

Strength Based Damage 4 (Flat: Improved Critical 1, Reach 1) (60)


Nanite Enhanced Immune System: Enhanced Diehard, Ultimate Fortitude,

Immunity 4 (Disease, Poison, High Pressure, Radiation, Flaw: Limited to Half Effect),

Regeneration 1 (7),


TechnoPath: Communication 1 (Tactile, Flat: Subtle 1, Flaw: Touch Range),

Comprehend 1 (Machines) (5),


Upgraded Goggles: (5), Easily Removable -4

Senses 9 (Detect Nanites 2, Extended Vision 1, Infravision, Microscopic Vision 1,

Penetrates Concealment)


Advantages: All-Out Attack, Attractive, Beginner's Luck, Benefit 3 (Cipher 2,

Security Clearance), Close Attack 3, Defensive Attack, Equipment 1, Extraordinary Effort,

Improved Initiative 1, Interpose, Languages 2 (Chinese, Spanish, English is native),

Luck 2, Redirect, Sidekick 10 (Bobo or Noah), Taunt, Teamwork


Equipment: Varies

Optional: 5 equipment points left over.

Varies on parameters of current mission.


Skills: Acrobatics 4 (+7), Deception 6 (+8), Expertise: EVOs 4 (+8),

Expertise: Streetwise 4 (+8), Insight 4 (+6), Intimidation 2 (+10)*,

Perception 2 (+4), Persuasion 6 (+8), Ranged Combat: Slam Cannon 2 (+6),

Sleight of Hand 6 (+10), Stealth 2 (-10)*, Technology 4 (+8), Vehicles 4 (+8)


Offense: Initiative: +7, Unarmed: +6 (Damage 17), Armed: +6 (Damage 21),

Slam Cannon: +6 (Damage 10 ),


Defense: Dodge: 6/0*, Parry: 7/1*, Fortitude: 10/22*, Toughness: 17* (12 Impervious), Will: 10

* With Powers


Abilities: 38, Powers: 110, Advantages: 31, Skills: 25, Defense: 21 = Total: 225


Complications: Amnesia: Rex does not have any memories before joining providence.

Mindless: Rex has no sentience or control over himself while in his Full EVO form.

Relationships: Younger brother to Caesar Salazar. His friends Bobo the monkey, Noah, and

his old gang from Hong Kong. His mentor Agent six. His mother figure Doc Holiday.

Responsibility: Wants to cure Humans who have become dangerous EVO's


Notes: Ironically enough, Rex may be the biggest threat to humanity itself. At full power Rex
becomes a giant Evo capable of laying waste to whole entire city blocks. Rex seems to be using all
of his classic machine powers at the same time! If you notice it has the Big Fat Sword,
Punk busters, Slamcannon, and Smack hands powers.

Agent six was somehow able to defeat a rampaging Giant Rex just with a Katana! Now that shows you how much of a Bad Ass Agent Six is. It also helps to explain why White Knight has his own large Mecha. White knight's large mecha was built just in case Rex were to ever go full EVO again.

This build is representative of other humongous EVO's that Rex fights from time to time. A
mutated Weaver and the Alpha Nanite being some examples. Rex in the future may even be able to keep his sentience and attain full control over this form.
Last edited by HustlerOne on Wed Jan 09, 2013 12:54 pm, edited 4 times in total.
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