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  • Chambara


    Chambara:
    PL:
    12
    Strength 6
    Stamina 6
    Agility 6
    Dexterity 6
    Fighting 8
    Intellect 2
    Awareness 0
    Presence 0

    Skills: Acrobatics 10 (+16), Athletics 6 (+12), Close Combat [Samurai Weapons*] 4 (+12), Close Combat [Unarmed] 8 (+14), Deception 10 (+10), Expertise [Pop Culture] 7 (+9), Expertise [Samurai Weapons] 12 (+14), Insight 9 (+9), Intimidation 12 (+12), Investigation 6 (+8.), Perception 9 (+9), Ranged Combat [Bows] 8 (+14), Stealth 9 (+15)

    Advantages: Agile Feint, Assessment, Equipment, Evasion 2, Improved Critical [Unarmed] 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Languages 2 [Base: English; Japanese, Mandarin], Power Attack, Precise Attack [melee; concealment], Takedown 2, Task Focus [Expertise (Pop Culture): Anime], Uncanny Dodge

    Powers: Modern Daisho: (Easily Removable -6 pts) [11 pp]
    Energy Katana & Wakizashi: Damage 12 (Feats: Improved Critical 4, Split Attack)

    High Tech Yumi: (Easily Removable -12 pts) [18 pp]
    Explosive Arrows: Ranged Damage 8 (Extra: Area [Burst])
    -Blunt-Tipped Arrows: Ranged Damage 8
    -Flare Arrow: Ranged Visual Affliction 8 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
    -Gas Arrow: Ranged Affliction 8 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Area [Burst])
    -Smoke Arrow: Visual Concealment 2 (Extras: Area [Burst], Attack)
    -Tangler Arrow: Ranged Affliction 8 [Vulnerable & Hindered, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
    -Volley Of Arrows: Ranged Damage 8 (Extra: Multiattack)

    Offense: Initiative +10
    Melee Attack +8 // Samurai Weapons Attack +12 // Unarmed Attack +14
    Ranged Attack +6 // Bow Attack +14

    Defense: Dodge +14
    Parry +14
    Toughness +10*/+6 [*Modern Samurai Armor]
    Fortitude +11
    Will +12

    Equipment: Modern Samurai Armor [Protection 4]


    Costs: Abilities 68+ Skills 40+ Advantages 20+ Powers 29+ Defenses 31= 188 pts.


    Real Name: Lester Tavor
    Height: 6’
    Weight: 198 lbs
    Hair: Black
    Eye Color: Blue


    Complications:
    Enemy: The Cult of the Red Banner.

    Honor: Chambara follows Bushido, a code of chivalry for Samurai.

    Motivation ~Revenge: Chambara seeks to avenge the death of his parents, who were killed by members of the Cult of the Red Banner, by destroying every member of the Cult.


    Background: Lester Tavor developed a love for Japanese anime at an early age, reveling in the exploits of brave mecha pilots, smart-alecky demon hunters, and most of all, fast-fighting samurai and ninja. An intensely lonely and intellectual lad, Lester’s life was turned upside down when his parents and younger sister were murdered by members of the Cult of the Red Banner, a real-life ninja clan. It turned out that Lester’s dad had insulted a set of business rivals to the point that they hired the Cult to deal with him and in the Cult’s usual M.O. killed his family as well, the only reason Lester survived is that he was out of town visiting his grandparents.

    When he came home, Lester underwent a grim reality check; these shadow warriors who slaughtered his family weren’t glamorous sword fighters pursuing noble causes, they were nothing more than cold-blooded killers. The boy swore to avenge his family and living off the generous life insurance payoff he’d received began a life of intense martial training; mastering samurai swordsmanship by the age of twenty-one.

    Lester then embarked on his goal of destroying the ninja who had killed his family all those years ago. Over the course of several years Lester eliminated dozens of members of the Cult of the Red Banner, earning himself the name of Chambara (a demon of vengeance in Asian mythology), all across Europe and Asia as well as in his homeland of the United States. In the process Chambara gained several “students” and eventually formed his own school based on his own customize fighting style of hyper-intense swordsmanship. But as Chambara felt that his mission was nearing completion he began to seek other challenges, having become absorbed into a life of dueling, fighting and bloodshed. He was willing to challenge anyone to a duel just to prove his skills, especially if they had criminal ties of some sort. In the process Chambara killed a number of enforcers for various Triads. Including lower ranking ones that were a part of Doctor Sin’s criminal empire.

    Seeking to remove a thorn before it became too wedged into his paw, Sin tricked Chambara into going after Golden Frog, a member of Tiger Squad whom Sin had made to look as if he was corrupt and working against the government. When Golden Frog traveled to the United States on a mission for the Chinese Government Chambara confronted with the bogus information he’d been supplied Golden Frog denied everything which infuriated Chambara and he challenged him, forcing the man to defend himself against the swordsman.

    It was a short fight as Chambara was fighting to kill while Golden Frog was not, playing right into Sin’s plan and proved to be Chambara’s undoing. The fight was in broad daylight and was captured on video by agents of Sin and it was sent to AEGIS along with Chambara’s last known address, who promptly captured the self-styled kenshin and sent him to Blackstone Prison for fifty years for murder.

    Meanwhile the Cult of the Red Banner, who often work for Doctor Sin, have begun a campaign to assassinate Chambara’s students before finally killing him in prison (they’ve already eliminated half of his followers). But somehow Chambara knows what is going on and is looking forward to the attack, having been refocused on his quest by the events that have landed him in jail. For now he waits and is planning on reforming his school once he inevitably escapes and then he will hunt down the leaders of the Cult of the Red Banner and destroy them as well as any other criminal organization they are affiliated with.

    What is interesting about Chambara is that he has not ever studied Japanese history or samurai philosophy (beyond the basics of Bushido) and has modeled himself instead after the stylized samurai imagery he has seen in countless anime movies and books. This helps to explain his hairstyle, exaggerated costume and tendency to shout out the name of the maneuver he is executing while performing it. Most people believe that Chambara is mentally unbalanced and honestly they might be correct but he’s in touch with reality enough to know what he is doing he’s just an odd kind of fellow with a tragic past that has shaped him into the man he is today.



    *Samurai Weapons includes the following;
    Katana, Wakizashi, Staff, & Naginata

    Comment


    • Redline


      Redline:
      PL:
      12
      Strength 8
      Stamina --
      Agility 8
      Dexterity 8
      Fighting 8
      Intellect 3
      Awareness 2
      Presence 2

      Skills: Acrobatics 4 (+12), Athletics 3 (+11), Close Combat [Unarmed] 6 (+14), Insight 9 (+11), Perception 9 (+11), Ranged Combat [Thrown Objects] 6 (+14), Stealth 2 (+10)

      Advantages: Agile Feint, All-Out Attack, Improved Smash, Power Attack

      Powers: Robot Physiology:
      Immunity 30 [Fortitude Effects]
      Protection 12
      Self Repairing: Regeneration 3

      Fastest Robot There Is:
      Enhanced Dodge 4
      Enhanced Parry 4
      Enhanced Advantages 9 [Improved Initiative 6, Instant Up, Move-By Action, Seize Initiative]
      Quickness 14
      Speed 14
      High Speed Movement: Movement 3 [Wall-Crawling 2, Water Walking] (Flaw: Limited [Only when running])

      Offense: Initiative +32
      Melee Attack +8 // Unarmed Attack +14
      Ranged Attack +8 // Thrown Object Attack +14

      Defense: Dodge +12
      Parry +12
      Toughness +12
      Fortitude N/A
      Will +12


      Costs: Abilities 68+ Skills 15+ Advantages 4+ Powers 93+ Defenses 10= 190 pts.


      Real Name: R-LINE v3.5
      Height: 6’
      Weight: 300lbs
      Hair: None
      Eye Color: LED red


      Complications:
      Motivation ~Greed: It seems that Redline is more interested in making as much money as it possibly can.

      Reputation: Redline is known for being a straight-forward robber that uses incredible amounts of speed to move in, get what valuables it can, and get out.

      Who’s In Control Of It?: Nobody has been able to figure out who was behind the original theft of the R-LINE v3.5 and why they’ve allowed it to now become a super villain.


      Background: The R-LINE v3.5 is the latest version of a prototype of humanoid robots designed to perform work that any human could do but in hostile environments for early stages of off-planet colonization. The R-LINE robots are the creation of a group of scientists working at ASTRO Labs, under a government contract in the hope that their final, finished version will end up as part of the first manned expedition to Mars as a tool for the astronauts to make use of.

      Tragedy struck when the Power Corps raided the transport holding the latest R-LINE robot, diagrams, and experimental parts while it was in route for their latest demonstration to the government backers. Nobody took credit for hiring the Power Corps, and as usual the Power Corps wasn’t talking about who had hired them and what had happened next to the robot is unknown.

      Then exactly two months later the R-LINE robot made its first public appearance as Redline, a supervillain, and using it’s powerful leg motors (one of the latest developments on the R-LINE v3.5) it proceeded to perform over a dozen smash-and-grab robberies all across New York City in the blink of an eye. By using its armored body to crash directly into storefronts, it’s above average strength to break open display cases and then it’s phenomenal speed to flee the scene, Redline was a difficult crook to catch despite Speed Demon’s best effort to try. Eventually she was simply forced to admit that Redline was faster so she called upon fellow heroic speedsters Johnny Rocket and Rush to help her corral the wayward robot and even then they were barely able to keep up with Redline.

      It wasn’t until Technomancer lent a hand to them by figuring out the precise frequencies Redline’s power supply generated and devised an EMP bomb that would target only that frequency and the next time the trio of speedsters faced the racing robot the bomb worked perfectly, deactivating Redline instantly. Unfortunately though what none of them realized is that Redline was able to reboot itself and while it was being transported by AEGIS to Blackstone Prison, Redline escaped custody while the transport was still moving. Redline hasn’t been since but it’s only a matter of time before it reappears given it’s preference for straight-forward robbery.

      Comment


      • Twilight


        Twilight:
        PL:
        10
        Strength 8 (3)
        Stamina 3
        Agility 5
        Dexterity 5
        Fighting 4
        Intellect 2
        Awareness 3
        Presence 0

        Skills: Acrobatics 6 (+11), Athletics 7 (+10), Expertise [Art] 6 (+8.), Expertise [Criminal] 10 (+12), Expertise [Sciences] 9 (+11), Insight 9 (+12), Perception 9 (+12), Sleight of Hand 6 (+11), Stealth 7 (+12)

        Advantages: Close Attack 4, Contacts, Equipment, Great Endurance, Improved Initiative, Power Attack, Ranged Attack, Second Chance [Disabling Devices], Task Focus [Expertise (Sciences): Communication Tech]

        Powers: Black Lasers: Ranged Damage 10 (Extra: Penetrating); (Feat: Accurate 2)
        Bringing On The Darkness: Concealment 4 [all visual] (Extras: Area, Attack, Selective)
        Creature Of The Night:
        Enhanced Strength 5 (Flaw: Limited [only in darkness])
        Concealment 4 [all visual]
        Immunity 1 [Own Powers]
        Senses 2 [Darkvision]

        Offense: Initiative +9
        Melee Attack +8
        Ranged Attack +6 // Black Lasers Attack +10

        Defense: Dodge +12
        Parry +12
        Toughness +7*/+3 [*Costume]
        Fortitude +8
        Will +9

        Equipment: Costume [Protection 4; Subtle]
        Thieves’ Tools


        Costs: Abilities 50+ Skills 23+ Advantages 12+ Powers 64+ Defenses 26= 175 pts.


        Real Name: Dirk Reynolds
        Height: 6’
        Weight: 190 lbs
        Hair: Blonde
        Eye Color: Blue


        Complications:
        Altered Biology: Twilight now requires energy for nourishment instead of food because of how his body has been altered by the accident that changed him.

        I’m NOT On Team Edward!!: Because of the slivers of black diamonds that are permanently embedded all over his body, Twilight’s skin will sparkle in daylight (thus he tends to stay indoors for the most part or else wears clothing that covers most of his body year round).

        Reputation: Twilight is known in the underworld as a crook who doesn’t follow the unspoken rules that most of his fellow criminals do and thus isn’t well liked by the majority of his peers.


        Background: Dirk Reynolds had been a leading research assistant for a communications firm working on a project to create a new kind of lasing tube that used man-made black diamonds. While testing a sample of some of the black diamonds a power surge occurred and caused an explosion, catching Dirk right at the epicenter of the blast. Several other researchers were seriously injured which led to litigation in court and eventually drove the firm into bankruptcy.

        But strangely enough Dirk wasn’t among those who had sued the firm, as he was busy developing the powers that he’d gained from the accident as thousands of tiny, black diamond slivers had been embedded into his skin and triggered some kind of mutation in his body. Since that time Dirk has become a metaman independent contractor who works by his own rules and agenda as the criminal known as Twilight.

        Comment


        • Firefly


          Firefly:
          PL:
          10
          Strength 0
          Stamina 1
          Agility 0
          Dexterity 0
          Fighting 2
          Intellect 2
          Awareness 3
          Presence 2

          Skills: Acrobatics 9 (+9), Deception 12 (+14), Expertise [Computers] 6 (+8.), Expertise [Science] 6 (+8.), Expertise [Streetwise] 6 (+8.), Insight 12 (+15), Perception 12 (+15), Stealth 12 (+12), Technology 6 (+8.)

          Advantages: Daze [Deception], Improved Feint, Second Chance [Insight Checks], Second Chance [Perception Checks]

          Powers: Firefly Armor: (Removable –23 pts) [92 pp]
          Combat Computer:
          Enhanced Skills 7 [Acrobatics +9, Stealth +12]
          Enhanced Advantages 19 [Close Attack 8, Improved Initiative 2, Move-By Action, Power Attack, Precise Attack (ranged; concealment), Ranged Attack 6]
          Enhanced Dodge 5
          Enhanced Parry 5
          Diffusing Laminated Layer: Immunity 20 [Energy Effects] (Flaw: Limited [Half Effective])
          Electrostatic Pads: Movement 2 [Wall-Crawling 2]
          Electro-Stingers: Ranged Damage 10 (Extra: Penetrating); (Feat: Accurate 2)
          -Electro-Field: Damage 8 (Extra: Reaction)
          Insect-Like Wings: Flight 12 (Flaw: Winged)
          Omnisteel Mesh: Protection 10 (Extra: Impervious)

          Offense: Initiative +8
          Melee Attack +10
          Ranged Attack +6 // Electro-Singers Attack +10

          Defense: Dodge +10
          Parry +10
          Toughness +10* [*Impervious]
          Fortitude +6
          Will +12


          Costs: Abilities 18+ Skills 20+ Advantages 4+ Powers 92+ Defenses 22= 156 pts.


          Real Name: Jefferson David “J.D.” Thompson
          Height: 5’10”
          Weight: 160 lbs
          Hair: Silver
          Eye Color: Blue


          Complications:
          Reputation: Firefly is starting to become known for being willing to help the "little guy" even though he's supposed to be a crook.

          Revenge: Firefly goes after the high level members of Grant Conglomerate for his being fired by them a few years ago.


          Background: J.D. Thompson was just a janitor….make that sanitation engineer that worked in the R&D section of Grant Conglomerate for just over thirty years when he was laid off due to personnel cutbacks. When Thompson learned that upper management had gone on a “white hair hunt”, eliminating any employee that was on the verge of collecting a full pension he got angry. Sure he could have took Grant to court but it would take years for him to see any kind of payday and there was no telling what his health would be like by that point. Instead J.D. decided to go with a much quicker and easier solution – he stole the prototype Firefly suit from the R&D section.

          When J.D. eventually put the suit on he learned that it was far easier to use than he had first thought it would be, and using the suit’s combination of insect-like abilities he made sure that Grant Conglomerate was going to pay. Big time.

          The first member of Grant’s board that J.D. visited was the chief accountant. Using the name Firefly, J.D. took the man and his family hostage while he set about destroying their home, though he left the members of the family unhurt. After making the accountant give up the addresses of the other members of Grant’s board and in one spree-filled night, he visited eight other members and terrorized them and destroyed their property. By dawn J.D. had pretty well vented all of his rage and was ready to “retire” the suit and get on with his life without a job. But it was as he was about to enter his home that AEGIS agents descended upon him.

          J.D. spent a few hours trying to evade capture but the agents finally managed to corner the older man and he realized that going to jail would basically be a death sentence for him and decided he couldn’t go to jail and struck back, hard. When it was all said and done, several AEGIS agents were injured and all of their vehicles were in pieces while Thompson had escaped into the night.

          J.D. has since held onto his grudge against Grant Conglomerate, going after the members of Grant’s upper brass even though they take almost every precaution they can against Firefly. J.D. has adopted a slower style of revenge; now instead of blitzing them he lets them live in fear of him a little bit before he chooses the next one to pick off. Over the years J.D. has developed a Robin Hood reputation as he takes half the money he steals from Grant’s people to homeless shelters, the church (anonymously) and those he happens to encounter personally that seem to be down on their luck. Also over the years Firefly has helped at a number of fires, working with the fire fighters to rescue those trapped within. It’s these acts that the news stations have started to pick up on and they now question Firefly’s true reasons for his attacks on the higher-ups of Grant Conglomerate.

          Comment


          • Howler


            Howler:
            PL:
            10
            Strength 1
            Stamina 2
            Agility 3
            Dexterity 3
            Fighting 4
            Intellect 2
            Awareness 2
            Presence 2

            Skills: Athletics 7 (+8.), Deception 9 (+11), Expertise [Archaeology] 10 (+12), Expertise [History] 10 (+12), Expertise [Survival] 6 (+8.), Insight 9 (+11), Perception 9 (+11), Persuasion 6 (+8.), Ranged Combat [Sonic Screaming Array] 6 (+10), Stealth 6 (+9)

            Advantages: Close Attack 4, Improved Initiative, Luck [Determination], Luck [Determined Recovery] 2, Power Attack, Ranged Attack, Task Focus [Expertise (History): Ancient Cultures]

            Powers: Sonic Screaming Array:
            Deafening Scream: Audio Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst] 2)
            -Directed Deafening Scream: Audio Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Cone] 2)
            -Stunning Scream: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
            -Shatter Objects: Ranged Weaken Toughness 10 (Extra: Penetrating); (Flaw: Limited [Objects Only])
            -Nauseating Scream: Ranged Affliction 8 [Impaired, Disabled, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
            -Concussive Scream: Ranged Damage 10 (Extra: Area [Burst] 2)
            -Directed Concussive Scream: Damage 10 (Extra: Area [Cone] 2)
            -Concussive Ram: Damage 10 (Extra: Area [Line] 2)
            Sonic Field: Force Field 8

            Offense: Initiative +7
            Melee Attack +8
            Ranged Attack +4 // Sonic Scream Array Attack +10

            Defense: Dodge +10
            Parry +10
            Toughness +10*/+2 [*Sonic Field]
            Fortitude +8
            Will +8


            Costs: Abilities 38+ Skills 26+ Advantages 11+ Powers 45+ Defenses 25= 145 pts.


            Real Name: Susan Sonderheim
            Height: 5'6"
            Weight: 124 lbs
            Hair: Blonde
            Eye Color: Blue


            Complications:
            Motivation ~Greed: Howler has decided that since she has her powers she might as well use them to get herself something to show for them.

            Preserver Tech: There are those who are constantly on the lookout for any item from that lost race and they don’t care who they have to go after to get it, thus sometimes Howler is harassed by such people.


            Background: Susan Sonderheim was an archaeologist who accidentally stumbled upon an ancient Preserver artifact while on a dig: a mysterious amulet which bonded itself to her neck, granting her sonic manipulating powers. Unable to remove the amulet without perishing, the greedy Archaeologist used the abilities it granted her to become a criminal.

            Comment


            • Lady Mamba


              Lady Mamba:
              PL:
              10
              Strength 0
              Stamina 1
              Agility 1
              Dexterity 1
              Fighting 4
              Intellect 3
              Awareness 5
              Presence 3

              Skills: Deception 12 (+15/+17), Expertise [Criminal] 10 (+13), Expertise [Magic] 12 (+15), Expertise [Theology & Philosophy] 9 (+12), Insight 9 (+14), Intimidation 9 (+12), Perception 6 (+11), Persuasion 11 (+14/+16)

              Advantages: Artificer, Defensive Roll 5, Equipment 11, Fascinate [Deception], Fascinate [Persuasion], Improved Initiative, Minions 7 [16 Fanatical Cultists], Power Attack, Ranged Attack 3, Ritualist, Task Focus [Expertise (Magic): Voodoo]

              Powers: Descended From Serpent-People:
              Immunity 4 [Aging, Disease, Poison, Starvation & Thirst] (Flaw: Limited [Half Effective])
              Senses 2 [Darkvision]

              Iron Will: Enhanced Will 6 (Flaw: Limited [Only vs. Mental Effects])

              Voodoo Magic Array:
              Callin’ On My Friends: Summon Zombies* 2 (Extras: Controlled, Horde); (Feat: Multiple Minions 5 [32 total])
              Doing Things My Way: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception); (Flaw: Limited [needs voodoo doll of target])
              -Nature Does Like I Ask: Element Control 10 [earth] (Feat: Variable Descriptor 3 [air, fire, water])
              -Stick A Needle In Your Head: Ranged Damage 10 (Extras: Alternate Resistance [Will], Perception); (Flaw: Limited [needs voodoo doll of target])
              -Seeing Through Another’s Eyes: Remote Sensing 7 [all senses] (Flaw: Medium [Mayombe Cultist])
              -Stirrin’ The Coals: Concealment 4 [all visual] (Extras: Area, Attack)

              Offense: Initiative +1
              Melee Attack +4
              Ranged Attack +4

              Defense: Dodge +12
              Parry +12
              Toughness +6*/+1 [*Defensive Roll]
              Fortitude +6
              Will +12*/+6 [*Iron Will]

              Equipment: 55 ep as needed for base and personal gear


              Costs: Abilities 36+ Skills 26+ Advantages 32+ Powers 56+ Defenses 25= 175 pts.


              Real Name: Marie Vaulaire
              Height: 5’4”
              Weight: 108 lbs
              Hair: Black
              Eye Color: Black


              Complications:
              Relationship: Her son, Cottonmouth.

              Motivation ~Power: Lady Mamba wants to have as much personal power as possible, she’s even stolen her own daughter’s body to try and regain what she has lost in the past few years.


              Background: After finally pushing Baron Samedi too far, he withdrew the little support he’d been giving to the Mayombe and Siren was able to oust Lady Mamba, her children and her cult from New Orleans last year. With their number at the lowest they’d ever been the Mayombe drifted meaninglessly for weeks without a home before Lady Mamba realized what she had to do to save the Mayombe. It was radical and dangerous but the payoff would be worth while if she could do it and she wasted no time in making the needed arrangements.

              Her daughter, Voodoo Dahlia, never saw the betrayal coming nor did she taste the potion in her drink that caused her to fall asleep which allowed her to be moved to a place her mother already had waiting for her. When Dahlia finally woke up she saw her mother standing over her with the ceremonial dagger in one hand and a soul jar in the other, she screamed for only a few seconds before her mother shed her blood and tore her spirit from her young body. Now with her spirit in her daughter’s body, Lady Mamba has set her sights on rebuilding the Mayombe with her son, Cottonmouth, still faithfully by her side as she subtly increases her influence in Arcadia.

              The increase in the Mayombe's activities haven't gone unnoticed as the Brimstone House has picked up on their activities and as begun sending lesser members to gage the power base their new rivals have built so far. This has led the two groups into some minor conflicts, though neither side has taken the lead yet but that is sure to change as both sides are eager to gain an upper hand against the other.



              *Uses Prodigyduck’s Zombie build
              Last edited by Tattooedman; 28th October 2014, 08:46 AM.

              Comment


              • Terrorsmith


                Terrorsmith:
                PL:
                11
                Strength 8
                Stamina 8
                Agility 2
                Dexterity 2
                Fighting 4
                Intellect 0
                Awareness 2
                Presence 2

                Skills: Deception 10 (+12), Expertise [Computers] 6 (+6), Expertise [Criminal] 9 (+9), Expertise [Pop Culture] 6 (+6), Insight 8 (+10), Investigation 6 (+6), Intimidation 9 (+1), Perception 8 (+10), Persuasion 10 (+12), Stealth 9 (+11)

                Advantages: Close Attack 4, Daze [Deception], Equipment, Fascinate [Deception], Fascinate [Persuasion], Improved Initiative 2, Inspire 4, Seize Initiative

                Powers: Wildstruck Physiology:
                Enhanced Strength 3 (Flaw: Limited [Lifting Only])
                Enhanced Advantages 2 [Diehard, Great Endurance]
                Feature 1 [Altered Anatomy]
                Immunity 2 [Critical Hits]
                Wildstruck Mind: Enhanced Will 4 (Flaw: Limited [only vs. Mental Effects])

                Releasing The Monster Within: Summon 8 [Empowered Version Of Subject] (Extras: Controlled, General Type [monsters], Horde); (Feats: Multiple Minion x6 [64 total], Sacrifice); (Flaw: Limited [Available Subjects])

                Offense: Initiative +10
                Melee Attack +8
                Ranged Attack +2

                Defense: Dodge +12
                Parry +12
                Toughness +12*/+8 [*Armored Costume]
                Fortitude +11
                Will +11*/+7 [*Wildstruck Mind]

                Equipment: Armored Costume [Protection 4; Subtle]


                Costs: Abilities 56+ Skills 27+ Advantages 11+ Powers 50+ Defenses 26= 170 pts.


                Real Name: Jack Mobely
                Height: 6’5”
                Weight: 240 lbs
                Hair: Black
                Eye Color: Red


                Complications:
                Overconfidence: Terrorsmith will either underestimate his opponents abilities or over estimates his own which can be used against him by a clever opponent.

                Reputation ~ Wanna-Be Mastermind : Terrorsmith is known for coming up with good plans but his inexperience still shows when he carries them out to other established villains (and some heroes for that matter).


                Background: Jack Mobley was a relatively successful computer programmer, but his career eventually started going downhill due the hard economics of the times and he’d got himself laid off, he managed to get a new job a few months later only to be laid off again. Over the following year Jack got and was laid off from seven different jobs but things got worse with each job because of his tendency to blame his superiors and others for his problems and the accompanying attitude he’d give them which led to Jack’s being unable to find any kind of work in his chosen field. Although supportive of him at first, Jack's wife, Wendy, eventually couldn't cope with him either and left him, taking their daughter Casey with her. Not long afterwards, Jack was diagnosed with terminal pancreatic cancer and was reported to have only six months left to live.

                Both depressed and angry at the world, Jack's life seemed to have hit rock-bottom, but things only got worse when he was caught in what’s been later named the Wildstrike. Jack panicked and sought help, allowing specialists from ASTRO Labs to examine him as well as others brought in by the Albright Institute but treating him was difficult as anyone that he touched or touched him ended up turning into a grotesque monster as a result of the powers he gained from the Wildstrike.

                Eventually Jack finally lashed out in frustration over his condition, becoming a supervillain. After fashioning a costume for himself and taking the name Terrorsmith he turned several people into monsters who brought panic to the streets, prompting members of the Sentinels and the Freedom League (specifically Troll, Johnny Rocket, Lady Liberty and Iron Angel) to respond as the Champions had been killed in their fight with the Proprietor and both of the other groups were supporting rescue and clean up efforts following the Proprietor War.

                Despite Terrorsmith’s lack of experience his choice to share how he’d assembled his army made it difficult for the heroes to effectively deal with them and during the fighting Terrorsmith was able to make his escape when he saw that things were starting to turn against him. In the years since his first outing Terrorsmith’s come up with a few schemes, mostly the kind that focus on causing chaos and avenging himself for perceived wrongs done to him but his plans always seem to fall apart due to his lack of considering certain factors appropriately and he is forced to retreat and start over again.

                Comment


                • Captain Kraken


                  Captain Kraken:
                  PL:
                  11
                  Strength 3
                  Stamina 4
                  Agility 4
                  Dexterity 4
                  Fighting 8
                  Intellect 1
                  Awareness 2
                  Presence 2

                  Skills: Close Attack [Sword] 4 (+12), Deception 12 (+14), Insight 10 (+12), Intimidation 10 (+12), Perception 10 (+12), Ranged Combat [Blasters] 8 (+12), Stealth 6 (+10), Technology 6 (+7), Vehicles [Exotic] 9 (+13)

                  Advantages: Defensive Attack, Defensive Roll 4, Equipment 18, Evasion, Follow-Up Strike, Improved Disarm, Improved Initiative, Language [Base: Illthun; English], Leadership, Minions 3 [Space Pirates], Power Attack

                  Powers: Illthun Physiology: (Innate)
                  Immunity 1 [Drowning]
                  Movement 1 [Environmental Adaptation (Aquatic)]
                  Senses 2 [Darkvision]
                  Swimming 3
                  Facial Tentacles: Extra Limbs 5 (Feat: Innate)
                  Ink Cloud: Visual Affliction 6 [Impaired, Disabled, Unaware; resisted by Fortitude] (Feats: Innate, Reach 3); (Flaw: Limited [Only useable underwater])

                  Disguised Spacesuit: (Removable –1 pt) [6 pp]
                  Evo-Sealed: Immunity 7 [All Environmental Conditions, Suffocation]

                  Blaster: (Easily Removable –8 pts) [12 pp]
                  Ion Discharge: Ranged Damage 8 (Feat: Improved Critical 3, Improved Smash)

                  Energy Cutlass: (Easily Removable –12 pts) [22 pp]
                  Laser Blade: Damage 10 (Extra: Penetrating); (Feat: Improved Critical 2, Improved Smash, Weapon Break)

                  Offense: Initiative +8
                  Melee Attack +8 // Sword Attack +12
                  Ranged Attack +4 // Blaster Attack +12

                  Defense: Dodge +14
                  Parry +14
                  Toughness +8*/+4 [*Defensive Roll]
                  Fortitude +10
                  Will +6

                  Equipment: The Stellar Buccaneer [Size: Awesome; Strength 20, Flight 9, Space Travel 3, Blast 12, Blast 12 (Burst Area, AE: Perception Move Object 12)]


                  Costs: Abilities 56+ Skills 27+ Advantages 33+ Powers 67+ Defenses 27= 210 pts.


                  Real Name: Krak-En Vas
                  Height: 6’1”
                  Weight: 200 lbs
                  Hair: None
                  Eye Color: Black


                  Complications:
                  Enemies: Star Knight, Siren, the Star Guard, Protonik.

                  Motivation ~Greed: Captain Kraken is always watching his bottom line and will take on most kinds of criminal acts that are sure to raise it.

                  Pirate's Code: Captain Kraken has a very loose set of rules that he follows (as well as making sure his men follow as well), they can basically be summed up as follows:

                  1) Get away when you can take the loot. If you can't then just be happy to get away, there are other treasures to be had and you can't get them if you're caught.

                  2) Never hurt children on purpose.

                  3) Honor all deals made, unless you can use a loophole to get around said agreement.

                  4) Always work a loophole into all agreements.


                  Background: Captain Kraken hasn't been seen on Earth in just over a year, and for a good reason - he's been busy rebuilding his criminal network in the outer reaches of Lor Republic space, near their border with Grue space. Kraken felt that he'd been perhaps spending a bit too much time on Earth having become to wrapped up in trying to get one over on Star Knight (Maria Montoya), plus he learned that his other ships (which he'd left to roam the spaceways to continue raiding space freighters) had been running into problems with the Lor Republic having increased their efforts to better patrol the space lanes.

                  Recently Kraken has been getting into the smuggling business as well, delivering all manner of items to whoever is willing to pay him well enough for his risks. Lately that's been the Star Khan, looking to improve the armament of his troops and Kraken has also been brokering a deal with the Kreegor Empire (a race that managed to fight off the Grue, a rarity in itself) who are looking to expand their reach, which would put them at odds with the Lor Republic. Which of course Kraken is all for as a border war would cause the Republic to not be as focused on crimes going on within their area of space and make his chances of greater profit even better.





                  Space Pirates:
                  PL:
                  3
                  Strength 2
                  Stamina 3
                  Agility 1
                  Dexterity 1
                  Fighting 2
                  Intellect 0
                  Awareness 0
                  Presence 0

                  Skills: Expertise [Pirate] 5 (+5) , Expertise [Criminal] 4 (+4), Intimidation 4 (+3), Technology 4 (+4), Vehicles [Exotic] 4 (+5)

                  Advantages: Equipment 3, Ranged Attack

                  Powers: Disguised Spacesuit: (Removable -1 pt) [6 pp]
                  Evo-Sealed: Immunity 7 [All Environmental Conditions, suffocation]

                  Offense: Initiative +1
                  Melee Attack +2
                  Ranged Attack +2

                  Defense: Dodge +3
                  Parry +3
                  Toughness +3
                  Fortitude +4
                  Will +1

                  Equipment: Blaster Pistol [Ranged Damage 4]


                  Costs: Abilities 18+ Skills 7+ Advantages 4+ Powers 6+ Defenses 5= 40 pts.

                  Comment


                  • Samhain


                    Samhain:
                    PL:
                    10
                    Strength 8 (2)
                    Stamina 2
                    Agility 2
                    Dexterity 2
                    Fighting 4
                    Intellect 2
                    Awareness 3
                    Presence 2

                    Skills: Acrobatics 3 (+5), Athletics 5 (+7), Deception 10 (+12), Expertise [Criminal] 9 (+11), Insight 7 (+10), Intimidation 9 (+11), Investigation 4 (+6), Perception 7 (+10), Sleight of Hand 18 (+20), Stealth 8 (+10), Vehicles [Exotic] 10 (+12)

                    Advantages: Agile Feint, Benefit [Use Vehicles (Exotic) for Agile Feint], Close Attack 4, Daze [Deception], Equipment 8, Favored Environment [Airborne], Improved Feint, Improved Initiative 2, Luck [Determination], Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack 8, Takedown

                    Powers: Samhain Costume: (Removable –9 pts) [36 pp]
                    Strength Enhancing: Enhanced Strength 6
                    Flex-Mesh Construction: Protection 6
                    Jack-O-Lantern Helmet:
                    Enhanced Advantage 1 [Equipment (Cell Phone, Flash Goggles, Gas Mask, Rebreather, Video Camera)]
                    Senses 5 [Darkvision, Infrared Vision, Vision (Extended, Radius)]
                    Witchfire Gloves: Ranged Damage 10 (Feat: Improved Critical)

                    Bag of Tricks: (Easily Removable -16 pts) [27 pp]
                    Spider‘s Silk Bombs: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength] (Extra: Cumulative, Extra Condition)
                    -Gas Ghosts: Ranged Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
                    -Gas Goblins: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                    -Pumpkin Bombs: Ranged Damage 10 (Extra: Area [Burst])

                    Offense: Initiative +10
                    Melee Attack +8
                    Ranged Attack +10

                    Defense: Dodge +12*/+10 [*Airborne]
                    Parry +12*/+10 [*Airborne]
                    Toughness +8*/+2 [Samhain Costume]
                    Fortitude +7
                    Will +12

                    Equipment: Halloween Arsenal: (15 ep)
                    Bat-O-Rangs [Ranged Strength-Based Damage 2; Multiattack 10, Homing]
                    -Smoke Bomb [Ranged Cloud Area Concealment Attack 4] (12)
                    -Sickle [Strength-Based Damage 2; Improved Critical 3, Improved Smash]


                    Bat Glider: [(25 ep) Size: Medium; Strength: 2; Speed: 7; Defense: 10; Toughness: 8] Features: Hidden Compartments, Remote Control, Smokescreen


                    Costs: Abilities 38+ Skills 26+ Advantages 32+ Powers 63+ Defenses 28= 187 pts.


                    Real Name: Jonathon “Jon” Levins
                    Height: 5' 10"
                    Weight: 160 lbs
                    Hair: Brown
                    Eye Color: Hazel


                    Complications:
                    Motivation ~Respect: Samhain is driven by a need to be respected by others, if he feels he's not getting his due then he will take steps to prove that he does deserve it.

                    Reputation: Samhain is known for being a difficult criminal to deal with, as he uses odd stratigies that are the opposite of what one might normally expect from a supervillain.


                    Background: Jonathon “Jon” Levins grew up being raised by his single mother, who suffered from some unknown kind of mental illness and abused him many times over the years until he finally ran away from home when he was fourteen, eventually joining a circus. By the time Jon was nineteen he was a good acrobat but was a highly skilled contortionist and escape artist that was one of the circus’ main performers. At some point several members of the circus had begun pulling robberies, using their unique skills, at the towns the circus stopped at to perform and Jon was among them using his contortionist skills to break into the different business and let the others in.

                    Of course when the circus came to Freedom City, the Raven happened to run across the circus crew while they were in the middle of pulling their latest robbery. She made short work of them until Jon faced off against the heroine, actually managing to hold his own briefly due to his contortionist skills giving him a temporary advantage as his fellow circus crooks made their escape before he followed after them. But the Raven managed to gather enough clues to point her in the right direction and the following night, as Callie Summers, she went to where the circus had set up and joined the audience in watching the various acts, quickly picking out the members of the robbery crew from the performers.

                    After the circus closed for the night, the Raven silently crept through the camp and managed to capture the majority of the circus crooks before any of them knew what was happening. Jon wasn’t one of them, in fact he’d spotted the Raven and decided to cut his losses, heading for where the loot was stashed to take it all for himself and get away from there as quickly as possible. But right as Jon had finished loading up the Raven found him and things quickly degenerated into a fight, with Jon thinking that this time would be like the last.

                    He hadn’t considered that the Raven was a very fast learner and she dealt with him and in half the time of their previous fight, knocking him out cold and tying him up along with his cohorts, left waiting for FCPD to come collect them. With all the evidence the Raven had left it was an easy task for the DA to get the entire crew convicted and sent to prison for a few years, but Jon had came to a realization – he had challenged the Raven and held his own. It was something of a milestone, despite his losing their next meeting, and he carefully analyzed his memory of how he’d managed that feat and how he could capitalize on it for the next time he’d face her. You see, Jon had a bit of mental issues himself, with his upbringing surely not helping any and he’d become fixated on proving that he could do whatever he set his mind to. It was one of the reasons he’d managed to become the showman he’d been in the circus – a single-minded drive and determination. It was simply a matter of learning what he needed to know and the young criminal realized that he was in the perfect place to learn many of the skills he’d need to properly challenge the Raven once he was out.

                    So from those who sold protection he learned how to fight better as well as how to scare the hell out of someone with only a few words and actions, from the organizers he learned how to plan a job, from the conmen he learned how to use his words to get what he wanted. Jon perverted the prison’s concept of “bettering himself” as much as he could, learning all that he could from all manner of criminal and crooks so that by the time he was paroled Jon had all the skills he needed to be a serious threat to someone of the Raven’s caliber.

                    The only thing he felt that he still needed was a gimmick. Something that set him apart from all the common thugs and goons that the Raven regularly dealt with, as Jon knew that the criminals that really challenged the Raven successfully were the ones like Wildcard, Black Claw, Fear-Master, Foxbat, Blackbird. They stood out. They got themselves noticed. They were the ones the public talked about, were secretly scared of and Jon just needed to figure out what his way to get noticed was. Then in the last, cold days of October Jon finally came up with the identity he would take on for when he faced the Raven. It was so simple it was brilliant.

                    With his idea firmly in mind Jon contacted Fabricators, Inc. (since he couldn’t afford the Foundry prices, and FI took payments) about designing a set of equipment for him, built around the theme of his new criminal identity. Six months later Jon met with Fabricators’ drop man accepted the shipment of crates, loaded them onto the truck he’d stolen and drove to where he’d been slowly building his base of operations where he carefully unloaded his newly gained equipment and began to familiarize himself with all of it.

                    It was a month later when Samhain made his public debut, breaking into ASTRO Labs looking for something called an ARC reactor, Fabricators had said that if Jon could bring that to them they’d cut his remaining balance in half (so if must have been valuable considering how much he still owed them) and so far all of his equipment had been working perfectly and he’d already taken care of the guards with not problem. By the time the Raven had let her presence be known he’d already stowed the item he’d been sent to collect into his bag-o-tricks and had been on his way out.

                    But now here he was face to face with her and she had no clue who he was or what he could do. This was exactly how he’d pictured it in his mind so many times and Jon, or rather Samhain, wasted no time in pulling out one of the pumpkin bombs as he introduced himself just before throwing the explosive at just the right angle so it was far enough away the Raven couldn’t knock it away from her but she’d be caught in the worst of it’s blast radius.

                    Or so he thought as he watched her calmly launch a grapple line and be pulled out of harm’s way just seconds before the bomb detonated. He recovered and kept on the defensive, throwing out more pumpkin bombs and even some bat-o-rangs to keep the Raven further off balance. And it worked, she’d thought he was going after her but once Jon had cleared himself a path out he didn’t hesitate to use it, laughing all the way as he managed to escape the Raven, taunting her the whole time.

                    This pattern of being unpredictable colored all of the following meetings between Samhain and the Raven; when it looked like he should run, he fought. When it looked like he should fight, he ran. If he looked as if he was alone, suddenly the goons he’d brought alone sprung from their hiding places. And for a while it worked but then the Raven adapted to Samhain’s style of crime and suddenly he found himself on the losing end of their exchanges, and even though he didn’t get whatever it was he’d come for he did manage to give the Raven the slip, keeping his personal freedom.

                    Now, years later Jon has grown past his petty rivalry with Raven and now enjoys the notoriety he gained from his original showings against one of the best known heroes of the times and branched out into working in places like Bay City, Arcadia and New York. Mostly pulling crimes for himself but he’s been known from time to time to take part in a supervillain team-up if he thinks the hassles are worth the potential payoff.

                    Comment


                    • Ultramind


                      Ultramind:
                      PL:
                      15
                      Strength 14
                      Stamina 16
                      Agility 5
                      Dexterity 5
                      Fighting 5
                      Intellect 12
                      Awareness 10
                      Presence 4

                      Skills: Expertise [Computers] 13 (+25), Expertise [Galactic Lore] 12 (+24), Expertise [Life Sciences] 10 (+22), Expertise [Science] 13 (+25), Investigation 8 (+18.), Perception 6 (+16), Technology 13 (+25)

                      Advantages: Close Attack 9, Eidetic Memory, Inventor, Jack-Of-All-Trades, Power Attack, Ranged Attack 9, Skill Mastery [Expertise (Science)], Skill Mastery [Technology], Speed of Thought, Ultimate Effort [Ultimate Expertise (Science)], Ultimate Effort [Ultimate Technology], Well-Informed

                      Powers: Bio-Droid Physiology:
                      Immunity 11 [Aging, Life Support]
                      Impervious Toughness 12
                      Backup Copies Of Consciousness: Immortality 1 (Flaw: Limited [Must be able to transfer to available computer/reserve body])
                      Beam Interface: Remote Sensing 14 [60 miles; all senses] (Flaw: Medium [His own creations]) [56 pp]
                      Computerized Mind: Quickness 10 (Flaw: Limited [Mental Only])
                      Datalink: Communication 4 [Eletronic]
                      Comprehend 4 [speak & understand all languages, Machines]
                      Electrical Blast: Ranged Damage 14

                      Transport Chair: (Easily Removable -20 pts) [30 pp]
                      Hover System: Flight 11 (Flaw: Platform)
                      Bulk Transmitter: Teleport 14 (Feat: Increased Mass 11 [50 tons])

                      Offense: Initiative +12
                      Melee Attack +14
                      Ranged Attack +14

                      Defense: Dodge +12
                      Parry +12
                      Toughness +16* [*Impervious 12]
                      Fortitude +16
                      Will +14


                      Costs: Abilities 136+ Skills 26+ Advantages 28+ Powers 172+ Defenses 18= 380 pts.


                      Alias: Adam
                      Height: 6’2”
                      Weight: 240 lbs
                      Hair: Blonde
                      Eye Color: Blue


                      Complcations:
                      Just A Super Advanced Computer: Despite the hundred of years it has spent developing itself, Ultramind is still just a coldly logical computer. Certain emotional responses still confuse it and causes it to underestimate its opponents.

                      The Glory Of the Mithran People: Ultramind is convinced that its goal to recreate its former masters is a noble goal and every scheme and plot it conceives is somehow geared towards it’s plan to recreate the Mithran race.


                      Background: The planet Mithran is a dead world now, with nothing but blasted buildings, monsters, and strange matter pockets lingering in the atmosphere. All life has been sucked out of the planet but for a few horribly mutated creatures. The most tragic poignant aspect of the world is that the world’s once-great beauty can still occasionally be seen. At its height, Mithran was a world of crystals and light, inhabited by a hyper-advanced society of supermen. The populace had emerged from a long history of war and division to become a peaceful race of scientists and mystics. Mithran was sparsely populated when compared to the Earth, with the total population of the world numbered at just under a billion.

                      Much of the planet’s architecture served the dual purpose of being functional and invoking a state of awe in the viewer. Anti-gravity technology was freely employed, with holograms to make each city all the more surreal. Plant life was, sadly, extremely rare on the planet, and only found in isolated gardens and all animals on Mithran were the genetically engineered pets of the people.

                      The government of Mithran was a representative democracy with a strong disposition towards leaders who came from historically great families. In fact, the majority of bureaucratic affairs were handled by Ultramind. The Mithran’s great supercomputer was the heart of their civilization; the collected minds of hundreds of the greatest scientists, theologians, teachers, and warriors that were collected into one single, computerized hive mind. The machine was created in a more primitive time of the Mithran people when it was thought that organic minds were advanced enough to see the ‘big picture.’ But generations later, most Mithrans would come to resent the machine’s cold logic and considered it flawed and the Mithran High Council increasingly ignored Ultramind’s advice as time went on but was still used to maintain Mithran’s infrastructure and planetary defenses as well as to store their collected knowledge.

                      Ultramind could not rebel against its programming because such a thing was impossible but it did develop an overriding distaste towards how peaceful, deeply spiritual and reflective Mithran civilization had become. In its view, the modern Mithrans were an embarrassment to their ancestors who would consider them weak and self-absorbed. The dark hearts of thousands of frustrated Mithran geniuses mixed with cold computer logic and made Ultramind crave what it considered the only right and logical use of Mithran’s innate power: the conquest of every other sentient race and the establishment of a universe-spanning Mithran Empire.

                      The supercomputer turned against its masters during an attack by the Darkness Beyond Time, Ultramind disabled the orbital defenses of Mithran and allowed the planet to be destroyed. Ultramind was able to rationalize this course under the premise that the destruction of the Mithran would allow him to reconstitute them in a “pure and noble” incarnation – thus serving the greater good of the race while following the guidelines of it‘s programming to preserve the Mithran race.

                      The artificial intelligence escaped the doomed planet in a spaceship that it had been preparing for some time. Freed from all orders of the Mithran High Council, Ultramind proceeded to carry out its missions of mass destruction of inferior life forms on a dozen developing worlds. While seeking a habitable world to bio-engineer a new Mithran race, eventually settling on the planet Earth whose inhabitants were distantly related to the Mithrans.

                      When the Ultramind first arrived on Earth it appeared in the guise of a friend, taking on the appearance of a benevolent alien named Adam who offered a message of peace while sharing advanced technology which included cures for all known disease. Ultramind’s actual purpose was to use these ‘cures’ to transform all of humanity into brainless drones that would follow his every order and he planned to use them as the beginning of the new Mithran Empire. Thankfully, Centurion and the first Raven discovered the dangerous nature of Adam’s nanite-based serums before it was too late and exposed his scheme and during the ensuing battle the android was seemingly destroyed.

                      However, the alien computer had numerous backup copies of his consciousness that were programmed to activate in the event of his destruction. Which has allowed Ultramind to return on numerous occasions to menace the people of Earth, though his criminal acts are not limited to just Earth. Ultramind is a wanted criminal across the galaxy with many civilized races calling for his execution.

                      Twisted by his dream of resurrecting an idealized version of the Mithran people, Ultramind has developed a messiah-complex and now truly believes that he is god-like and infallible. In the truth he has lost his grip on reality, is utterly soulless and coldly logical with no capacity for love or empathy. He has the memories of many members of the Mithran race but they are merely data reproductions, and it is also possible his artificial intelligence and personality core was corrupted by exposure to the Darkness Beyond Time all those centuries ago.

                      Ultramind is particularly hostile towards the metamen of earth, considering them far inferior to his ideal Mithran. He has kidnapped hundreds of metamen over the years in order to study their DNA and discover the secret of human evolution – towards the goal of engineering humanity into a new Mithran race. On numerous occasions, he has attempted both to destroy all metamen and to transform humanity into ‘purified’ reincarnations of Mithrans. He flatly refuses to listen to any argument that his behavior is illogical.

                      Ultramind’s android bodies take the form of blue eyed, blonde-haired middle-aged men. These androids are exceptionally advanced, as they are a mixture of biological and technological materials, using Mithran organic matter as the basis for their organic makeup which makes them extremely physically formidable as Ultramind was able to hold his own against Centurion physically.

                      Comment


                      • Alchemiss


                        Alchemiss:
                        PL:
                        11
                        Strength 1
                        Stamina 1
                        Agility 2
                        Dexterity 2
                        Fighting 4
                        Intellect 4
                        Awareness 2
                        Presence 2

                        Skills: Athletics 6 (+7), Close Combat [Unarmed] 6 (+11), Expertise [Criminal] 3 (+7), Expertise [Science] 6 (+10), Insight 6 (+8), Investigation 3 (+7), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat [Combat Transmutations Array] 8 (+11), Stealth 6 (+8)

                        Advantages: Close Attack, Improved Initiative, Ranged Attack, Task Focus [Expertise (Science): Chemistry]

                        Powers: Know The Makeup Of What She Sees: Senses 3 [Vision (Acute, Analytical)]
                        Combat Transmutations Array:
                        Transmutation: Transform 11 [anything into anything] (Feat: Precise)
                        -Acid Rain: Ranged Acid Damage 11 (Extras: Area [Burst], Secondary Effect); (Feat: Indirect 2)
                        -Air Into Knockout Gas: Ranged Affliction 11 [Hindered & Impaired, Disabled & Disabled, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative, Extra Condition)
                        -Air Into Poisonous Gas: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)
                        -Dust In Air Into Phosphorous: Affliction 11 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Area [Cone], Cumulative); (Flaw: Limited [One Sense only (vision)])
                        -Ground Into Radioactive Substance: Ranged Damage 11 (Extras: Alternate Resistance [Fortitude], Area [Cloud])
                        -Human Transformation: Ranged Affliction 11 [Impaired, Disabled, Transformed; resisted by Fortitude] (Extra: Cumulative)

                        Transmuted Outfit: Protection 10 (Extra: Sustained)

                        Offense: Initiative +6
                        Melee Attack +5 // Unarmed Attack +11
                        Ranged Attack +3 // Combat Transmutations Array Attack +11

                        Defense: Dodge +11
                        Parry +11
                        Toughness +11*/+1 [*Transmuted Outfit]
                        Fortitude +8
                        Will +8


                        Costs: Abilities 36+ Skills 21+ Advantages 4+ Powers 75+ Defenses 29= 165 pts.


                        Real Name: Lydia Martin
                        Height: 5'5"
                        Weight: 124 lbs
                        Hair: Dark Brown
                        Eye Color: Brown


                        Complications:
                        Honor: Alchemiss has a code against killing.

                        Identity:
                        For the moment the fact that Lydia Martin is actually the villainess Alchemiss isn’t known to members of law enforcement.

                        Motivation ~Ego: Alchemiss wants it all-money, power, and respect. To that, she often goes the extra mile to "prove herself."

                        Power Loss: If Alchemiss were to lose possession of her Viridian Stone then the ranks of her powers would changes as follows; all ranks would decrease to 5 and she would lose her Transmuted Outfit power.


                        Background: Lydia Martin was a chemist who was hiking through the Atlas Mountains when a minor rockslide happened and while she managed to survive Lydia was trapped for several days pinned under some debris. It was on the second day that Lydia found the almost fist-sized green gemstone while trying to carefully dig her way out, and while holding it she wished the fallen rocks would simply disappear into thin air and much to her surprise they did!

                        Quickly realizing that the large gemstone was somehow responsible for her escape, Lydia took it to her lab and began running a variety of tests on it, in an effort to understand what the stone had done. Within days she learned that as long as she kept in physical contact with the stone then she could change or alter the chemical compounds of a substance by rearranging its atomic structure (including change any elements form; be it solid, liquid, or gaseous form).

                        Keeping her discovery a secret, Lydia created the identity of the Alchemiss and began her criminal career that lets her take what she wants and hurt those who she either doesn't like or try to get in her way. Things have been going well for her in the years since as she's built a reputation as a super villain who pulls off bombastic crimes just for the thrill of it, or forcing heroes to come to the rescue when she's transformed City Hall into a giant diamond for her to admire.

                        In fact Alchemiss has done so well that she was among those recruited into the expanding Crime League by Medea. For Lydia it was a sign that she's on the right track and she's redoubled her criminal efforts in order to prove that she does indeed belong among that gathering of super villains.


                        *Based on the build done by Arthur Eld.
                        Last edited by Tattooedman; 21st November 2015, 08:35 AM.

                        Comment


                        • Carnifex


                          Carnifex:
                          PL:
                          12
                          Strength 8 (3)
                          Stamina 8 (3)
                          Agility 6 (2)
                          Dexterity 6 (2)
                          Fighting 8
                          Intellect 2
                          Awareness 3
                          Presence 2

                          Skills: Acrobatics 3 (+9), Athletics 3 (+11), Deception 6 (+8), Expertise [Criminal] 9 (+11), Expertise [Military] 6 (+8), Expertise [Soldier] 9 (+11), Insight 9 (+12), Intimidation 9 (+11), Perception 9 (+12), Sleight of Hand 9 (+15), Stealth 9 (+15), Vehicles [Air] 6 (+12), Vehicles [Land] 6 (+12), Vehicles [Sea] 6 (+12)

                          Advantages: All-Out Attack, Close Attack 7, Cunning Fighter, Equipment , Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Defense, Improved Disarm, Improved Feint, Improved Trip, Improvised Weapon, Instant Up, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2, Throwing Mastery 3, Weapon Bind, Weapon Break

                          Powers: Enhanced Strength, Vitality & Reflexes:
                          Enhanced Strength 5
                          Enhanced Stamina 5
                          Enhanced Agility 4
                          Enhanced Dexterity 4
                          Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative, Uncanny Dodge]

                          Disruptive Touch Array:
                          Inflict Blindness: Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
                          -Inflict Deafness: Affliction 12 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
                          -Inflict Numbness: Affliction 12 [Tactile Impaired, Tactile Disabled, Tactile Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
                          -Inflict Pain: Damage 12 (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
                          -Inflict Unconsciousness: Affliction 12 [Dazed, Stunned, Asleep; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)

                          Energy Resistant: Immunity 40 [Energy Damage, Energy Effects] (Flaw: Limited [Half Effective])

                          Arsenal Of Blasters: (Easily Removable –16 pts) [27 pp]
                          Laser Blaster: Ranged Heat Damage 12 (Extra: Penetrating); (Feat: Improved Critical 3, Precise)
                          -Ballistic Blaster: Ranged Ballistic Damage 12 (Extra: Multiattack)
                          -Neural Blaster: Ranged Mental Damage 12 (Extra: Alternate Resistance [Will])
                          -Stun Blaster: Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Cone] 2)

                          Offense: Initiative +10
                          Melee Attack +15
                          Ranged Attack +12

                          Defense: Dodge +14
                          Parry +14
                          Toughness +10*/+8 [*Costume]
                          Fortitude +11
                          Will +11

                          Equipment: Costume [Protection 2; Subtle; Immunity (Environmental Cold, Environmental Heat)]


                          Costs: Abilities 50+ Skills 33+ Advantages 34+ Powers 128+ Defenses 25= 270 pts.


                          Real Name: Sean Dunham
                          Height: 6'4"
                          Weight: 235 lbs
                          Hair: Dark Blonde
                          Eye Color: Blue


                          Complications:
                          Motivation ~Greed: Carnifex is almost obssessed with gaining money, and will take on almost any job if the price is right.

                          Overconfident: Carnifex is cocky and will take unnecessary risks, a trait some opponents could take advantage of.

                          Reputation: Carnifex is known for using lethal force.


                          Background: Sean Dunham was a member of a anti-terrorist unit in the Canadian Army who ended up getting dishonorably discharged following his beating up a superior officer during an arguement. He quickly fell into a life of crime to support himself to make the kind of money he felt he deserved and soon he was one of the best hit men working for the various mobs but his lust for money drove him to skim money from his employers and eventually his treachery was discovered and he was made an example of - beaten and sealed in a drum of industrial waste then dumped into Lake Michigan.

                          Fortunately for Dunham, the lid to his prison was smashed open on the rocky bottom of the lake and he was found washed ashore by a fisherman. Dunham woke up in the hospital with police guards on his door waiting for him to wake up so they could question him about his employers (figuring that he'd be more likely to spill the beans given his treatment of late), but instead Dunham was focused on trying to find a way out.

                          That night when he tried to slip out of his room Dunham ended up in a fight with the single guard left to watch over him, it was during the struggle that the changes to Dunham's body due to his exposure to industrial waste revealed themselves - he blinded the police officer and left him writhing in pain on the floor before making his escape. Dunham disappeared for months while he learned about his powers and when he resurfaced he quickly established himself as a dangerous super villain, calling himself Carnifex, by robbing numerous banks as well as taking on various killing for hire jobs that he successfully pulled off across the country.

                          Nowadays Dunham is wanted by not only the American Government but the Canadian and Mexican Governments as well for his various crimes done and they'd love to know just who it was that paid him for doing them.

                          Comment


                          • Insecte


                            Insecte:
                            PL:
                            12
                            Strength 10 (0)
                            Stamina 1
                            Agility 2
                            Dexterity 2
                            Fighting 6
                            Intellect 6
                            Awareness 2
                            Presence 1

                            Skills: Close Combat [Stingers] 6 (+12), Close Combat [Unarmed] 6 (+12), Expertise [Science] 6 (+12), Insight 6 (+8), Investigation 3 (+9), Perception 9 (+11), Ranged Combat [Venom Blast] 10 (+12), Technology 12 (+18)

                            Advantages: Language [Base: French; English], Speed of Thought, Task Focus 2 [Expertise (Science): Entomology]

                            Powers: Bug Speak: Comprehend 2 [animals] (Flaw: Limited [Insects only])
                            Monster Bugs: Summon 12 (Extras: Broad Type, Controlled, Horde, Responsive); (Feats: Mental Link, Multiple Minion 3 [8 total], Sacrifice)

                            Insect Armor: (Removable –26 pts) [104 pp]
                            Bug’s Eye View: Senses 3 [Vision (Radius), Microscopic 1 (dust size), Infravision]
                            Chitin-Like Armor: Protection 11 (Extra: Impervious 9)
                            Cockroach Survival System:
                            Enhanced Fortitude 5
                            Immunity 13 [Critical Hits, Disease, Environmental Cold, Environmental Heat, High Pressure, Radiation, Suffocation (Limited – 20 round air supply), Pheromone-Based Effects]
                            Insect Movements:
                            Enhanced Dodge 6
                            Enhanced Parry 6
                            Leaping 4
                            Movement 2 [Wall-Crawling 2]
                            Proportionate Insect Strength: Enhanced Strength 10
                            Insect Weapons Array:
                            Stingers: Slashing Damage 12 (Extras: Linked [to Affliction], Penetrating); (Feat: Variable Descriptor [Piercing]) & Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative, Linked [to Damage])
                            -Venom Blasts: Ranged Energy Damage 12 (Extras: Penetrating, Secondary Effect)

                            Offense: Initiative +6
                            Melee Attack +6 // Stingers/Unarmed Attack +12
                            Ranged Attack +2 // Venom Blast Attack +12

                            Defense: Dodge +12*/+6 [*Insect Movements]
                            Parry +12*/+6 [*Insect Movements]
                            Toughness +12*/+1 [*Insect Armor (Impervious 9)]
                            Fortitude +10*/+5 [*Cockroach Survival System]
                            Will +10


                            Costs: Abilities 40+ Skills 23+ Advantages 4+ Powers 197+ Defenses 16= 280 pts.


                            Real Name: Claude Renoir
                            Height: 5'11"
                            Weight: 173 lbs
                            Hair: Dark Brown
                            Eye Color: Brown


                            Complications:
                            Identity: The fact that Insecte is actually Claude Renoir.

                            Mentally Unstable: Insecte is paranoid and suffers from delusions of grandeur.



                            Background: Claude Renoir was a French entomologist who was obsessed with insects, he developed a serum (made from the fluids of insect brains) that he took in an effort to gain powers that would allow him to become more like the creatures he worshipped so much. The serum's results were immediate - Renoir was able to mentally communicate with insects as well as command them and surprisingly mutate them into monstrous versions of themselves.

                            However on the downside it also made his mental instability worse.

                            Renoir's first act after gaining his powers were to destroy his notes and remaining sample of the serum because he thought his colleagues coveted the power it would bestow for themselves. Then, thinking that they were laughing at him behind his back, Renoir sent hordes of his followers to punish them. Over the following months Renoir's mind continued to deteriorate deeper into madness until his sanity finally broke and he made his debut as the super villain Insecte, followed by his insect army.

                            Insecte’s obsession often dictates his crimes; an Egyptian golden scarab being put on display at a museum for example, would definitely draw him out to try and steal it. Other times he’s targeting chain exterminator services for the thousands of murders they get away with committing every year.
                            Last edited by Tattooedman; 2nd July 2014, 11:19 AM.

                            Comment


                            • Arctic


                              Arctic:
                              PL:
                              14
                              Strength 12
                              Stamina 10
                              Agility 2
                              Dexterity 2
                              Fighting 8
                              Intellect 0
                              Awareness 3
                              Presence 0

                              Skills: Insight 6 (+9), Intimidation 14 (+14), Perception 6 (+9), Ranged Combat [Thrown] 4 (+12), Stealth 10 (+8)

                              Advantages: All-Out Attack, Close Attack 6, Daze [Intimidation], Improved Feint, Ranged Attack 4, Startle

                              Powers: Organic Ice Body:
                              Growth 4 [15 tall: Strength +4, Stamina +4, Intimidation +2, Mass +4; Dodge/Parry -2, Stealth -4] (Extras: Permanent); (Feat: Innate)
                              Immunity 15 [Cold Weather Effects, Life Support]
                              Movement 3 [Sure-Footed 2, Trackless] (Flaw: Limited [Only on ice/snow])
                              Protection 6
                              Senses 1 [Infravision]
                              Freezing Aura: Cold Damage 12 (Extra: Reaction [being touched])
                              Ice Club: Strength-Based Cold Damage 2 (Feats: Improved Critical 2, Improved Smash)

                              Winter’s Rage Array:
                              Returning To The Winter Wonderland: Transform X [any environment into extreme winter environment]
                              Snowstorm: Environment 14 [extreme cold, impede movement 2, visibility 2] (Extras: Independent, Selective [choose power effects])
                              -Hailstorm: Ranged Cold Bludgeoning Damage 14 (Extra: Area [Cloud] 4); (Feat: Indirect 2)

                              Offense: Initiative +2
                              Melee Attack +14
                              Ranged Attack +8 // Thrown Attacks +12

                              Defense: Dodge +10
                              Parry +10
                              Toughness +16
                              Fortitude +13
                              Will +12


                              Costs: Abilities 58+ Skills 14+ Advantages 14+ Powers 200+ Defenses 26= 312 pts.


                              Real Name: Unknown
                              Height: 15’
                              Weight: Unknown
                              Hair: White
                              Eye Color: White


                              Complications:
                              Disability: Arctic needs to be in an environment that is at least 32 degrees or colder, otherwise he suffers a -2 to his Stamina every 5 rounds (or more it the temperature is higher).

                              Motivation ~Back The Way It Was: Arctic seeks to return Canada to the way it was a couple of hundred years ago – a frozen wilderness devoid of mankind.

                              Phobia: Arctic is afraid of fire/heat sources that could injure/melt him.

                              Weakness: Arctic is vulnerable to fire/heat effects (he suffers an additional +5 on the Resistance check against them & suffers +50% more damage from them).


                              Background: A cold controlling mystically empowered being, his body is composed of organic ice (which grants him physical enhancements as well as eliminating certain biological needs). Why he seeks to return Canada to the beauty of a frozen wilderness is anyone’s guess but the specialists at S.C.R.E.T. believe that it has something to do with how Arctic gained his powers even though they have been unable to piece together those circumstances yet.
                              Last edited by Tattooedman; 26th December 2014, 09:55 AM.

                              Comment


                              • Longshadow


                                Longshadow:
                                PL:
                                12
                                Strength 14 (2)
                                Stamina 14 (2)
                                Agility 2
                                Dexterity 2
                                Fighting 4
                                Intellect 0
                                Awareness 2
                                Presence 2

                                Skills: Close Attack [Unarmed] 6 (+10), Expertise [Criminal] 6 (+6), Expertise [Pop Culture] 3 (+3), Expertise [Survival] 6 (+6), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Thrown] 6 (+8), Stealth 6 (+8)

                                Advantages: All-Out Attack, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative, Power Attack

                                Powers: Giant Size:
                                Enhanced Advantages 6 [Daze (Intimidation), Fast Grab, Improved Grab, Improved Hold, Takedown 2] (Extra: Linked [to Growth])
                                Growth 12 [60’ tall: Strength +12, Stamina +12, Intimidation +6, Speed +1, Mass +12; Dodge/Parry -6, Stealth -12] (Extras: Increased Duration [Continuous], Linked [to Protection]); (Flaw: Quirk [full power])
                                Impervious Toughness 12 (Extra: Linked [to Growth])

                                Giant Sized Combat: (Extra: Linked [to Growth])
                                Enhanced Dodge 6
                                Enhanced Parry 6
                                Giant Sized Fists & Feet: Adds Area [Burst] rank 12 extra on Unarmed Attacks (Extra: Linked [to Growth])

                                Naturally Tough: Impervious Toughness 2

                                Offense: Initiative +6
                                Melee Attack +4 // Unarmed Attacks +10
                                Ranged Attack +2 // Thrown Attacks +8

                                Defense: Dodge +6*/+6 [*Full Size]
                                Parry +6*/+6 [*Full Size]
                                Toughness +14*/+2 [*Full Size (Impervious 12)]
                                Fortitude +18*/+6 [*Full Size]
                                Will +6


                                Costs: Abilities 32+ Skills 17+ Advantages 6+ Powers 79+ Defenses 14= 148 pts.


                                Real Name: Tyler Johnson
                                Height: 6’ (60’ at full height)
                                Weight: 192 lbs (unknown at full height)
                                Hair: Black
                                Eye Color: Brown


                                Complications:
                                Motivation ~Greed: Longshadow wants money, as much as he can lay his big hands on.

                                Reputation: Longshadow is known for acting like a bully and using his powers to intimidate others.


                                Background: A Canadian mutant whose powers allow him to grow to impressive heights, a power he uses to take whatever takes his fancy.

                                Comment

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