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Re: BS Digital Q's Bargain Basement! Return: Mangog, Thor

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Re: BS Digital Q's Bargain Basement! Return: Mangog, Thor

Postby BS Digital Q » Tue Nov 04, 2008 7:19 pm

Greetings and salutations!

This thread here will be the place where I will publicly post my collection of original characters from my various settings and planned stories, as well as various conversions and adaptations of existing characters. Chances are though that I won't dwell upon the usual set of DC/Marvel characters, and instead will be posting those that I have not seen tackled.

A note: I'm still relatively new to MnM, so don't expect these builds to be perfect; also, some of these mistakes, such as certain powers/attacks exceeding PL, are deliberate on my part. In addition, I'm using HeroLab to assist me in making these, but haven't downloaded the Ultimate Power add-on, so thus some of these may look off.

Currently the order I intend on arranging these builds is as follows (this will serve as my index once this thread gets beyond two pages):

1. Vigilant Alliance- Dezhurstva Soyuz (Note: All pictures of these characters are NOT mine. They are commissioned from a good friend of mine) ALL DONE!
-Nightingale
-Tugarin
-Velikisyn
-Koldun
-Lady Midday
-Stalkhozyain
-Chernorda

2. Silver Age Sentinels- Heroes Volume 1
-Caliburn COMPLETE
-Lady of the Lantern WIP
-Mother Raven WIP
-Officer Prometheus
-Red Phoenix COMPLETE
-Sentinel COMPLETE
-Slipstream COMPLETE
-Pan & Belle WIP
-Rain Killer

Thanks for visiting!
Last edited by BS Digital Q on Thu Jul 28, 2011 10:56 pm, edited 12 times in total.
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Postby BS Digital Q » Tue Nov 04, 2008 7:44 pm

NIGHTINGALE
PL: 11

Image

Abilities:
STR: +2 (14), DEX: +4 (18 ), CON: +2 (14), INT: +3 (16), WIS: +6 (22), CHA: +4 (18 )

Skills:
Acrobatics 8 (+12), Bluff 8 (+12), Climb 8 (+10), Computers 4 (+7), Concentration 8 (+14), Diplomacy 4 (+8 ), Disable Device 8 (+11), Disguise 4 (+8 ), Drive 4 (+8 ), Escape Artist 6 (+10), Gather Information 8 (+12), Intimidate 8 (+12), Investigate 8 (+11), Knowledge: Civics 4 (+7), Knowledge: Current Events 8 (+11), Knowledge: History 4 (+7), Knowledge: Streetwise 8 (+11), Language 2 (English, Other Language), Notice 6 (+12), Pilot 6 (+10), Prof: Spy 8 (+14), Search 8 (+11), Sense Motive 10 (+16), Stealth 8 (+12), Survival 4 (+10)

Feats:
Accurate Attack, Assessment, Attack Focus (Melee) 1, Benefit (Security Clearance), Blind-Fight, Chokehold, Connected, Contacts, Defensive Roll 2, Distract (Bluff), Dodge Focus 4, Elusive Target, Equipment 2 (Spy Gear, Guns, Bulletproof Vest), Evasion 2, Fascinate (Bluff), Fascinate (Diplomacy), Fearless, Grappling Finesse, Hide in Plain Sight, Improved Aim, Improved Block 2, Improved Critical (Unarmed Attack), Improved Disarm 1, Inspire 3, Leadership, Luck 2, Master Plan, Power Attack, Precise Shot 2, Quick Draw 1, Set Up, Skill Mastery (Diplomacy, Profession, Sense Motive, Stealth), Sneak Attack 1, Stunning Attack, Takedown Attack 1, Teamwork 3, Uncanny Dodge 2, Well-Informed

Powers:
Silence 2 (PF: Close Range)
Super-Senses 9 (Blindsight [Hearing], Ultra-Hearing, Accurate [Auditory])

Combat:
Attack Bonus: +10 (Ranged: +10, Melee: +11, Grapple: +15)

Attack: Pistol, +10 (DC 19), Unarmed Attack, +11 (DC 17)

Defense: +11 (Flat-footed: +4), Knockback: -3

Initiative: +4

Saves:
Toughness: +2/+7 (w/vest), Fortitude: +6, Reflex: +4, Will: +6

Costs:
Abilities: 42/Skills: 41/Feats: 52/Powers: 12/Combat: 34/Saves: 4/Total: 185

:arrow: Nightingale is the leader and liaison of Dezhurstva Soyuz, a product of the KGB's attempt to recruit superhuman agents during the 1980's. When the DS reappeared in the early 90's he had been promoted to a colonel in the GRU, and using quick thinking staved off a near disastrous clash between the time lost heroes and the Russian military. Thanks to this and his aid in helping them to adjust to the new times, he was asked to replace their previous leader, a zampolit who had somehow died during the disappearance. He resigned from his intelligence position and accepted the offer, having grown tired of bureaucracy and seeking to make a greater difference to his starving homeland.

:arrow: Nightingale's powers center around the ability to control sound. Besides extremely enhanced hearing, he can emit a sonic frequency that covers any sound or movement he makes. Basically, he's invisible to the human ear, listening devices, and motion sensors when he wants to be. Combined with his plethora of feats and skills, this is one guy very good at infiltration.

:arrow: Alright, so where to start? Okay, I'll probably have to do a setting thread for Vigilant Alliance in order to explain that universe and its premiere team, the Russia based Dezhurstva Soyuz.

Nightingale is essentially the "badass normal" of the team, very much influenced by Batman, though the main inspiration was Solid Snake. Well, he isn't normal per se, since he does have powers, but they're more suited for sneaking around than beating up supervillains. Because of this, he coordinates the rest of the group from behind the scenes, usually in a custom fighter drone made for him by Stalkhozyain. Aside from being the leader of the group and their coordinator/strategist, he is their voice to the public and the world, as much as Velikisyn is their 'face.' It kind of helps that he has built ties with many powerful and influential persons and organizations, including the GRU's superhuman division he left. This can come in very handy sometimes.
Last edited by BS Digital Q on Wed Oct 14, 2009 4:21 pm, edited 2 times in total.
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Postby kerianvalentine » Tue Nov 04, 2008 7:47 pm

Holy crap, a build of Miracleman's been promised? I'm so looking forward to that it's not even funny. o_o

Are you including the Gaiman years?
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Postby BS Digital Q » Tue Nov 04, 2008 8:05 pm

TUGARIN
PL:
13

Image

Abilities:
STR: +2 (15), DEX: +1 (12), CON: +3 (16), INT: +1 (13), WIS: +1 (12), CHA: +2 (14)

Skills:
Concentration 8 (+9), Intimidate 8 (+10), Language 1 (+1), Notice 8 (+9), Pilot 12 (+13), Search 4 (+5), Sense Motive 8 (+9)

Feats:
Attack Focus (Ranged) 9, Dodge Focus 6, Evasion 2, Power Attack, Seize Initiative, Set Up, Sneak Attack 4, Teamwork 3

Powers:
Plasma Control 13 (Extras: Area-Burst, Penetrating)
-AP: Absorption 5 (Absorbs: Energy; Effect: Boost; Extras: Energy Storage, Power Magnet; Flaws: Personal)
-AP: Plasma Control 13 (Extras: Area-Cone, Penetrating)
-AP: Plasma Control 13 (Extras: Area-Explosion, Penetrating)
-AP: Plasma Control 13 (Extras: Area-Line, Penetrating)
-AP: Plasma Control 13 (Extras: Autofire, Penetrating)
-AP: Plasma Control 13 (Extras: Area-Trail, Penetrating)
-AP: "Plasma Sheath" Strike 13 (Extras: Sustained Duration, Aura, Penetrating; Flaw: Full Action)
-AP: Disintegration 10
-AP: Drain Toughness 10 (Extras: Ranged)
-AP: Fire Control 13
-AP: Magnetic Control 13 (Extra: Area-Burst; Flaw: Touch Range)
-AP: Microwave Control 13 (Extra: Penetrating)
-AP: Radiation Control 13
-AP: Thermal Control 13 (Raise Temperature; Extra: Selective)
-AP: Create Object 13 (PF: Tether; Extra: Movable)
-AP: Nullify Electronics 13
Flight 8 (2500 mph)
Immunity 15 (Electricity, Radiation, All Heat/Fire Effects)

Combat:
Attack Bonus: +4 (Ranged: +13, Melee: +4, Grapple: +6)

Attacks: Unarmed Attack +4; Plasma Control 13 +13; Disintegration 10 +13; Drain 10 +13; Radiation Control 13 +13; Nullify Electronics 13 +13; "Plasma Sheath" +4

Defense: +13 (Flat-footed: +4), Knockback: -1

Initiative: +1

Saves:
Toughness: +3, Fortitude: +3, Reflex: +8, Will: +4

Costs:
Abilities: 22/Skills: 13/Feats: 27/Powers: 99/Combat: 22/Saves: 10/Total: 193

:arrow: Tugarin is veteran of the Great Patriotic War, a fighter pilot ace hailing from the Kirov Oblast; he is at least partly Tartar in ancestry. He served with remarkable distinction during the conflict, and after the war earned numerous awards for his acts of daring and bravery. While he continued to serve afterwards, the lack of action made him feel restless and useless. Tugarin was increasingly anxious for something to happen. In a conversation with a fellow comrade he discovered Khrushchev's Project Zashchitnik, an operation intended to create the USSR's very own group of national heroes, in direct response to America's band of individuals. Seeing this as the opportunity he had been looking for, he volunteered and passed with flying colors. The war veteran was placed inside an experimental machine, which conferred upon him his abilities. He hasn't looked back ever since.

:arrow: Tugarin's powers can essentially be summarized as ionized plasma control. He's a blaster, pure and simple, but with a huge plethora of attacks. Not only can he absorb the stuff as well, but on top of that he has pyrokinesis, control over radiation, and even has a personal magnetic field which he can use to manipulate his plasma into simple constructs. This guy is loaded.

:arrow: Tugarin's basically my attempt to produce a blaster for the group that doesn't rely on tired tropes related to Russian blasters. I chose to give him a mythological namesake, but the Firebird is a little too obvious. In the Russian folklore, Tugarin is a dragon and fire elemental that sometimes appears as a bogatyr (a wandering knight), and had various abilities attributed to it.

While Velikisyn has a few blast powers of his own, Tugarin's sheer variety of attacks means he owns the role of resident blaster. He's the DS's air superiority member, and when backed up by Stalkhozyain's drones he commands the skies. If you're earthbound, expect to get firebombed with constant regularity. Also, Tugarin's various immunities allow him to enter otherwise inhospitable environments, so he often gets recon duty if Stalkhozyain doesn't have an expendable drone available. But when he isn't in combat, containing a fire or cleaning up nuclear waste, you can find him drinking and celebrating jovially in a small bar. Tugarin can't go a day without drinking at least one bottle of vodka, and he has a very hearty disposition. He's not comic relief, but his good-natured attitude can alleviate tension during particularly trying moments, so for that alone he is valued more than for his combat prowess.
Last edited by BS Digital Q on Mon Nov 10, 2008 8:36 pm, edited 1 time in total.
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Postby BS Digital Q » Tue Nov 04, 2008 8:09 pm

kerianvalentine wrote:Holy crap, a build of Miracleman's been promised? I'm so looking forward to that it's not even funny. o_o

Are you including the Gaiman years?
Maybe. I haven't read those issues yet, but at the very least I hope to encompass all the major players and a few other characters in Alan Moore's run. Miracleman is one of my favorite comic series of all time, and seeing as how I haven't seen a single build related to it anywhere, I figured I'd capitalize on it. However, I won't get to them until after I'm done with my VA and SAS builds first (and the latter will take a while to do).
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Postby BS Digital Q » Tue Nov 04, 2008 8:32 pm

VELIKISYN
PL:
16

Image

Abilities:
STR: +15 (20/40), DEX: +2 (14), CON: +3 (16), INT: +1 (12), WIS: +4 (18 ), CHA: +3 (16)

Skills:
Bluff 4 (+7), Climb 4 (+19), Concentration 12 (+16), Diplomacy 4 (+7), Intimidate 12 (+15), Knowledge: Civics 4 (+5), Knowledge: Tactics 8 (+9), Language 1 (English), Notice 8 (+12), Search 4 (+5), Sense Motive 8 (+12), Stealth 4 (+6), Survival 4 (+8 )

Feats:
All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 2, Fearless, Inspire 2, Interpose, Leadership, Move-By Action, Power Attack, Set Up, Takedown Attack 2, Teamwork 3

Powers:
Flight 8 (Speed: 2500 mph)
Protection 15 (PF: Subtle 2 [Unnoticable]; Extras: Force Field, Impervious, Continuous Duration)
Super-Senses 4 (Precognition)
Telekinesis 24 (Extra: Perception)
-AP: Linked Powers (Enhanced Strength 20, Super-Strength 15 [PF: Groundstrike, Shockwave])
-AP: Blast 15 (Extra: Area-Line)
-AP: Blast 16 (PF: Improved Critical 6; Extra: Area-Explosion; Flaw: Touch Range)
-AP: Deflect 10 (All Ranged Attacks; Extras: Automatic, Ranged)
-AP: Force Constructs 15 (PF: Tether; Extras: Impervious, Movable; Flaw: Touch Range)
-AP: Telekinesis 16 (Extras: Damaging, Perception)
Telepathy 10 (Extra: Area [Omni-Directional])
-AP: ESP 5 (Mental, Visual, Auditory)
-AP: Mind Shield 10 (Impervious +10)
-AP: Clairaudience 5 (Extra: Simultaneous)
-AP: Clairvoyance 5 (Extra: Simultaneous)
-AP: Sensory Link 5
-AP: Telelocation 5 (Extra: Simultaneous)

Combat:
Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +25/+40)

Attacks: Unarmed Attack, +10 (DC 30); Blast 15, +8 (DC 30); Blast 16, +10 (DC 31); Telepathy 10, +8 (DC Will 20); Mind Reading 10, +8 (DC Will 20); Telekinesis 16, +8 (DC 31)

Defense: +12 (Flat-footed: +5), Knockback: -16

Initiative: +2

Saves:
Toughness: +3/+18 (w/force field), Fortitude: +7, Reflex: +6, Will: +10

Costs:
Abilities: 36/Skills: 20/Feats: 18/Powers: 181/Combat: 36/Saves: 14/Total: 305

:arrow: Velikisyn is the son of a politburo member and his wife. Ever since childhood his father reared the boy to be the very best he could be. Though he couldn't have known it, Velikisyn was being prepared for his ultimate purpose: to become a living symbol of the Soviet Union and its power, a champion for the cause of communism, defender of the common worker, the Great Son of the Motherland. Barely into his teens he was forced into military service and eventually as part of a spetsnaz unit. His powers began to first manifest around the time Project Zashchitnik first commenced. Using his political influence the young man's father pushed for his inclusion into the project, and with KGB training began to master his vast psychic abilities. So it was that when the Krasnye Opeka were fully formed, the man dubbed Velikisyn was one of the most prominent and publicly displayed of them all, as much a living piece of propaganda as he was a superhero.

Of all of the members of Dezhurstva Soyuz, he has taken the change of scenery most severely. Though grudgingly acceptant of a change in his symbol from the hammer and sickle to the double eagle, the communist ideology has been so strongly imprinted upon Velikisyn that he continues to champion its cause even in the post-Soviet climate of 90's Russia, and hopes to return it to its status as a world superpower.

:arrow: Velikisyn's basically a mentalist posing as a paragon. His telekinesis is extremely powerful, and he derives his incredible strength from that (we're talking lifting aircraft carriers type strength here). He has a couple very powerful blast powers, including a touch range explosion he uses to free himself from grapples or snares (a bit of a staple of many of my characters). There's not much to his TK really; the most complicated it gets is with his forcefield. He also possesses potent telepathic abilities, so he sometimes plays the role of psychic switchboard for the rest of the DS (a power stunt off of his telepathy).

:arrow: Velikisyn's one of my favs of the group. He's basically the equivalent of Superman in Vigilant Alliance. Yes, I was inspired by Superman: Red Son, but the character himself owes more to Hyperion (the Supreme Power version), Miracleman, and Caestus Pax from Aberrant than he does to that version of Superman.

He's the closest thing to a brick the DS has, so Velikisyn gets a good number of the heavy lifting chores. His vast telekinetic power makes him the front man usually, as well as a mobile shield. He very much projects the impression of a proud, confident man of power, and his image is so iconic that he's the first person most think of when "Dezhurstva Soyuz" or "Vigil Alliance" is mentioned. But underneath that herculean exterior, he's actually a very insecure person. His communist beliefs border on jingoism, and he regularly clashes with Chernorda and Nightingale because of their very different beliefs and philosophical views. It hasn't helped that the Soviet Union is gone when the team reappears in the 90's, and Lady Midday's sudden surge of power following her ascension to godhood has only compounded this. He's very unstable, and Nightingales afraid of what might happen if he gets pushed over the edge...

:arrow: Update: In my attempt to resurrect my attendance here, I'm updating all my old sheets based on my now better understanding of MnM. Velikisyn here benefits from some slight alterations, mostly trimming a lot of fat off of him. Much better this time around.
Last edited by BS Digital Q on Wed Jan 28, 2009 11:29 pm, edited 3 times in total.
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Postby BS Digital Q » Wed Nov 05, 2008 8:42 pm

LADY MIDDAY
PL:
20

Image

Abilities:
STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +0 (11), WIS: +13 (36), CHA: -1 (9)

Skills:
Concentration 8 (+21), Intimidate 12 (+11), Notice 4 (+17), Search 12 (+12)

Feats:
Accurate Attack, All-Out Attack, Attack Focus (Ranged) 10, Evasion 2, Fearless, Fearsome Presence 2, Improved Block 2, Improved Defense 2, Improved Disarm 1, Power Attack, Set Up, Startle, Takedown Attack 2, Teamwork 3, Uncanny Dodge 2

Powers:
Alternate Form 41
-Duplication 10 (PF: Mental Link, Progression- Number of Duplicates 4; Extras: Heroic, Horde)
-Flight 8 (Speed: 2500 mph)
-Growth 20
-Insubstantial 2
-Immunity 49 (Lethal Physical Damage, Life Support, Lethal Energy Damage)
-Immutable
-Transmit 10 (Medium: Air/Atmosphere; PF: Easy)
-Super-Movement (Permeate)

Air Control 27 (Extra: Area- Perception)
-AP: Blast 20 (Extra: Area-Cone)
-AP: Blast 20 (Extra: Area-Burst)
-AP: Blast 20 (Extra: Area-Explosion)
-AP: Blast 20 (Extra: Area-Line)
-AP: Corrosion 5 (PF: Improved Critical 2; Extra: Ranged)
-AP: Create Object 15 (PF: Progression- Object Size 4, Selective; Extras: Impervious, Movable)
-AP: Deflect 20 (All Ranged Attacks)
-AP: Disintegration 10 (PF: Progression- Increase Range 5, Improved Critical 2)
-AP: Environmental Control 10 (Cold [Extreme], Distraction [DC 15], Hamper Movement 1/4, Heat [Extreme])
-AP: Illusion 20 (All Sense Types)
-AP: Nauseate 20 (Extra: Area- Perception, Ranged)
-AP: Nullify 20 (Energy Powers; PF: Progression- Increase Range 3; Extras: Area- Perception, Effortless)
-AP: Obscure 10 (All Senses)
-AP: Paralyze 20 (PF: Improved Critical 2)
-AP: Suffocate 20 (PF: Improved Critical)
-AP: Telekinesis 20 (Extras: Damaging, Perception)
-AP: Vibration Control 20
-AP: Weather Control 15 (PF: Progression- Increase Range 5)

"Scythe" Device 16 (Easy to lose)(Feats: Restricted Use [Lady Midday Only], Improved Critical 2)
-"Scythe Slash" Strike 5 (PF: Mighty, Improved Critical 2; Extras: Mighty, Penetrating)
-"Multiple Air Scythes" Blast 15 (PF: Improved Critical 2, Homing 4; Extras: Area-Line, Auto-Fire 2, Penetrating)

Immortality
Super-Movement 2 (Air Walking 2)

Combat:
Attack Bonus: +5 (Ranged: +15, Melee: +5, Grapple: +5)

Attacks: Unarmed Attack (DC 15), Corrosion (DC Fort/Tough), Disintegration 10 (DC Fort/Tough), Nauseate 20 (DC Fort/Staged 30), Nullify 20 (DC Will 30), Paralyze 20 (DC Staged/Will 30), Suffocate 20 (DC Fort 30), Telekinesis 20 (DC 35), Vibration Control 20 (DC 35), Blast 20 (DC 35), Blast 20 (DC 35), Blast 20 (DC 35), Blast 20 (DC 35), "Scythe Slash" Strike 6 (DC 21), "Multiple Air Scythes" Blast 15 (DC 30)

Defense: +15 (Flat-footed: +8), Knockback: +0

Initiative: +1

Saves:
Toughness: +0, Fortitude: +1, Reflex: +10, Will: +13

Drawbacks:
Vulnerable: Magic (Uncommon, Moderate)
Vulnerable: Mental Effects (Uncommon, Moderate)
Power Loss: Space Environment (Uncommon, Major)

Costs:
Abilities: 28/Skills: 9/Feats: 32/Powers: 363/Combat: 40/Saves: 10/Drawbacks: -7/Total: 475

:arrow: Lady Midday was originally a young woman, part of a large family in a Ukrainian farming collective. During her adolescence she began to gradually develop a remarkable power to control the wind of the air. Rumor spread about this throughout the collective and beyond, attracting the notice of Project Zashchitnik's office. An agent was sent to verify the rumors, and upon confirmation an offer was made to take the young woman back to Moscow. Her parents accepted, and she was taken into the program, honing her abilities to their utmost. She so impressed the leadership of the program that she was among those subjects selected for membership in the Krasnye Opeka.

She matured in her service, and like the others vanished, only to reappear thirty years later. Shortly after the Krasnye Opeka reformed itself as the Dezhurstva Soyuz, with Nightingale as its leader, the team confronted a horde of creatures marauding villages in the Ural Mountains. In their pursuit of the vile beasts, the team fell into a trap and was transported into an alternate dimension, captives of its malevolent owner, Apananov. The vampiritic entity, trapped within his home world, recognized Lady Midday for what she was: a goddess reincarnated as a human. By consuming her and absorbing her essence he hoped to empower himself enough to break free of his prison. However, his plan was interrupted by the arrival of the shaman Koldun. Freeing the others he stood against the might of Apananov, holding his own against the demon. Like his foe the shaman recognized the latent godhood in the young woman, and casting a carefully contrived spell activated it. Surging with a power she never knew she had, Lady Midday came to Koldun's aid, single-handily besting the demon. Then, by combining her power with Koldun's, she transported all of the team back into the real world. Koldun joined soon after in order to help ease her into her role as Lady Midday, a goddess in human form walking the earth. Because of this, they have developed a close relationship.

:arrow: Lady Midday has the ability to control and manipulate the air and atmosphere. She can basically manipulate it to the nth degree, from controlling oxygen and nitrogen molecules to the weather. She can also 'become' the air itself, granting a few extra powers in conjunction with her atmospheric powers. Her scythe also has these powers.

:arrow: Holy ****, 600 PP....I knew she was gonna be expensive, but still...

:arrow: Lady Midday's whole concept was built around taking (what I thought was) a rather drab, boring, and generally uninteresting power (air manipulation), and squeezing as much out of its potential as I could. Part of my motivation for this is that pretty much the vast majority of characters that control air tend to use it in rather unimaginative ways. I wanted to try something a little different here.

Lady Midday is based on a Slavic folk character, a demon or spirit that tended to visit farmers in the middle of the day (hence the name). Aside from wearing white clothes, carrying a scythe, and having some measure of control over the wind and temperature (LM was the embodiment of heat stroke in Slavic folklore), this version otherwise bears little resemblance to the end result character.

Lady Midday is, quite literally, the most powerful member of Dezhurstva Soyuz, usurping Velikisyn in that regard (eliciting a secret jealousy on his part). She only comes into the full measure of this power during a rather epic battle in space against a powerful entity alongside Koldun, two of the Zorya (a trio of Russian goddesses), and a host of alien allies against a rather powerful universe ending threat. Before this, the sudden ascension to godhood left her somewhat unbalanced and frightened, and she didn't really grasp the full measure of the power she now had access to. As a result, she spends a great deal more time with Koldun than any of the other members, and is very seldom seen outside of battle; thus, she comes off as very aloof, unemotional, and sometimes cold. This has disturbed longtime members like Tugarin and Chernorda, who are more familiar with her more vibrant, almost childish past persona.

Due to the sheer vastness and scope of her power, Midday rarely directly participates in combat, instead hanging back along the sidelines. Should the rest of the team be outmatched she will intervene, with devastating results for their enemy. Other than Velikisyn, she's the only member who can hang with many of their more powerful adversaries; her virtual indestructibility helps too, as she's never in any real danger unless forced to revert to flesh-and-blood or neutralized by a powerful mystic/psychic.

:arrow: *whew* I'm glad I'm done with her. And despite being significantly less powerful than Midday, the rest of the team is gonna be an absolute pain in the *** to do, even with Hero Lab.
Last edited by BS Digital Q on Wed Oct 14, 2009 5:57 pm, edited 3 times in total.
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Postby BS Digital Q » Wed Nov 05, 2008 11:36 pm

CHERNORDA
PL:
12

Image

Abilities:
STR: +8 (26), DEX: +10 (30), CON: +0 (-), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

Skills:
Bluff 4 (+7), Climb 4 (+12), Intimidate 8 (+11), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+14)

Feats:
All-Out Attack, Attack Focus (Melee) 5, Diehard, Distract (Intimidate), Fearless, Improved Grapple, Improved Initiative, Move-By Action, Power Attack, Set Up, Sneak Attack, Startle, Takedown Attack 2, Teamwork 3

Powers:
Speed 3 (50 mph)
Super-Strength 5 (Heavy Load 15 tons)
Regeneration 40 (Recovery Bonus 7, Recovery Rate [Disabled] 8, Recovery Rate [Injured] 6, Recovery Rate [Staggered] 6, Resurrection 7, Ability Damage 6, PF: Diehard, Persistent, Regrowth)
Immunity 14 (Aging, Critical Hits, Life Support, Starvation & Thirst, Sleep)
Leaping 3 (x10)
Super-Senses 5 (Darkvision, Low-Light Vision, Ultra-Hearing, Scent)

"Arm Blades" (Linked)
-Additional Limbs 3 (Link)(+5 Limbs; Feat: Improved Grapple)
-Strike 4 (Link)(PF: Mighty, Extended Reach, Split Attack, Extra: Autofire 2)
--AP: "Claws" Strike 4 (PF: Mighty; Extra: Penetrating)

Protection 7 (Extra: Forcefield, Impervious)
Flight 4 (100 mph)
Summon 13 (PF: Mental Link, Progression- Number of Minions 3 [10 minions]; Extras: Fanatical, Horde)
"Acid Spit" Blast 10 (Drawback: Lethal; Extras: Penetrating, Secondary Effect)

Combat:
Attack Bonus: +7 (Ranged: +7, Melee: +12, Grapple: +20/+25)

Attacks: Unarmed Attack (DC 23), "Acid Spit" Blast 10 (DC 25), "Claws" Strike 4 (DC 27), "Arm Blades" Strike 4 (DC 27)

Defense: +5 (Flat-footed: +3), Knockback: -7

Initiative: +14

Saves:
Toughness: +0/+7 (w/Protection), Fortitude: +0, Reflex: +10, Will: +6

Costs:
Abilities: 34/Skills: 7/Feats: 20/Powers: 214/Combat: 24/Saves: 5/Total: 304

Insectoid Symbiote Swarm (Minion)
PL: 12

Abilities:
STR: +1 (12), DEX: +3 (16), CON: +3 (16), INT: -2 (6), WIS: +2 (14), CHA: -4 (2)

Skills:
Escape Artist 1 (+4/+7), Notice 8 (+10), Search 8 (+6), Stealth 8 (+11), Survival 8 (+10)

Feats:
All-Out Attack, Fearless, Fearsome Presence 6, Improved Initiative, Improved Overrun, Move-By Action

Powers:
Swarm Form 20
-Flight 3 (50 mph)
-Immunity 21 (Critical Hits, Life Support, Mental Effects)
-Insubstantial 1 (Fluid; PF: Innate, Extras: Duration [Continuous]; Flaw: Permanent)
-Strike 5 (PF: Mighty)
-Super-Movement 3 (Slithering, Wall-Crawling 2)
-Burrowing 5 (25 mph)
-Elongation 3
-Nauseate 10
--AP: Suffocate 10
-Protection 6
-Corrosion 5 (Extra: Penetrating)
-Super-Senses 5 (Scent, Tracking [Scent], Tremorsense)

Combat:
Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +11/+14)

Attacks: Unarmed Attack +10, Strike 5 +10, Nauseate 10 +10, Suffocate 10 +10, Corrosion 5 +10

Defense: +10 (Flat-footed: +5), Knockback: -4

Initiative: +7

Saves:
Toughness: +3/+9, Fortitude: +8, Reflex: +8, Will: +6

Costs:
Abilities: 6/Skills: 9/Feats: 11/Powers: 100/Combat: 40/Saves: 14/Total: 180


:arrow: Chernorda is a young woman who was kidnapped by masked Nazis during their assault early in the Great Patriotic War, taken to a hidden concentration camp where mad scientists and sorcerers carried out diabolical experiments in the name of the Third Reich. After a month of captivity, she was brutally executed, but instead of being thrown into a mass grave like other victims, her body was selected and taken into a hidden room in the camp. They resurrected her as an undead mixture of crude biotechnology and Egyptian sorcery, symbiotically bonded to a hive of mutated, insect-like creatures under her control. She escaped, and as she made her way back to Russia was picked up by agents of the secretive agency Smersh. The men took her to Moscow, where she was kept with other remnants of Nazi experimentation, and studied following the war. She survived into the mid fifties, when all extranormal projects and information was gathered under the collective umbrella of Khrushchev's Project Zashchitnik. Under the project she was treated with greater respect and dignity than under Smersh, and ultimately she became a member of their product, the Krasnye Opeka.

Chernorda is an outspoken, anti-authoritarian individual. Ever since the emergence of the Krasnye Opeka (now Dezhurstva Soyuz) into modern times, she has expressed her distrust of government increasingly, a distrust founded in her mistreatment under Smersh. There is much tension between herself and both Velikisyn and Nightingale, the two men representing some of the things she dislikes the most; she was one of the only members to oppose Nightingale's inclusion into the team. A loner by heart, she nonetheless maintains a loose relationship with Koldun, who she respects and who in turn empathizes with her past experiences.

:arrow: Chernorda is the epitome of "super-zombie." She's unaffected by environmental hazards, can regenerate like crazy, is incredibly strong and fast, and retains her human intelligence and consciousness. Her body plays host to a swarm of insectoidal creatures that are symbiotically bonded to her (essentially using her body as a hive). Besides summoning large swarms of these critters, she can even morph certain characteristics from them, including claws, chitinous body armor, wings for flight, and an acid spit attack.

:arrow: Chernorda was actually the idea of a friend of mine, who suggested her as a way to add some variety to the DS's membership. She's come a long way since, and is another personal favorite of mine.

She pretty much fills the role of the resident scrapper, ala Wolverine, and being functionally indestructible she tends to take point, sometimes alongside Velikisyn. But while she might not possess his raw power, Chernorda is to him what the scalpel is to the hammer. Her swarm allows her some crowd control options when she needs 'em, and they're especially effective at targeting holes and weakpoints in an opponent's defense. Occasionally she will accompany Nightingale on a mission, usually against a Russian Mafia operation; she's become something a feared name among petty crooks and gang thugs.
Last edited by BS Digital Q on Wed Oct 14, 2009 6:27 pm, edited 3 times in total.
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Postby BS Digital Q » Thu Nov 06, 2008 2:05 pm

KOLDUN
PL:
14

Image

Abilities:
STR: +1 (12), DEX: +1 (12), CON: +1 (12), INT: +4 (18 ), WIS: +3 (17), CHA: +2 (15)

Skills:
Bluff 4 (+6), Concentration 12 (+15), Gather Information 8 (+10), Handle Animal 8 (+10), Intimidate 8 (+10), Knowledge: Arcane Lore 8 (+12), Notice 6 (+9), Search 6 (+10), Sense Motive 8 (+11), Survival 8 (+11)

Feats:
Contacts, Defensive Roll 2, Distract (Bluff), Distract (Intimidate), Dodge Focus 4, Endurance 1, Fearless, Master Plan, Ritualist, Set Up, Teamwork 3, Trance, Ultimate Effort (Will)

Powers:
Magic 27
-AP: Astral Form 4
-AP: Concealment 10 (All Senses)
-AP: Dream Travel 14 (Extra: Sensory Link; Flaw: Limited to Mind Probe)
-AP: Emotion Control 14 (PF: Mind Blank)
-AP: Exorcism 14 (Extr: Effortless)
-AP: Healing 15 (PF: Persistent; Extras: Restoration, Total; Flaw: Limited to Others)
-AP: Illusion 14 (All Senses; PF: Progression- Area 5; Flaw: Phantasms)
-AP: Obscure 10 (All Senses; PF: Progression- Increase Area; Extra: Selective Attack)
-AP: Spirit Control 14 (Extra: Effortless)
-AP: Summon 5 (PF: Progression- Number of Minions 4, Mental Link; Extras: Fanatical, Horde, Broad Type [Animals])
-AP: Summon 10 (PF: Progression- Number of Minions 3; Extras: Fanatical, Horde, Narrow Type [Spirit Familiars])
-AP: Teleport 5 (PF: Easy, Progression- Mass 6, Dimensional 3; Extra: Portal; Flaw: Long-Range)
-AP: Ward 14
Comprehend 2 (Animals- Speak To, Understand)
Linked Powers (Telepathy 3, Comprehend 2 [Languages- Understand All, You're Understood])
-AP: Mind Shield 10
-AP: ESP 3 (Auditory, Visual)
Super-Senses 2 (Mental Awareness, Magical Awareness)
Animal Control 10 (PF: Communication Link; Extras: Sensory Link, Conscious)

Morph 15 (PF: Metamorph 4)

Combat:
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +6)

Attacks: Animal Control 10 (DC Will 20), Emotion Control 14 (DC Staged/Will 24), Exorcism 14 (DC 24), Mind Reading 3 (DC Will 13), Spirit Control 14 (DC Will 24), Telepathy 3 (DC Will 13), Unarmed Attack (DC 16)

Defense: +9 (Flat-footed: +3), Knockback: -1

Initiative: +1

Saves:
Toughness: +1/+3, Fortitude: +6, Reflex: +6, Will: +10

Costs:
Abilities: 26/Skills: 19/Feats: 19/Powers: 151/Combat: 20/Saves: 17/Total: 252


KOLDUN (Orca Form)
PL:
14

Abilities:
STR: +10 (30), DEX: +2 (14), CON: +10 (30), INT: +4 (18), WIS: +3 (17), CHA: +2 (15)

Skills:
Bluff 4 (+6), Concentration 12 (+15), Gather Information 8 (+10), Handle Animal 8 (+10), Intimidate 8 (+14), Knowledge (arcane Lore) 8 (+12), Notice 10 (+13), Search 6 (+10), Sense Motive 8 (+11), Stealth 14 (+8), Survival 8 (+11), Swim 12 (+12)

Feats:
All-Out Attack, Attack Focus (Melee) 5, Distract (Intimidate), Endurance, Environmental Adaptation (Underwater), Fascinate (Intimidate), Favored Environment (Underwater) 2, Fearless, Fearsome Presence 5, Improved Critical (Bite (Strike 1)) 2, Improved Initiative, Improved Overrun, Move-by Action, Power Attack, Startle, Teamwork 3, Ultimate Effort (Will)

Powers:
"Bite" Strike 1 (PF: Improved Critical 2, Mighty)
Comprehend 2 (animals - speak to, animals - understand)
Growth 10 (PF: Innate; Flaw: Permanent)
Immunity 4 (Sleep, Suffocation [Drowning], Water Pressure)
Impervious Toughness 5
Power Reserve 15 (Growth, Impervious Toughness; Reserve: 30 PP)
Super-Senses 9 (Radar, Extended Sight & Hearing, Low-light Vision, Scent, Tracking)
Super-Strength 5 (Heavy load: 100 tons)
Swimming 6 (100 mph)

Combat:
Attack Bonus: +5 (Ranged: +5, Melee: 10, Grapple: +30/+35)

Attacks: "Bite" Strike 1 (DC 26), Unarmed Attack (DC 25)

Defense: +10 (Flat-footed: +5), Size: Huge (default), Knockback: -15

Initiative: +6

Saves:
Toughness: +10, Fortitude: +15, Reflex: +12, Will: +11

Costs:
Abilities: 34/Skills: 27/Feats: 27/Powers: 103/Combat: 38/Saves: 23/Total: 252


KOLDUN (Raven Form)
PL:
14

Abilities:
STR: +17 (15/45), DEX: +5 (20), CON: +9 (14/29), INT: +4 (18), WIS: +3 (17), CHA: +2 (15)

Skills:
Acrobatics 8 (+13), Bluff 8 (+10), Concentration 12 (+15), Gather Information 8 (+10), Handle Animal 8 (+10), Intimidate 8 (+16), Knowledge (arcane Lore) 8 (+12), Notice 10 (+13), Search 6 (+10), Sense Motive 8 (+11), Stealth 8 (+1), Survival 8 (+11)

Feats:
Attack Focus (Melee) 4, Defensive Roll 2, Distract (Bluff), Distract (Intimidate), Dodge Focus 3, Elusive Target, Endurance, Environmental Adaptation (High Altitudes), Evasion 2, Fast Overrun, Favored Environment (Aerial) 2, Fearless, Grappling Finesse, Improved Overrun, Improved Trip, Move-by Action, Power Attack, Teamwork 3, Ultimate Effort (Will), Uncanny Dodge (Visual)

Powers:
"Size Changing" (Linked Powers)
-Growth 15 (Link)
-Super-Strength 4 (Link) (Heavy load: 820 tons)
--AP: Shrinking 10

"Claws & Beak" Strike 1 (PF: Mighty)
Flight 5 (250 mph)
Super-Senses 2 (Extended Vision, Low-light Vision)

Combat:
Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +41/+45)

Attacks: "Claws & Beak" Strike 1 (DC 33), Unarmed Attack (DC 32)

Defense: +8 (Flat-footed: +3), Size: Medium/Gargantuan, Knockback: -17

Initiative: +5

Saves:
Toughness: +9/+11, Fortitude: +18, Reflex: +14, Will: +13

Costs:
Abilities: 39/Skills: 25/Feats: 30/Powers: 68/Combat: 34/Saves: 28/Total: 224


KOLDUN (Spider Form)
PL:
14

Abilities:
STR: +17 (15/45), DEX: +5 (20), CON: +10 (15/30), INT: +4 (18), WIS: +3 (17), CHA: +2 (15)

Skills:
Acrobatics 12 (+17), Bluff 8 (+10), Concentration 12 (+15), Escape Artist 8 (+13), Gather Information 8 (+10), Handle Animal 8 (+10), Intimidate 8 (+16), Notice 6 (+9), Search 6 (+10), Sense Motive 8 (+11), Stealth 8 (+1), Survival 8 (+11)

Feats:
Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Defensive Roll 4, Distract (Bluff), Distract (Intimidate), Dodge Focus 2, Fearless, Grappling Finesse, Improved Grapple, Teamwork 3, Ultimate Effort (Will)

Powers:
"Size Changing" (Linked Powers)
-Growth 15 (Link)
-Impervious Toughness 10 (Link)
-Super-Strength 5 (Link)(Heavy load: 1.6k tons)
--AP: Shrinking 16

Leaping 3
"Webbing" Snare 10 (PF: Tether)
Super-Movement 3 (Swinging, Wall-Crawling 2)
Super-Senses 2 (Darkvision)

Combat:
Attack Bonus: +6 (Ranged: +6, Melee: +8, Grapple: +41/+46)

Attacks: "Webbing" Snare 10 (DC Ref/Staged 20), Unarmed Attack (DC 32)

Defense: +10 (Flat-footed: +4), Size: From Tiny to Gargantuan, Knockback: -24

Initiative: +5

Saves:
Toughness: +10/+14, Fortitude: +15, Reflex: +14, Will: +15

Costs:
Abilities: 40/Skills: 25/Feats: 19/Powers: 98/Combat: 44/Saves: 26/Total: 252


KOLDUN (Wolf Form)
PL:
14

Abilities:
STR: +17 (15/45), DEX: +5 (20), CON: +10 (15/30), INT: +4 (18), WIS: +3 (17), CHA: +2 (15)

Skills:
Acrobatics 8 (+13), Bluff 4 (+6), Concentration 12 (+15), Gather Information 8 (+10), Handle Animal 8 (+10), Intimidate 8 (+16), Knowledge (arcane Lore) 8 (+12), Notice 10 (+13), Search 6 (+10), Sense Motive 8 (+11), Stealth 8 (+1), Survival 12 (+15), Swim 4 (+6)

Feats:
All-Out Attack, Attack Focus (Melee) 5, Dodge Focus 4, Elusive Target, Endurance, Evasion, Fearless, Fearsome Presence 5, Improved Initiative, Improved Trip, Power Attack, Startle, Takedown Attack 2, Teamwork, Uncanny Dodge (Auditory)

Powers:
"Size Changing" (Linked Powers)
-Growth 15 (Link)
-Impervious Toughness 10
-Speed 4 (Link)(100 mph)
-Super-Strength 5 (Link)(Heavy load: 1.6k tons)

"Bite" Strike 1 (PF Improved Critical 3 Mighty)
Leaping 1
Super-Senses 3 (Low-Light Vision, Scent, Tracking)

Combat:
Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +43/+48)

Attacks: "Bite" Strike 1 (DC 33), Unarmed Attack (DC 32)

Defense: +10 (Flat-footed: +3), Size: Medium to Gargantuan, Knockback: -22

Initiative: +9

Saves:
Tough: +10, Fort: +15, Ref: +10, Will: +10

Costs:
Abilities: 40/Skills: 26/Feats: 27/Powers: 78/Combat: 38/Saves: 17/Total: 226


:arrow: The man who would become Koldun was a member of a tribe of Siberian Yupiks. The latest in a long line of shamans dating back to before the Mongols, he was raised with the prospect of inheriting the role of shaman and emissary to the northern gods, great and powerful animal spirits whose blessing fell upon the tribes. However, when he reached his teens he rebelled against his upbringing, and ran away. He joined the military, and eventually was assigned to be an officer aboard a submarine stationed out of Vladivostok. But the ghosts of his past would not leave him. After hearing the sounds of a pod of whales passing the vessel, his dreams became increasingly disturbed. The gods of his tribe visited him in these dreams, displeased with his rejection of his heritage. He was forced to partake in a number of vision quests, preparation for his role as shaman. The final quest lasted for several days, and when he was found he was presumed dead, only to revive at the morgue alive. The news of this incident reached the KGB, who recruited him into their superhuman agent program. However, one day he mysteriously vanished, leaving no evidence as to where he had gone.

For several years rumors and myths began to arise regarding a wandering man, a purported seer and mystic who sought no one and reportedly called upon the spirits of beings from beyond. These rumors served to create the mythical figure called "Koldun," The Sorcerer. In reality, all of the rumors and tales of this mysterious figure were the result of Koldun's own activities, now active in his assumed role of shaman.

Shortly after the formation of the Dezhurstva Soyuz, the team confronted a horde of monstrosities plaguing villages in the Ural mountains. This proved to be a trap, as they found themselves transported into a parallel dimension housing the immensely powerful vampiritic entity Apananov. The demon had designs upon Lady Midday, but found his plans foiled when Koldun intervened, sensing two great powers in the mountains. While the rest of the heroes battled Apananov's minions and searched for an escape, the shaman confronted the demon and through his rituals activated the latent godhood within the previously mortal Lady Midday. Joining their collective powers together, they defeated Apananov and returned back to Russia. Nightingale, impressed by the shaman's skill, offered a position for him to join the Dezhurstva Soyuz. Knowing that Lady Midday would require guidance through her transition into a goddess, Koldun accepted the offer .

:arrow: Koldun's a rather unique character in that he has more to do with the Inuit than with traditional Russian culture (though folks tend to forget the fact that Alaska was a part of Russia for a number of years before they sold it to us). Most folks tend to overlook the fact that Russia is home to a huge number of ethnicities, many of whom aren't even Caucasian. This gives the DS some much needed variety and sets it apart from other Russian superteams I've noted.

Koldun is pretty much the magical expert in the group. Anything mythological or extradimensional is his domain, so he tends to be the main planner when such threats arise. He's a mentor and guardian for Lady Midday, and essentially treats her like a daughter; similarly, she looks up to him as a father, and he is one of the only people she has contact with on a regular basis. He has been trying to help ease the young woman's adjustment into godhood, hoping she will be able to come into her own without losing her humanity in the process. So far, her rather isolated and shy personality isn't a good sign. In addition, Koldun has a working relationship with Chernorda, and he seems to genuinely respect her, even if he disagrees with some of her borderline anarchic beliefs. The insectoid symbiotes bonded to her continue to baffle him.

Though loyal to the DS, Koldun serves a higher authority in the form of a pantheon of animal gods; he has been entrusted with carrying out their will, and they will not tolerate resistance from him. As a result, Koldun tends to be gone frequently, often taking Lady Midday with him on these missions. Even Nightingale knows little about these activities.

In combat Koldun tends to remain in the rear. He has very few offensive abilities to speak of, so he serves a support role, often covering his allies or distracting enemies with illusions. When he feels the need to take a more active role, he will transform into one of his four different forms and enter the fray as needed.
Last edited by BS Digital Q on Wed Oct 14, 2009 7:12 pm, edited 2 times in total.
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Postby BS Digital Q » Thu Nov 06, 2008 2:16 pm

Almost done with the builds for my Russian superteam! After Stalkhozyain is done I'll be moving onto doing conversions of all the characters from the excellent "Silver Age Sentinels." Volume 1 will be composed of heroes already statted out, followed by Volume 2, where I'll try my hand at unstatted heroes listed in the books. Volumes 3 & 4 will follow the same pattern, but concentrate on the villains.

After that, Miracleman!
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Postby BS Digital Q » Fri Nov 07, 2008 2:13 pm

STALKHOZYAIN
PL:
15

Image

Abilities:
STR: +4 (1/20), DEX: +8 (-/26), CON: +0 (10), INT: +15 (40), WIS: +10 (30), CHA: -1 (8 )

Skills:
Computers 14 (+29), Concentration 10 (+20), Craft: Electronic 15 (+30), Craft: Mechanical 15 (+30), Disable Device 12 (+27), Knowledge: Physical Sciences 15 (+30), Knowledge: Technology 15 (+30), Notice 4 (+14)

Feats:
Ambidexterity, Assessment, Attack Focus (Melee) 4, Defensive Roll 4, Dodge Focus 4, Eidetic Memory, Equipment 59, Evasion 2, Improved Grapple, Instant Up, Inventor, Master Plan, Well-Informed

Powers:
Additional Limbs 3 (5 extra; PF: Improved Grapple)
Datalink 9 (Radio; PF: Machine Control; Extra: Area- Omni-Directional)
Enhanced Trait 63 (Strength +17, Dexterity +26, Attack Bonus +5, Defense Bonus +5)
Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst)
Protection 6
Shrinking 5 (PF: Innate; Extra: Normal Abilities; Flaw: Permanent)
Summon 12 (PF: Mental Link, Progression, # Minions 7 (250 minions); Extras: Fanatical, Horde; Mental Link)
Super-Movement 2 (Wall-Crawling 2)
Super-Senses 17 (Accurate, Acute, & Analytical Vision, Radio Communication Link, Detect Radio 2, Direction sense, Distance sense, Infravision, Microscopic Vision, Ultra-Hearing, Ultravision)
"Taser" Stun 10
-AP: Strike 3 (PF: Mighty)

Combat:
Attack Bonus: +1/+6 (Ranged: +1/+6, Melee: +5/+10, Grapple: +4/+9)

Attacks: Strike 3 (DC 22), "Taser" Stun 10 (DC Fort/Staged 20)

Defense: +5/+10 (Flat-footed: +3), Size: Small, Knockback: -4

Initiative: +8

Saves:
Tough: +6/+10, Fort: +10, Ref: +10, Will: +10

Equipment:
Krepost Geroy
PL: 15
Features: Combat Simulator, Communications, Computer, Concealed 3, Defense System, Fire Prevention System, Gym, Hangar, Holding Cells, Isolated, Infirmary, Laboratory, Living Space, Power System, Security System 10, Workshop
Size: Colossal
Toughness: +35


Severnyy Zvezda
PL: 15
STR: +45 (100)
Features: Navigation System 3, Remote Control
Powers:
Flight 7 (1000 mph)
Impervious Toughness 11
Protection 19 (Extra: Impervious)
Blast 10 (PF: Progression- Increase Range 3; Extras: Penetrating, Autofire 3)
Attacks: Blast 10 +11
Defense: -4, Size: Gargantuan
Toughness: +30


Aerial Drone
PL: 15
STR: +15 (40)
Powers:
Flight 7 (1000 mph)
Energy Cannons (Blast 10) (Extras: Autofire 3, Penetrating)
-AP: Missiles (Blast 10) (PF: Homing 3, Split Attack, Progression- Increase Range 5; Extra: Penetrating)
Immunity 30 (Fortitude Saves)
Attacks: Energy Cannons (Blast 10) +11, Missiles (Blast 10) +11
Defense: -2, Size: Huge
Toughness: +13


Costs:
Abilities: 29/Skills: 25/Feats: 80/Powers: 222/Saves: 12/Total: 368[/quote]

:arrow: Stalkhozyain is an enigmatic scientist who has operated since the beginning of the 20th Century, a pioneer in robotics and cybernetics decades, if not hundreds of years in advance of his peers. During Stalin's rise to power his research was targeted for censorship by the secret police, forcing him to flee into the mountains, where he remained in hiding for many years. Stalkhozyain was rediscovered by agents of Khrushchev, who offered a full pardon and chance to resume his work in exchange for assistance in Project Zashchitnik. Now a head in a jar with a robotic body, he agreed to their terms, if only so he could see his family once again. The doctor proved to be of immense help, creating not only the flying headquarters of the Krasnye Opeka (Severnyy Zvezda, "The Northern Star" ), but a small army of robots to assist them as well. Like the others, he too vanished while in pursuit of a supervillain in the Siberian tundra.

Stalkhozyain is an amoral, uncaring bastard of an individual. Ever since their reemergence he has becoming increasingly drawn into his work, due to the loss of his family (the one thing besides his work he ever cared about). It appears the only reason he continues on as a member of the DS is because of the channel it offers his creative drive. A prominent mystery surrounding him is how he achieved his disembodied state of quasi-immortality, or whether he even needs his head to exist at all.

:arrow: Stalkhozyain is a homage of sorts to a favorite villain of my childhood, Dr. Pretorius from The Mask animated series, with a dash of Von Klempt and non-psychotic Henry Bendix thrown in for good measure.

He's pretty much the technology/science expert of the DS, so he gets to spend points on several varieties of robotic minion, two very powerful special purpose armors he can enter with Gestalt, a flying battleship/command post he uses to transport his drones, and the DS' hidden HQ. In the case of the Gestalt Components, he adds his Int/Wis/Cha to each, as well as his Attack/Defense/Initiative Bonuses, along with all his skills and some feats (as both are functionally useless without him inside them). The former, "Ultimate" armor essentially turns Stalkhozyain into a Battlesuit-meets-Paragon type with incredible strength and a variety of weapons systems; he usually reserves this weapon only for situations Velikisyn can't handle or when Lady Midday isn't around. Likewise, the Gigantic Drone is a specialty 'bot used for fighting giant monsters or heavy lifting when the other two powerhouse members are busy.

Stalkhozyain's true nature is practically unknown to the public at large in the VAverse due to his reclusiveness; only a few allies have ever actually met him. Most assume he is a disembodied AI or a super-intelligent robot not unlike the more commonly seen drones he employs. Even the rest of the team doesn't know him completely or at a level more intimate than mere aquaintances; as noted, its not know if he even needs his head anymore to actually function, but Koldun has hypothesized that this represents the last vestiges of humanity for the man, and so this keeps him stable and focused.

When he isn't in his laboratory managing the creation of new drones or overseeing the function of the HQ, Stalkhozyain pilots the Severnyy Zvezda, a massive flying battleship that used to serve as the DS' HQ, before they built and established Krepost Geroy in the Ural mountains following their return. Special circumstances aside, Stalkhozyain never leaves the Star, instead coordinating and directing his massive horde of robotic minions to assist his teammates from beyond the battlefield; he continuously monitors the situation, and is usually the first to report new developments. He also never really leaves Russia; when the rest of the DS has to leave Russia for whatever reasons, he stays behind, literally managing the security of the entire nation via multiple unmanned outposts he's established. In many ways while Velikisyn or Lady Midday tend to have more raw personal might, Stalkhozyain's ability to project his power rivals even superpower nations like the United States and his own home country.
Last edited by BS Digital Q on Wed Oct 14, 2009 8:33 pm, edited 2 times in total.
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Postby BS Digital Q » Fri Nov 07, 2008 5:27 pm

Stalkhozyain's robotic drone minions...

Robotic Drone (Large)
PL:
15

Abilities:
STR: +18 (46), DEX: +1 (12), CON: -3 (5), INT: +0 (10), WIS: +5 (20), CHA: +1 (12)

Feats:
Accurate Attack, Attack Focus (Melee), Attack Specialization (Blast 2), Fearless, Improved Grapple, Improved Initiative, Power Attack, Precise Shot 2

Powers:
Energy Blast 10
Immunity 30 (Fortitude Saves)
Protection 15 (Extra: Impervious 5)
Growth 5 (PF: Innate; Extra: Continuous Duration; Flaw: Permanent)
Super-Strength 2 (Heavy Load: 60 tons)
Flight 4 (100 mph)

Combat:
Attack Bonus: +10 (Ranged: +10, Melee: +11, Grapple: +34/+36)

Attacks: Unarmed Attack +11, Energy Blast 10 +14

Defense: +9 (Flat-footed: +5), Size: Large, Knockback: -12

Initiative: +5

Saves:
Toughness: +12, Fortitude: Immune, Reflex: +1, Will: +5

Costs:
Abilities: 30/Feats: 10/Powers: 98/Combat: 42/Total: 180


Robotic Drone
PL:
15

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

Feats:
Accurate Attack, Ambidexterity, Attack Focus (Melee) 3, Attack Specialization (Energy Blast [Alt]), Attack Specialization 3 (Energy Blast), Dodge Focus 3, Fearless, Precise Shot 2

Powers:
Energy Blast 5 (Extra: Autofire 3)
-AP: Energy Blast 5 (Extra: Penetrating)
Immunity 30 (Fortitude Saves)
Protection 10 (Extra: Impervious 3)
Super-Strength 5
Flight 5 (250 mph)

Combat:
Attack Bonus: +10 (Ranged: +10, Melee: +13, Grapple: +18/+23)

Attacks: Unarmed Attack +13, Energy Blast 5 +16, Energy Blast 5 [Alt] +12

Defense: +13 (Flat-footed: +5), Knockback: -6

Initiative: +3

Saves:
Toughness: +10, Fortitude: Immune, Reflex: +6, Will: +5

Costs:
Abilities: 16/Feats: 15/Powers: 89/Combat: 40/Saves: 3/Total: 163


PR Android
PL:
15

Abilities:
STR: +4 (18), DEX: +2 (14), CON: +0 (-), INT: +1 (12), WIS: +5 (20), CHA: +3 (16)

Skills:
Bluff 4 (+7), Concentration 8 (+13), Diplomacy 12 (+15), Knowledge: Current Events 8 (+9), Knowledge: History 8 (+9), Notice 8 (+13), Sense Motive 4 (+9)

Feats:
Attractive, Defensive Roll 2, Dodge Focus 2, Fascinate (Bluff), Fascinate (Diplomacy), Fearless, Well-Informed

Powers:
Comprehend 3 (Languages- Read, Speak, Understand All)
Protection 3
Immunity 40 (Fortitude Saves, Mental Effects)

Combat:
Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +6)

Attacks: Unarmed Attack +2

Defense: +4 (Flat-footed: +1), Knockback: -2

Initiative: +2

Saves:
Toughness: +3/+5, Fortitude: Immune, Reflex: +3, Will: +5

Costs:
Abilities: 20/Skills: 13/Feats: 9/Powers: 49/Combat: 8/Saves: 1/Total: 100


Repair Drone
PL:
15

Abilities:
STR: +5 (20), DEX: +3 (16), CON: +0 (-), INT: +0 (10), WIS: +7 (25), CHA: +0 (-)

Skills:
Concentration 4 (+11), Craft: Electronic 14 (+14), Craft: Mechanical 14 (+14), Craft: Structural 12 (+12), Notice 4 (+11), Search 12 (+12)

Powers:
Immunity 30 (Fortitude Saves)
Protection 10
Super-Strength 4
Flight 4 (100 mph)

Combat:
Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +5/+9)

Defense: +0 (Flat-footed: +0), Knockback: -5

Initiative: +3

Saves:
Toughness: +10, Fortitude: Immune, Ref: +3, Will: +7

Costs:
Abilities: 11/Skills: 15/Powers: 56/Total: 82







Aaaaand thats it everyone! All the members of the Dezhurstva Soyuz are done! Comments, questions, and critiques are all welcome!
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BS Digital Q
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Postby BS Digital Q » Sun Nov 09, 2008 12:54 am

Okay, hit a bit of a snag with the SAS conversions due to HeroLab throwing a hissy fit over some things. Hang in there folks, should have Caliburn up soon.

In the meantime, 220 some odd views but no comments? You make BS very sad. :(
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Postby Shadowbourne » Sun Nov 09, 2008 7:05 am

OK BS, they are very cool...Russian super teams don't get many chances. The characters are unique and powerful. On a side note: Is that YOUR artwork? If so, do you do artwork for others?
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Postby BS Digital Q » Sun Nov 09, 2008 10:10 am

Shadowbourne wrote:OK BS, they are very cool...Russian super teams don't get many chances. The characters are unique and powerful. On a side note: Is that YOUR artwork? If so, do you do artwork for others?
Eheheh, no, it isn't. I commissioned those pics from a friend of mine, a very good artist and one of my personal favorites in terms of artistic style and character design. Awesome fellow.

If you're interested, I can link you to his DA page. Compared to the folks here he offers more bang for the proverbial buck, and is offering 'cheap' colored commissions featuring up to two character for $10. Disadvantage? He's having computer troubles and is backed up on orders, so you'll be waiting a looooooooooong time before any pics are done. I'm lucky I got my DS pics in at a time when he wasn't too busy, but I'm still waiting on a colored poster featuring the entire group.
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