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  • Vakume


    Vakume:
    PL:
    8
    Strength 2
    Stamina 3
    Agility 3
    Dexterity 0
    Fighting 4
    Intellect 1
    Awareness 1
    Presence 0

    Skills: Close Combat [Unarmed] 4 (+8), Deception 4 (+4), Insight 4 (+5), Intimidation 5 (+5), Perception 5 (+6), Ranged Combat [Air
    Manipulation Array] 6 (+8), Stealth 6 (+9)

    Advantages: Improved Disarm, Improved Trip, Ranged Attack 2, Set-Up, Teamwork

    Powers: Armored Form: (Move Action -1)
    Armor Shell: Protection 5 (Extra: Impervious 8); (Flaw: Noticeable)
    Armor Senses: Senses 1 [Vision (Radius)]

    Air Manipulation Array:
    Carried By Air Currents: Flight 7 (Extra: Affects Others)
    Draw Air From Lungs: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive 2)
    -Air Blast: Ranged Air Damage 8 (Extra: Linked [To Move Object]); (Feat: Precise) & Move Object 6 (Extra: Linked [To Ranged Air Damage]);
    (Feat: Precise); (Flaw: Limited [Away only])
    -Control Flow Of Air: Move Object 8 (Feat: Precise); (Flaw: Limited [Element of Air only])
    -Summon Mist: Concealment 2 [all visual] (Extras: Area Attack)
    -Tornado: Ranged Air Damage 8 (Extra: Area [Cylinder])

    Offense: Initiative +5
    Melee Attack +8
    Ranged Attack +2 // Air Manipulation Array Attack +8

    Defenses: Dodge +8
    Parry +8
    Toughness +8*/+3 [*Armor Shell (Impervious)]
    Fortitude +7
    Will +7


    Costs: Abilities 28+ Skills 13+ Advantages 6+ Powers 62+ Defenses 19= 128 pts.


    Real Name: Jordan Miller
    Height: 5’11”
    Weight: 179 lbs
    Hair: Dark Brown
    Eye Color: Brown


    Complications:
    Motivation ~Revenge: Vakume now seeks to help meta-human kind from going through the same experience he has.

    Weakness: Vakume's powers were increased by forced exposure to Omlevex and now he becomes sick if exposed to it now (treat as Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)).


    Background: Originally Jordan Miller’s mutant power to manipulate the flow of air was about powerful enough to cause breezes
    strong enough to muss a person’s hair, but that changed once Project: Icarus got a hold of him and exposed him to Omlevex.

    With Jordan’s powers drastically increased (and expanded slightly as he developed the added ability to cover himself from head to toe in a type of organic metal armor) all that remained to do to make him an operative of the secretive organization was implant a Blackbox inside his head, but MEDUSA’s arrival at the facility changed all that. Once they’d “dealt with” the built-in defense and then the scientists the group turned their attention towards the former captives, which was only Jordan as the other subjects hadn’t managed to survive the exposure to the Omlevex.

    Now wanting to avenge himself and protect others from ever having to go through what he did Jordan accepted Gorgon's offer to join MEDUSA.
    Last edited by Tattooedman; 08-20-2015, 08:59 AM.

    Comment


    • Brutacus


      Brutacus:
      PL:
      9
      Strength 11 (2)
      Stamina 10 (2)
      Agility 3
      Dexterity 0
      Fighting 7 (2)
      Intellect 0
      Awareness 1
      Presence 0

      Skills: Expertise [Criminal] 5 (+5), Insight 5 (+6), Intimidation 8 (+8), Investigation 4 (+4), Perception 5 (+6), Ranged Combat [Thrown] 6 (+7)

      Advantages: All-Out Attack, Improved Critical [Unarmed], Power Attack, Precise Attack [melee; concealment], Ranged Attack, Startle

      Powers: Brutacus Form: (Move Action -1 pt)
      Enhanced Strength 9
      Enhanced Stamina 8
      Enhanced Fighting 5
      Enhanced Advantages 4 [Fast Grab, Great Endurance, Improved Grab, Improved Hold,]
      Protection 1 (Extras: Impervious 11)
      Leaping 3

      Feats Of Super Strength:
      -Groundstrike: Damage 9 (Extra: Area [Line]); (Flaw: Limited [targets must be on same surface as he])
      -Shockwave: Affliction 9 [Vulnerable, Defenseless; resisted by Fortitude] (Extras: Area [Burst], Progressive); (Flaws: Limited Degree, Limited [targets must be on same surface as he])
      -Sonic Slam: Move Object 9 (Extra: Area [Cone]); (Flaws: Close Range, Limited [Away only])

      Offense: Initiative +3
      Melee Attack +7
      Ranged Attack +1 // Thrown Attacks +7

      Defense: Dodge +7
      Parry +7
      Toughness +11* [*Impervious]
      Fortitude +11
      Will +7


      Costs: Abilities 14+ Skills 12+ Advantages 6+ Powers 65+ Defenses 11= 108 pts.


      Real Name: George Sinnott
      Height: 5’10" (6’5” transformed)
      Weight: Unknown
      Hair: Black (Bright reddish-orange transformed)
      Eye Color: Blue (Red transformed)


      Complications:
      Uncontrolled Transformations: During moments of high stress and anger, Brutacus can accidentally change into his other form and cannot change back until he has calmed down.


      Background: Hailing from Salem, Massachusetts George Sinnott was run out of town when his powers manifested - transforming into a large, inhumane looking creature with incredible strength and resistance to injury, as they were afraid he'd run rampant over them.

      For over a year George barely managed to scrape by, living the life of a drifter and stealing what he needed to take basic care of himself. It wasn't until he was being rousted by some men for being a vagrant that George used his powers again to protect himself. And while he succeed in that his actions drew the attentions of the local police who deployed their SWAT team and after a short engagement (during which the police used heavy ordinance) George was left unconscious and easily taken into custody and was solely blamed for the collateral damages done during his arrest.

      News of George's situation went national and immediately caught Gorgon's eye. A few days later she and Typhon went and "liberated" their unjustly imprisoned "brother". After recuperating at MEDUSA's mobile base, George accepted Gorgon's offer of membership already well aware of how metahumans are treated and tired of being on the receiving end of that poor treatment.

      Comment


      • Uppercut


        Uppercut:
        PL:
        10
        Strength 10 (3)
        Stamina 10 (4)
        Agility 6 (2)
        Dexterity 6 (2)
        Fighting 6
        Intellect 0
        Awareness 2
        Presence 0

        Skills: Athletics 3 (+13), Close Combat [Unarmed] 4 (+10), Expertise [Streetwise] 6 (+6), Insight 10 (+12), Intimidation 12 (+12), Perception 8 (+10), Stealth 6 (+12)

        Advantages: All-Out Attack, Cunning Fighter, Defensive Strike, Follow-Up Strike, Improved Critical [Unarmed] 4, Improved Demoralize, Improved Feint, Last Stand, Luck [Determination] 2, Luck [Determined Recovery] 2, Power Attack, Startle

        Powers: Power House Brick Treatment:
        Enhanced Strength 7
        Enhanced Strength 5 (Flaw: Limited [Lifting Only])
        Enhanced Stamina 6
        Enhanced Agility 4
        Enhanced Dexterity 4
        Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative, Seize Initiative]
        Immunity 1 [Suffocation (airless)]
        Impervious Toughness 8

        Offense: Initiative +10
        Melee Attack +10
        Ranged Attack +6

        Defense: Dodge +9
        Parry +10
        Toughness +10* [*Impervious 8]
        Fortitude +11
        Will +9


        Costs: Abilities 38+ Skills 20+ Advantages 17+ Powers 60+ Defenses 15= 150 pts.


        Real Name: Wallace ‘Wally’ Mangold
        Height: 6’ 1”
        Weight: 250 lbs
        Hair: Black (shaved bald)
        Eye Color: Brown

        Complications:
        Motivation ~Respect: Uppercut's life, both legal and illegal, have been centered around being respected for what he could do or tried his damnedest to do.

        The Old Man: Uppercut is in his early 40s at this point, making him much older than the rest of his team and his mentality and personal views on various subjects show that he is from an older generation.


        Background: Wally Mangold was an aging prize fight with no big victories under his belt and retirement looming over him like the shadow of death. The problem was that Wally had fighting in his blood; it had been his father’s trade and was something that Wally had wanted to do his entire life. He could have retired, thirty-four was considered old for a professional boxer, and opened his own gym or become a trainer of younger boxers but it wouldn’t be anywhere near the same thing and would never be enough for Wally.

        He wanted that one last shot at greatness but time hadn’t been kind to the aging boxer and he no longer was as strong, fast or tough as he used to be. Wally knew he needed an edge, something to help him even his odds. So he reached out to the criminal element in his sport, letting them all know he was looking for something that would improve his performance and soon he was approached by men claiming they could help him get that one chance at greatness, but for a price. They would see that Wally would be returned to his prime from years ago and that within one year he would have his title fight.

        Wally couldn’t have agreed quickly enough and soon he was taken to a secret treatment facility where he endured the injection of various chemical creations and radiation treatments meant to catalyze those chemicals. A couple of times during that following year Wally did some enforcer-style work for his new backers and spent the rest of his time training for his fight and working through several of the lower ranked fighters. Finally the night of Wally’s big fight came and he found himself more than a match for the champ, easily avoiding his punches and peppering him with jabs that were almost blindingly quick. But in the heat of the moment Wally misjudged his own increased strength and literally knocked the champ’s head clean off as he hit him with a deadly haymaker, horrifying everyone in attendance.

        Wally quickly ducked back to his locker room as the crowd started shouting the he was a freak who’d killed the champ on purpose in the ring. The police arrived within minutes, intent to talk with Wally but by that time he’d been taken away from the arena and was safe with his backers. It wasn’t too long before Wally met the man his backers represented, August Roman himself, who then informed Wally that he belonged to him now and would do as ordered.

        Wally was smart enough to realize that Roman wasn’t one to mess around with and agreed without hesitation. Fortunately for Wally most of the work Roman wanted him to do involved Wally using his fists, which he had no problem with at all. He enjoyed his new powers and the chance to use them while earning more money than Wally had ever earned from a fight.

        Nowadays Wally is part of the Circus Maximus and has become something of a leader of a group of fighters collectively called the Body Shots. First put together for a ten-person brawl they discovered they worked well together and forged as an unofficial group, backing one another up in the locker room and pairing up for other multi-person fights. It’s gotten to the point that those that come to the Maximus know the reputation of the Body Shots and they’ve slowly become as popular as the Contenders.
        Last edited by Tattooedman; 07-21-2014, 08:58 AM.

        Comment


        • Roundhouse


          Roundhouse:
          PL:
          10
          Strength 4
          Stamina 6
          Agility 6
          Dexterity 6
          Fighting 4
          Intellect 0
          Awareness 0
          Presence -1

          Skills: Acrobatics 8 (+14), Expertise [Marital Arts] 7 (+7), Insight 10 (+10), Perception 10 (+10), Stealth 7 (+13)

          Advantages: Agile Feint, All-Out Attack, Assessment, Close Attack 6, Improved Defense, Instant Up, Languages 2 [Base: English; Chinese, Japanese], Luck [Determination], Luck [Determined Recovery] 2, Power Attack, Takedown 2

          Powers: Enkōsen: Protection 2
          Geki:
          Speed 3
          Movement 2 [Air Walking 2]
          Kuyō: Enhanced Advantages 11 [Damaging Escape, Defensive Strike, Evasion 2, Follow-Up Strike, Improved Initiative 2, Move-By Action, Takedown, Uncanny Dodge, Withstand Damage]
          Tozanshō: Strength-Based Damage 6 (Extra: Penetrating 10); (Feat: Improved Critical 3)
          -Shuishō: Strength-Based Damage 6 (Extra: Multiattack 10); (Feat: Improved Critical 3)

          Offense: Initiative +14
          Melee Attack +10
          Ranged Attack +6

          Defense: Dodge +12
          Parry +12
          Toughness +8
          Fortitude +10
          Will +9


          Costs: Abilities 50+ Skills 14+ Advantages 19+ Powers 40+ Defenses 27= 150 pts.


          Real Name: Archie Voss
          Height: 6’ 2”
          Weight: 200 lbs
          Hair: Black
          Eye Color: Blue


          Complications:
          Martial Arts is Dead: Roundhouse believes that martial arts have become impure, corrupted and are impotent. This has been brought about by people who open schools that charge students a fee for lessons and he seeks to get rid of those undesirable elements and return martial arts back into the ‘pure’ state it was 100 years ago.

          To be the Best: To date Roundhouse hasn’t lost a fight yet, in his mind that simply means that his personal style of fighting makes him unbeatable. Were he to lose a fight Roundhouse would become single minded in his efforts to correct that ‘fluke’.


          Background: Archie Voss is a name that is more disliked than few others in the Martial Arts community; an arrogant, belligerent, and very skilled, self-taught martial artist who took up a personal quest against all current forms of martial arts.

          Voss had come to the belief that the martial arts in general had weak and useless thanks to so many supposed masters ‘selling out’ and taking students on for money, leaving this generation of fighters to be taught by fools, hypocrites and vultures. Voss took it upon himself to be the one to purify the arts and began training himself for several years until he’d perfected his own unique style of fighting, he then began to travel the country going to various dojos and schools to challenge the masters to single combat before an audience.

          The terms of the fights were simple; if Voss lost he would retire from fighting forever. But if he won, the master would cease teaching forever and dissolve his school. In just under five years Voss fought over thirty matches, winning every one and created a swath of silence across the marital arts community.

          Several fighters began to develop new styles to counter Voss’ eclectic, self-made style of fighting but he suddenly disappeared. Voss came to Freedom City to challenge Master Lee but before he could locate the school he was approached by August Roman, who wanted Voss to take on some of his top fighters. It was a challenge that Voss simply couldn’t resist, so he met with the top brawlers of the Circus Maximus in a series of matches that pushed Voss like no other fight he’d been involved in (though he did still manage to keep his impressive winning streak intact and it was Uppercut who managed to really challenged Voss). Impressed, Roman offered Voss a spot in the Maximus as well as a position as an enforcer. Voss agreed and has since taking on all comers in the Maximus, seeking to further improve his style so that once he returns to his mission he will be unstoppable.

          Comment


          • Knuckleduster


            Knuckleduster:
            PL:
            10
            Strength 10
            Stamina --
            Agility 5
            Dexterity 5
            Fighting 4
            Intellect 2
            Awareness 2
            Presence 2

            Skills: Athletics 3 (+13), Expertise [Medicine] 4 (+6), Expertise [Streetwise] 7 (+9), Insight 12 (+14), Perception 12 (+14), Stealth 5 (+10)

            Advantages: All-Out Attack, Close Attack 6, Cunning Fighter, Improved Critical [Unarmed] 2, Improved Feint, Improved Initiative 2, Languages 2 [Base: English; French; Spanish], Move-By Action, Power Attack, Takedown 2, Teamwork

            Powers: Battlebot Traits:
            Immunity 30 [Fortitude Effects]
            Protection 10 (Extra: Impervious)
            Audio Systems: Senses 1 [Radio]
            Jump Jets: Leaping 4
            -Leg Actuators: Speed 4
            Optic Systems: Senses 2 [Vision (Extended), Infravision]
            Electrical Discharge System: Damage 10

            Offense: Initiative +13
            Melee Attack +10
            Ranged Attack +5

            Defense: Dodge +10
            Parry +10
            Toughness +10* [*Impervious]
            Fortitude N/A
            Will +11


            Costs: Abilities 40+ Skills 14+ Advantages 20+ Powers 68+ Defenses 20= 162 pts.


            Real Name: KN-23 (creation designation)
            Height: 6’ 8”
            Weight: 600 lbs
            Hair: Black (artificial implant)
            Eye Color: Green (colored lenses)


            Complications:
            Mysterious Past: Knuckleduster has no memory of it’s life prior to awakening in some mountains. It (as it prefers to think of itself) knows that it is a robotic life form but has no clue as to who built it or for what purpose.


            Background: Awakening in the remains of a plane crash in the mountains of Oregon, the being that would eventually call itself Knuckleduster started to make it’s way South where it would arrive in the city of Arcadia. By that point Knuckleduster had managed to become self-aware and realized that even though it was an artificial being it would have certain needs that would need to be taken care of; new parts and upkeep maintenance. Things that it couldn’t go to just anyone to be taken care of, lest whoever had built it would learn of it’s survival and would then hunt it down.

            So Knuckleduster went underground and soon learned of the supervillain community within Arcadia, with whom it started its new life of crime with. Making use of it’s melee fighting programs, Knuckleduster took part in several heists and quickly earned enough money to keep itself in top condition. Knuckleduster also learned that it had a taste for violence and the thrill of breaking the law.

            Eventually Knuckleduster began to hear talk in the criminal underground about the Circus Maximus and decided to look into it. Soon enough it had been recruited into that organization on a full time basis Knuckleduster takes special pleasure out of beating people to a pulp on a regular basis.

            After the formation of the Body Shots, Knuckleduster began to expand it’s program to include more in-depth classifications of those around it. To that end it currently considers the other members of the group to be the most useful/able allies it could have in the Maximus and will do everything it can to help them achieve their goals so that they would be willing to help it later on with it’s own plans.

            Comment


            • Knockout


              Knockout:
              PL:
              10
              Strength 8 (0)
              Stamina 8 (0)
              Agility 8 (0)
              Dexterity 8 (0)
              Fighting 4
              Intellect 1
              Awareness 2
              Presence 2

              Skills: Athletics 3 (+11), Deception 9 (+11), Expertise [Computers] 4 (+5), Expertise [Pop Culture] 4 (+5), Insight 6 (+8.), Intimidation 10 (+12), Perception 6 (+8.), Persuasion 9 (+11), Stealth 3 (+11)

              Advantages: All-Out Attack, Close Attack 6, Follow-Up Strike, Improved Demoralize, Power Attack, Takedown 2

              Powers: Superhuman Strength:
              Enhanced Strength 8
              Enhanced Strength 4 (Flaw: Limited [Lifting Only])

              Superhuman Reflexes:
              Enhanced Agility 8
              Enhanced Dexterity 8
              Enhanced Advantages 2 [Improved Initiative, Seize Initiative]

              Superhuman Durability:
              Enhanced Stamina 8
              Enhanced Advantages 3 [Benefit (Iron Stomach), Diehard, Great Endurance]

              Energy Channelling:
              Strength-Based Damage 2
              Protection 2

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

              Defense: Dodge +10
              Parry +10
              Toughness +10
              Fortitude +12
              Will +8


              Costs: Abilities 18+ Skills 18+ Advantages 12+ Powers 77+ Defenses 18= 143 pts.


              Real Name: Stacy Frazier
              Height: 5’ 10”
              Weight: 150 lbs
              Hair: Black
              Eye Color: Violet


              Complications:
              Prejudice ~Mutant: Knockout is publically known to be a mutant.

              Temper: Knockout is well known for getting mad when things don’t go her way.


              Background: Years before becoming part of the Circus Maximus, Stacy Frazier was a world-class female bodybuilder on her way to the upper rankings of that sport where the serious money was at. Not only did she have a knockout physique Stacy still looked feminine and could handle herself in interviews and promotional events, she had a knack for being able to work a crowd no matter its size.

              But then just before Stacy could win the Ironwoman Championship somebody leaked her secret to an international fitness magazine; that Stacy’s secret to her impressive physical form was due to her being a mutant. It was why she had blown away so many of her rivals in competition was thanks to an unfair genetic advantage she had, something she had kept hidden from her childhood. Stacy has no clue as to how someone learned her secret and she still carries a lot of anger over the loss of that career and being so close to easy street.

              To make her problems worse, Stacy’s semi-celebrity status made it almost impossible for her to live a normal life following that public debacle. She was recognized as an lying and cheating mutant and was hounded by Marko Worth’s the Worthy movement for a few years). Unfortunately Stacy had managed to rack up a considerable amount of debt to loan sharks thanks to her liking to live the high life before she could truly afford it but it turned out to be a twist of fate that those people worked for August Roman and he had an offer to make to Stacy: Come to work for him, in the arena, do a bit of physical work when he called for it and he would forgive her debt and make sure she made enough money to live in the style she wanted.

              It was an offer Stacy couldn’t refuse.

              A life of crime wasn’t something Stacy had ever considered before and she was surprised to find herself adapting to it as quickly as she did. She’s also learned that she has something of a ‘killer’s instinct’ and likes leaving her opponents bloody and broken. As a result Knockout, as Stacy has become known in the Maximus, has a reputation as a merciless fighter who gives no quarter and throws haymakers every chance she gets. Those particular habits haven’t won Knockout many friends in the locker rooms of the Maximus and she quickly found herself with a sizeable list of those who wished to do her harm in the ring. Then she was drawn into the fight that created the Body Shots, and while Stacy isn’t what you would call close with any of the other members she is smart enough to realize that they work well together and the back-up they provide her with is enough that she doesn’t have to worry about who might be gunning for her in the ring next.

              Comment


              • Bolchock


                Bolchock:
                PL:
                10
                Strength 6
                Stamina 6
                Agility 4
                Dexterity 4
                Fighting 6
                Intellect 0
                Awareness 4
                Presence 1

                Skills: Acrobatics 4 (+10), Deception 9 (+10), Expertise [Criminal] 12 (+12), Insight 9 (+13), Perception 4 (+8.), Stealth 7 (+11)

                Advantages: All-Out Attack, Assessment, Benefit [Ambidexterity], Close Attack 4, Cunning Fighter, Equipment, Favored Environment [Urban], Hide In Plain Sight, Improved Critical [Batons] 3, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Instant Up, Languages 2 [Russian; Spanish], Power Attack, Quick Draw, Ranged Attack 2, Set-Up, Takedown 2, Teamwork, Tough 2, Weapon Bind, Weapon Break, Withstand Damage

                Powers: Street Fightin’ Style: (Feat: Innate); (Flaw: Quirk [requires melee weapon])
                Stunning Strike: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
                -Knee Capper: Affliction 10 [Hindered & Vulnerable, Prone & Defenseless; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
                -Rain O’ Pain: Strength-Based Damage 2 (Extra: Multiattack 10); (Feat: Improved Critical 4)

                Offense: Initiative +8
                Melee Attack +10
                Ranged Attack +6

                Defense: Dodge +10
                Parry +10
                Toughness +8
                Fortitude +12
                Will +8

                Equipment: Fighting Batons [Strength-Based Damage 2]


                Costs: Abilities 54+ Skills 15+ Advantages 34+ Powers 22+ Defenses 20= 145 pts.


                Real Name: Daniel Tyson
                Height: 6’ 2”
                Weight: 210 lbs
                Hair: Dark Blonde
                Eye Color: Blue


                Complications:
                All Fer Me ‘Mates: Bolchock feels as if the rest of the Body Shots are like an extended family to him and he’ll do anything to help anyone of them.

                Spoilin’ Fer A FIGHT!!: Bolchock loves to brawl and fighting will always be his answer to any problem he’s faced with.


                Background: Formerly known as Daniel Tyson, the brawler now known as Bolchock has done his share of traveling around the world before joining the ranks of the Circus Maximus. He grew up on the mean streets of London’s East End, where the street gangs often battled each other over turf. Many of those gangs also exhibited their own unique style of dress, manners of speaking and ways of conducting themselves to show the differences between the various gangs. Tyson’s gang all dressed like they’d watched A Clockwork Orange a few too many times; complete with white jumpsuits, bowler derby hats, fake eyelashes on one eye, combat boots and fighting canes. It was during those days that Tyson became Bolchock and even though it’s been many years since the gang had disbanded he still keeps the name.

                In the years since Bolchock had managed to become an enforcer, bodyguard and assassin for the Russian Mafia, being recruited just after his gang had broken up and he stayed with them until they were broken up by members of Stormwatch. Bolchock managed to hook up with the American faction of his employers but little did he know that they had offended August Roman in their dealings and he promptly wiped them all out save Bolchock, though it was only because he was so new to the organization, and because Roman saw potential for Bolchock in the Maximus.

                Not having much other choice in the matter, Bolchock accepted the job offer.

                At first he resented his situation but within a matter of months realized he enjoyed fighting in the Maximus as well as doing the odd bit of enforcing work that was sent his way. It wasn’t much later that the Body Shots were formed and the rest is history.

                Comment


                • Chimera


                  Chimera:
                  PL: 11
                  Strength 2
                  Stamina 4
                  Agility 4
                  Dexterity 4
                  Fighting 8
                  Intellect 3
                  Awareness 2
                  Presence 3

                  Skills: Athletics 6 (+8.), Deception 12 (+15), Expertise [Science] 9 (+12), Expertise [Criminal] 9 (+12), Insight 12 (+14), Investigate 12 (+15), Perception 12 (+14), Persuasion 12 (+15), Ranged Attack [Internal Chemical Reactions] 4 (+8.), Stealth 6 (+10)

                  Advantages: Daze [Deception], Eidetic Memory, Equipment 3, Fascinate [Persuasion], Improved Initiative, Luck 2, Inspire 3, Power Attack, Precise Attack [ranged; cover], Set-Up, Teamwork, Well-Informed

                  Powers: Internal Chemical Transmutations: Variable 10 [50 pts pool; all of Chemical Descriptor]
                  -Sample Transmutations:
                  ~Acid Spit: Ranged Weaken Toughness 12
                  ~Fire Breath: Damage 12 (Extras: Area [Cone], Penetrating)
                  ~Hardening Foam: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength or Sleight of Hand] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)


                  Super Solider Treatments:
                  Enhanced Strength 2 (Flaw: Limited [Lifting Only])
                  Protection 6

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

                  Defense: Dodge +12
                  Parry +11
                  Toughness +10
                  Fortitude +8
                  Will +12

                  Equipment: Equipment: Zoo Base [14 pt]: Size-Medium; Communications, Computer, Concealed, Defense System, Garage, Holding Cells, Infirmary, Laboratory, Living Space, Pool, Power System, Security System, Workshop


                  Costs: Abilities 68+ Skills 32+ Advantages 17+ Powers 78+ Defense 29= 224 pts.


                  Complications:
                  Hunted: Like the other members of the Bestiary, Chimera is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

                  Conspiracy Theories: Chimera thinks there is several secret cabals truely running the various law enforcement agencies of the American government and constantly works to prove their truth. Often times using illegal means and ways.


                  Real Name: Chase Anthony
                  Height: 6' 1"
                  Weight: 160 lbs
                  Hair: Blonde
                  Eye Color: Hazel


                  Background: The leader of the Beastiary and still a handful on his own, Chimera gained the ability to create a few different in his stomach and can release them as a kind of spit/exhalation. Most the time it’s things like a fire breath or an corrosive acid spit but he can release a hardening compound that has been shown to hold superhumans. He’s also got the knowledge to know what chemicals to create for some other effects but I figured those were best left to creative Game Masters & Luck chips.

                  Chimera’s the brain of the Beastiary, planning almost all their moves. From simple robberies to other intricate plans against the government that he feels betrayed him and the rest of the team. Chimera is willing to work with all other kind of villains either as equals or as paid muscle as the situation demands, he knows that being predictable means the Beastiary will get caught and he’s trying to prevent that at all costs. His government contacts and counter-government factions allow him to stay very in the know and can be incredibly up to date on the various goings on of the government agencies he fights against.
                  Last edited by Tattooedman; 09-24-2015, 04:04 PM.

                  Comment


                  • Nemean


                    Nemean:
                    PL: 11
                    Strength 14
                    Stamina 14
                    Agility 2
                    Dexterity 0
                    Fighting 4
                    Intellect 0
                    Awareness 0
                    Presence 0

                    Skills: Close Attack [Unarmed] 2 (+7), Intimidation 15 (+15), Insight 6 (+6), Perception 6 (+6), Vehicles [Land] 3 (+5), Vehicles [Exotic] 3 (+5)

                    Advantages: All-Out Attack, Chokehold, Close Combat, Daze [Intimidation], Fast Grab, Great Endurance, Improved Critical [Unarmed] 2, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Ranged Combat 6, Startle

                    Powers: Enlarged Physiology:
                    Enhanced Strength 5 (Flaw: Limited [Lifting Only])
                    Growth 4 (Extra: Permanent); (Feat: Innate)
                    Immunity 10 [Life Support]
                    Impervious Toughness 12
                    Regeneration 5

                    Feats of Super Strength:
                    -Hard Hitting: Penetrating Strength 11
                    -Shockwave: Damage 11 (Extra: Area [Burst])
                    -Groundstrike: Affliction 11 [Resisted by Fortitude--Vulnerable, Defenseless] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited Degree, Limited [both Nemean and his targets must be in contact with the ground])
                    -Stunning Punch: Affliction 11 [Impaired Attack & Defense/Stunned; resisted by Fortitude] (Flaws: Instant Recovery, Limited Degree)

                    Offense: Initiative +6
                    Melee Attack +5 // Unarmed Attack +7
                    Ranged Attack +6

                    Defense: Dodge +8
                    Parry +8
                    Toughness +14* [*Impervious 12]
                    Fortitude +14
                    Will +8


                    Costs: Abilities 52+ Skills 12+ Advantages 20+ Powers 67+ Defense 18= 169 pts.


                    Real Name: Brock Majors
                    Height: 8' 1"
                    Weight: 450 lbs
                    Hair: Dark Green
                    Eye Color: Dark Green


                    Complications:

                    Raging Monster: Neman has trouble keeping his anger in check, often times he degenerates into a beast that will attack anyone near him that acts in an aggressive fashion.

                    Obvious Freak: Because of his mutations, Nemean can't go anywhere without drawing attention to himself due to his looks.


                    Background: The serious muscle of the Beastiary, Nemean looks to be a serious problem. From penetrating strength damage, a fairly high impervious toughness, and a bit of regenerating ability he seems like he can dish it & take it pretty well in a fight.

                    Nemean is the main force behind most of the team’s crimes, often pulling most the attention of whoever answers the call of his rampage. Most the others on the team play support to him in most fights and given his single mindedness once he gets mad. Nemean wasn’t always a bad attitude with muscle though and he knows it. Before his transformation he was a highly skilled Army Ranger with several awards given to him. Now he recalls how he used to be and it only adds to his anger, which isn’t to say he doesn’t have enough as it is. Most times he gets wrapped up in his anger during a fight and often ends up getting captured as the team will leave him behind to hold off any possible heroes and will then break him out as soon as possible. He’s one of them and plus he’s an important part of the team. Most times in a fight Nemean will pick a foe and play the smash & bash game with them until they’re no longer a moving and will move on to another target. All in all a pretty straightforward kind of guy.
                    Last edited by Tattooedman; 09-24-2015, 04:05 PM.

                    Comment


                    • Manticore


                      Manticore:
                      PL: 10
                      Strength 4
                      Stamina 8
                      Agility 3
                      Dexterity 3
                      Fighting 6
                      Intellect 0
                      Awareness 0
                      Presence 0

                      Skills: Athletics 6 (+10), Close Attack [Claws] 4 (+10), Intimidation 9 (+9), Insight 6 (+6), Perception 9 (+9), Ranged Attack [Quill Launcher] 6 (+9), Stealth 9 (+12)

                      Advantages: All-Out Attack, Daze [Intimidation], Improved Initiative, Power Attack, Ranged Combat, Startle

                      Powers: Super Soldier Treatments:
                      Protection 2
                      Senses 9 [Vision (Extended), Darkvision, Ultravision, Hearing (Extended), Ultra-Hearing, Acute, Scent (Tracking 2)]

                      Sonic Harness: (Removable -16 pts) [27 pp]
                      Regulate Sonic Energies: Enhanced Advantages 2 [Improved Aim, Precise Attack (ranged; cover)]
                      Sonic Blast: Sonic Damage 10 (Extras: Area [Cone] 2, Penetrating)
                      -Sonic Beam: Sonic Damage 10 (Extras: Area [Line] 2, Penetrating)
                      -Sonic Shield: Deflect 10

                      Gauntlets: (Removable -12 pts) [21 pp]
                      Explosive Quills: Ranged Ballistic Damage 10 (Extra: Area [Burst])
                      -Forearm Claws: Strength-Based Damage 6 (Feat: Improved Critical 3)
                      -Quill Launcher: Ranged Ballistic Damage 10 (Extra: Multiattack)
                      -Paralytic Quills: Ranged Affliction 10 [Hindered, Immobilized, Paralyzed; resisted by Fortitude] (Extras: Cumulative, Multiattack); (Flaw: Unreliable [5 uses])

                      Offense: Initiative +7
                      Melee Attack +10
                      Ranged Attack +10

                      Defense: Dodge +10
                      Parry +10
                      Toughness +10
                      Fortitude +10
                      Will +8


                      Costs: Abilities 48+ Skills 18+ Advantages 6+ Powers 59+ Defense 21= 152 pts.


                      Complications:
                      Control Issues: Manticore need his Sonic Harness to help him control his Sonic powers, without it all of those powers have the Uncontrolled Flaw.


                      Background: Manticore is the other half of the assault team for the Bestiary along with Nemean. Manticore is the one who unleashes monstrous ranged attacks that cover larger areas. He enjoys using his powers destructively as he is convinced that his powers make him better than everyday people. He sticks with the Bestiary mostly because he realizes that Chimera is a good leader and by working with him Manticore basically gets to act how he likes whenever he feels like it. Not that he agrees with everything Chimera plans and has been considering betraying the team during one of their smaller missions so he can go solo or maybe hook up with a bigger organization, like SHADOW maybe, but either way it’ll be the better choice for Manticore no matter what.

                      His sonic powers are pretty much always on and his sonic harness allows him to control it. Without it he couldn’t be able to talk as every time he’d open him mouth he’d let a blast loose and it’s the fact that Chimera was the main builder of the harness is why Manticore has been loyal this long to him. But it has started to erode as Manticore has come to terms with the effects of his changes though he would eventually like to find a way to not have to wear the harness but it’s not a major priority for him since the harness makes his powers manageable.

                      Manticore is a good fighter as well, he knows that most of the time it’s his job to soften up foes with his sonic blasts but if a hero is somehow to handle that attack he’ll switch to his quills to test their resistance to ranged projectiles and if that doesn’t work he’ll quickly move to melee and start trying to use his claws to rip them apart. He’ll sometimes make use of his minor team working ability (distracting foes for the others) if he has problems with a foe or Chimera calls for it, but mostly he’s use to being able to handle most threats to the team before having to go that route.
                      Last edited by Tattooedman; 09-24-2015, 04:21 PM.

                      Comment


                      • Undine


                        Undine:
                        PL: 10
                        Strength 3
                        Stamina 2
                        Agility 6
                        Dexterity 6
                        Fighting 4
                        Intellect 2
                        Awareness 2
                        Presence 2

                        Skills: Athletics 6 (+9), Deception 12 (+14), Expertise [Current Events] 9 (+11), Expertise [Criminal] 9 (+11), Insight 9 (+11), Investigation 6 (+8.), Persuasion 9 (+11), Perception 9 (+11), Ranged Attack [Water Control] 4 (+10), Stealth 6 (+12)

                        Advantages: Close Combat 4, Contacts, Fascinate [Deception], Improved Initiative, Languages 3 [Arabic; French; Russian], Precise Attack [ranged; cover], Teamwork

                        Powers: Aquatic Adaptations:
                        Immunity 3 [Drowning, Environmental Cold, Environmental Pressure]
                        Power Lifting 3
                        -Alt. Power: Leaping 3
                        Protection 8
                        Swimming 6

                        Arm Spines & Claws: Strength-Based Damage 5 (Feat: Improved Critical 2)

                        Water Control Array:
                        Hard Water Bonds: Snare 10
                        -Drowning Attack: Affliction 10 [Resisted by Fortitude--impaired/stunned/incapacitated] (Extras: Ranged)
                        -Hard Water Bolt: Blast 10
                        -Hard Water Shapes: Create 10 (Extra: Movable)

                        Offense: Initiative +10
                        Melee Attack +8 // Arm Spine/Claw Damage +8; critical 18-20
                        Ranged Attack +10 // Water Control Array Damage +10

                        Defense: Dodge +10
                        Parry +8
                        Toughness +10
                        Fortitude +8
                        Will +8


                        Costs: Abilities 54+ Skills 28+ Advantages 12+ Powers 61+ Defense 20= 175 pts.


                        Real Name: Rachel Wallace
                        Height: 5' 2"
                        Weight: 120 lbs
                        Hair: Green
                        Eye Color: Blue


                        Complications:
                        Stand by her man: Undine is devoted to Chimera without question, even though she realizes it is a romance of convenience.

                        Hunted: Like the other members of the Bestiary, Undine is wanted by AEGIS and they often perform routine raids against that agency, cyber and face to face, to keep tabs on their efforts against the Bestiary.

                        The Face Girl: Undine is commonly sent out by Chimera to represent the Bestiary in the criminal world to work on gaining allies in various other criminal ventures. As such if things go out of hand, Undine will do her best to get away.


                        Background: Undine often acts as the go between for Chimera and the criminal world, because he’s kind of paranoid and she’s more than willing to do that for her man. She’s a little love struck with her leader, but given how he’s manipulated her from the moment he met her it’s understandable. Undine was a CIA operative that got involved with the attempt to create government controlled superhumans. She had shown herself to be a level-headed and able operative with a stable psychological background, then her transformation radically altered her body chemistry and Chimera simply played on her loyalty to him from there. Her water controlling powers and cunning are a deadly combination in addition to her physical enhancements, Undine knows that she isn’t the best suited for hand to hand but she’s not shy about getting involved in it either. But most of the time she will attack from range and will make use of setting up the other members of the Beastiary as often as possible.

                        She’s probably the one member of the team that a group of heroes would encounter as Chimera sends her out the most to work or meet with other criminals either as the team’s representative or as hired muscle. Normally Undine is spying on the client/ally for Chimera but that’s just part of his normal M.O., gathering all kinds of information for anything possibly useful at a later date.

                        Comment


                        • Deadshot


                          Deadshot:
                          PL:
                          10
                          Strength 2
                          Stamina 4
                          Agility 3
                          Dexterity 6
                          Fighting 8
                          Intellect 1
                          Awareness 3
                          Presence 0

                          Skills: Acrobatics 7 (+10), Athletics 6 (+8), Deception 6 (+6), Expertise [Ballistics] 14 (+15), Expertise [Mercenary] 9 (+10), Insight (+3), Intimidation 10 (+10), Perception 10 (+13), Ranged Combat [Firearms] 4 (+15), Sleight of Hand 3 (+9), Stealth 8 (+11), Technology 6 (+7), Vehicles 2 (+8)

                          Advantages: Accurate Attack, All-Out Attack, Defensive Roll 2, Equipment 4, Fearless, Improved Aim, Improved Critical [Guns], Improved Disarm, Improved Initiative, Luck [Determination], Power Attack, Precise Attack [ranged; cover], Precise Attack [ranged; concealment], Ranged Attack 5, Quick Draw, Takedown

                          Powers: Bionic Eyescope: (Removable –1 pt) [4 pp]
                          Perfect Vision: Feature 2 [Removes Disability]
                          Sniper’s Scope: Senses 3 [Normal Sight (Extended), Infravision, Low-Light Vision]

                          Wrist Mounted VAD PP35 Guns: (Removable –5 pts) [22 pp]
                          Solid Rounds: Ranged Ballistic Damage 8 (Extra: Multiattack); (Feat: Split)
                          Rocket Rounds: Ranged Ballistic Damage 8 (Extra: Area [Burst] [Flaw: Reduced Burst – half rank]); (Flaw: Unreliable [5 uses])
                          Stunner Rounds: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Multiattack); (Feat: Improved Critical)

                          Offense: Initiative +7
                          Melee Attack +8
                          Ranged Attack +11 // Firearms Attack +15

                          Defense: Dodge +12
                          Parry +10
                          Toughness +8*/+6**/+4 [*Armored Costume & Defensive Roll/**Armored Costume]
                          Fortitude +8
                          Will +10

                          Equipment: Armored Costume [Protection 2; Immunity 2 {Critical Hits, (Flaw: Limited [Ballistic Damage Only])}; Feature 1 (Conceals vital signs from normal senses)]
                          Knife [Strength-Based Damage 1 (Feat: Improved Critical)
                          Gunman’s Arsenal: (13 ep)
                          Sniper Rifle [Ballistic Ranged Damage 5; Critical 19-20; Extra: Extended Range]
                          Heavy Pistol [Ballistic Ranged Damage 4]
                          -1 ep free as needed



                          Costs: Abilities 54+ Skills 29+ Advantages 26+ Powers 26+ Defenses 22= 157 pts.


                          Real Name: Bradley “Brad” Rowe
                          Height: 6’
                          Weight: 200 lbs
                          Hair: Black
                          Eye Color: Hazel


                          Complications:
                          Disability: Deadshot is blind in his right eye due to an old injury.

                          Honor: Deadshot will always finish a job he has been paid to do.

                          Rivalry: Orion, Recall, Coda, Centerfire and the members of the Deathsquad.

                          Wanted: Most U.S. law enforcement agencies would love to lock Deadshot up and throw away the key.


                          Background: Brad Rowe was raised by his grandmother in rural Arkansas after his mother died of a drug overdose, he’d never known his father. He took to shooting and hunting at an early age, partly out of necessity to help feed himself and grandmother as they were poor. Brad would go into the woods with his dog and pretend to be a soldier fighting against imaginary Russians in his “own little Cold War”.

                          Over the years Brad developed his skill with firearms to the point that he got a job working as a trick shooter for a traveling show that covered much of his home state until his eighteenth birthday when he enlisted in the Marine Corps. After a few years spent in service Brad attended Sniper school, further honing his already impressive skills with firearms to the point that he was considered to be one of the best snipers the Corps had produced in a number of years and he went on to take part in several top secret, covert missions, many of which were successful thanks to his skill with a gun.

                          Unfortunately it all fell apart when Brad got into a fist fight with an officer who he beat savagely over a simple misunderstanding. Brad was dishonorably discharged instead of being brought up on worse charges in recognition of his history of service and was left to his own devices. Within a few months Brad became a mercenary, selling his skills to those who were willing to pay him. In the years that followed Brad became known for his skills with firearms and being a top shot (so much so that he almost became part of the Deathsquad, but passed on the job offer that led to the creation of that group so he could take his yearly vacation to New Orleans) and eventually became a super villain simply because his abilities allowed him to challenge metaman on equal footing.

                          At this point in his career Brad, or as he’s better known in the mercenary trades – Deadshot, is wanted all across the country for various murders he’s committed and is still considered to be one of the best in the business still, with only a few serious rivals.

                          Comment


                          • Deadlock


                            Deadlock:
                            PL:
                            10
                            Strength 3
                            Stamina 6
                            Agility 6
                            Dexterity 4
                            Fighting 8
                            Intellect 0
                            Awareness 2
                            Presence 0

                            Skills: Acrobatics 3 (+9), Athletics 6 (+9), Expertise [Criminal] 7 (+7), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10), Stealth 9 (+15)

                            Advantages: All-Out Attack, Benefit [Membership (Crime Union)], Close Attack 4, Defensive Roll 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Claws], Improved Disarm, Improved Initiative, Power Attack

                            Powers: Claws: Strength-Based Slashing Damage 5 (Feats: Improved Critical 3, Improved Smash) [Dynamic]
                            -Climbing Claws: Movement 2 [Wall-Crawling 2] [Dynamic]
                            Paralyzing Poison: Affliction 10 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extra: Cumulative)
                            -Sickening Poison: Weaken Fortitude 8 (Feat: Slow Fade 2 [10 rounds])
                            Stalker Field: Concealment 4 [all visual]

                            Offense: Initiative +8
                            Melee Attack +12
                            Ranged Attack +4

                            Defense: Dodge +10
                            Parry +12
                            Toughness +8*/+6 [*Defensive Roll]
                            Fortitude +9
                            Will +11


                            Costs: Abilities 58+ Skills 17+ Advantages 14+ Powers 40+ Defenses 22= 151 pts.


                            Real Name: Edward “Eddie” Voss
                            Height: 6'
                            Weight: 189 lbs
                            Hair: Black
                            Eye Color: Hazel


                            Complications:
                            Motivation ~Thrills: Deadlock loves the rush he gets committing crimes.

                            Temper: Sometimes Deadlock’s anger gets the best of him.


                            Background: Another of the many victims of the Silver Storm, Eddie Voss developed a predatory instinct and powers to match; claws, a 'stalker field’ that renders him invisible and the ability to produce a couple of different poisons that either weaken his victims or causes their motor function to lock up.

                            Like so many of the others affected by the Silver Storm that day, Eddie began going wild on Yellow Brick Row until the few local heroes of Emerald City and the rare Stormers who were able to keep control of themselves helped to get the situation under control along with ECPD. In Eddie’s case he fought against Xeno and lost but he quickly recovered and unlike many of the other Stormers managed to get away in all the confusion.

                            A few days later he was soon approached by Erudite with an offer of joining the Crime Union, an offer Eddie accepted without hesitation realizing that he would be better off working with a large group until he could figure things out for himself. Eddie was soon introduced to the Professor and given some combat training to supplement his newly gained powers and soon he was given the name of Deadlock by Erudite and sent off on his first job where he once again ran afoul of Shade, setting the stage for Deadlock to become one of the hero’s growing number of regular foes.
                            Last edited by Tattooedman; 09-02-2015, 08:59 AM.

                            Comment


                            • Doctor Necros


                              Dr. Necros:
                              PL:
                              10
                              Strength 0
                              Stamina 0
                              Agility 0
                              Dexterity 0
                              Fighting 4
                              Intellect 8
                              Awareness 5
                              Presence 0

                              Skills: Close Combat [Hydra Suit Tentacles] 8 (+12), Expertise [Biology] 6 (+14), Expertise [Chemistry] 6 (+14), Expertise [Computers] 6 (+14), Expertise [Science] 12 (+20), Insight 9 (+14), Investigation 4 (+12), Perception 5 (+10), Ranged Combat [Thrown Objects] 8 (+8.), Technology 12 (+20)

                              Advantages: Beginner’s Luck, Eidetic Memory, Equipment 2, Improvised Tools, Inventor, Jack-Of-All-Trades, Luck [Determination], Speed of Thought, Skill Mastery [Expertise (Science)], Ultimate Effort [Ultimate Expertise (Science) Skill]

                              Powers: Hydra Suit: (Removable –17 pts) [73 pp] (Feats: Remote Control 2- From a Distance, Able to Do Multiple Activities Simultaneously, Restricted to The Doctor 2)
                              4 Tentacles:
                              Elongation 2 [30 ft] (Flaw: Limited [tentacles only])
                              Extra Limbs 4 (Feats: All-Out Attack, Benefit [Ambidexterity], Chokehold, Defensive Strike, Fast Grab, Follow-Up Strike, Improved Critical 3, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Move-By Action, Power Attack, Prone Fighting, Weapon Bind, Weapon Break)
                              Tentacle Moving: Movement 4 [Slow-Fall, Swinging, Wall-Crawling 2]
                              See Through The Arms: Senses 1 [Radius Vision]
                              Super-Strength: Enhanced Strength 8
                              Blocked By Tentacles:
                              Enhanced Defense 8
                              Enhanced Parry 8
                              Armored Layers: Protection 8
                              Multiple Arm Attacks Array:
                              Multiple-Arm Strike: Adds Multiattack 8 on Strength Damage
                              -Arm-Swirling Strike: Adds Area [Burst] 8 on Strength Damage
                              -Arm-Launching Strike: Adds Area [Line] 8 on Strength Damage
                              -Standard Arm Strike: Adds Penetrating 8 on Strength Damage

                              Offense: Initiative +8
                              Melee Attack +4 // Hydra Suit Tentacles Attack +12
                              Ranged Attack +0 // Thrown Objects Attack +8

                              Defense: Dodge +12*/+4 [*Hydra Suit]
                              Parry +12*/+4 [*Hydra Suit]
                              Toughness +8*/+0 [*Hydra Suit]
                              Fortitude +6
                              Will +12

                              Equipment: Goggles [+5 vs. visual Dazzle attacks involving bright light ]
                              Hidden Lab Headquarters (9 ep) [Size: Medium, Toughness: 8] Features: Communications, Computer, Concealed, Laboratory, Living Space, Power System, Security System 2 (25), Workshop


                              Costs: Abilities 34+ Skills 28+ Advantages 11+ Powers 73+ Defenses 17= 163 pts.


                              Real Name: Ebenezer Necros
                              Height: 5' 6"
                              Weight: 245 lbs (w/Hydra Suit)
                              Hair: Grey
                              Eye Color: Brown


                              Complications:
                              It‘s All For SCIENCE!!: Doctor Necros is willing to forgo anything resembling ethical standards so that he can continue his scientific work.

                              Motivation: Doctor Necros wants money (though it’s so he can continue to do his research more than to be rich).


                              Background: Doctor Ebenezer Necros is proof that not every scientist is satisfied with the allure of tremendous wealth. Doctor Necros could have made billions through legitimately marketing his inventions but chose instead to criminally pursue his scientific studies and simply steal the money he required to carry on his research. The sheer number of individuals he’s killed to continue his experiments is enough to guarantee that he would never be released from prison either.

                              Originally a scientist working at ASTRO Labs, Ebenezer was not well-liked by any of his colleagues. He was egotistical, temperamental and even became almost physically violent on a few occasions. Focused on discovering a way to increase his own intelligence further, he created a device that would draw energy from the Annihilation Zone (granted at that time he, and most other scientists, didn‘t know what it really was) to enhance his brainwaves. With the assistance of a disguised James Moriarty V, Ebenezer succeeded in making a mental connection with an unknown Entropic Master, which drove him mad and saw him placed into Providence Asylum. After this minor setback, Ebenezer murdered his way out of the asylum and started his criminal career, where he discovered there was a lucrative market for amoral scientists and he sold his services to organizations like Overthrow and V.I.P.E.R. Ultimately all of his profits were funneled back into his increasingly surreal and dangerous experiments. Doctor Necros is too unstable to work for any organization full time but has developed a bulletproof reputation of being able to build almost anything a client could possibly want and in almost record time.

                              Despite having been driven mad by his intelligence enhancing experiment, Doctor Necros succeeded in his ultimate aim; he has since become an expert on nearly every single scientific subject in the world from Biology, Botany, Electronics, Engineering, Genetics, Mathematics, Medicine, Physics, and Robotics are merely different branches of the same field of study thanks to his enhanced brain. He is driven by his insatiable curiosity and his willingness to disregard all ethics in his pursuit of knowledge allows him to experiment in areas his former peers tend to shy away from.

                              Doctor Necros mostly steals in order to fund his experiments but also has been known to rob laboratories for any of the equipment he might have a need of. Doctor Necros is not above kidnapping fellow scientists and forcing them to work on his projects, and he is a vengeful and jealous sort who is also known to raise havoc whenever he feels his scientific genius has been slighted. He has attempted to murder his former lab partners on several occasions for their inability to acknowledge his intellectual superiority.

                              Ebenezer Necros is considered less of a threat than Death Mask II or the Iron Khan by most superheroes. Unfortunately, the very insanity that prevents him from making long-term plans also makes him more dangerous. He is fully capable of making a device that can hijack the United States’ nuclear arsenal and using it to avenge a minor slight. It’s also possible that an invisible hand guides his experiments; Doctor Necros has been known to slip into periods of schizophrenia where he talks to invisible entities that instruct him in certain tasks. Whether these are his secret Entropic Masters trying to bring themselves into this dimension or simply the product of his deluded psyche is anyone’s guess.

                              Doctor Necros has repeatedly clashed with both the young hero Grasshopper and more experienced hero Cyberhawk, both of whom consider him a dire threat. While the mad scientist is no physical match for most heroes, his Hydra Suit, an invention of his that gives him metal tendrils that end in snapping hooks, tends to even the odds. It allows him to fight off attackers, scale walls, and do the work of multiple scientists in his laboratory. Also, it’s his willingness to endanger innocents and bystanders to guarantee his success or distract his enemies long to for him to escape that have earned him the ire of several heroes over the years.

                              Doctor Necros is an older man with long gray hair and a bushy unkempt beard. He wears a pair of goggles over his face and usually is dressed in what is best described as a combination of military uniform and a lab coat (and it is not uncommon for his lab coat to be splattered with various chemicals and gore). Doctor Necros’ Hydra Suit gives him the impression of a giant spider and he often uses the four tendrils to travel around at amazing speeds.
                              Last edited by Tattooedman; 09-02-2015, 09:04 AM.

                              Comment


                              • Crux


                                Crux:
                                PL:
                                9
                                Strength 1
                                Stamina 2
                                Agility 4
                                Dexterity 3
                                Fighting 4
                                Intellect 0
                                Awareness 0
                                Presence 2

                                Skills: Acrobatics 4 (+8.), Deception 2 (+4), Expertise [Pop Culture] 3 (+3), Expertise [Figure Skating] 8 (+10), Insight 6 (+6), Perception 6 (+6), Ranged Attack [Bi-Polar Thermal Field Array] 5 (+10)

                                Advantages: Agile Feint, Defensive Roll 3, Improved Aim, Language [Base: French; English], Ranged Attack 2, Set-Up, Teamwork

                                Powers: Bi-Polar Thermal Field Adaptations:
                                Immunity 20 [Fire/Heat Effects, Cold Effects]
                                Senses 1 [Infravision]
                                Movement 1 [Sure-Footed] (Flaws: Limited to Ice)

                                Bi-Polar Thermal Field Array:
                                Thermal Field Protection: Protection 3 (Extra: Sustained)
                                Thermal Aura: Damage 6 (Extra: Reaction [being touched]); (Feat: Variable Descriptor [Fire/Heat, Ice])
                                Ice Bonds: Ranged Affliction 10 [Hindered & Vulnerable, Prone & Defenseless, Paralyzed; resisted by Dodge/Strength] (Extras: Cumulative, Extra Condition)
                                -Boost Thermal Aura: Damage 4 (Extra: Reaction [being touched]); (Feat: Variable Descriptor [Fire/Heat, Ice])
                                -Frosted Ground: Environment 5 [Impede Movement]
                                -Ice Slick: Affliction 10 [Hindered, Prone; resisted by Strength or Agility; ) (Extras: Area [Shapeable] 2) (Flaws: Limited Degree)
                                -Ice Sculptures: Create 8 (Extras: Increased Duration [Continuous]); (Feats: Innate, Precise)
                                -Ice Wave: Affliction 8 [Hindered & Vulnerable, Prone & Defenseless, Paralyzed; resisted by Dodge] (Extras: Area [Cone] 2, Cumulative, Extra Condition)
                                -Fire Blast: Ranged Damage 10 (Extra: Penetrating)
                                -Fire Wave: Damage 10 (Extra: Area [Shapeable] 2)
                                -Melt: Ranged Weaken Toughness 10 (Extra: Objects Only)

                                Offense: Initiative +4
                                Melee Attack +4
                                Ranged Attack +5 // Bi-Polar Thermal Field Attack +10

                                Defense: Dodge +10
                                Parry +10
                                Toughness +8*/+5**/+2 [*Thermal Field Protection & Defensive Roll/**Thermal Field Protection]
                                Fortitude +7
                                Will +7


                                Costs: Abilities 32+ Skills 12+ Advantages 10+ Powers 98+ Defenses 24= 176 pts.


                                Real Name: Cristal Lemiuex
                                Height: 5'3"
                                Weight: 110 lbs
                                Hair: Black
                                Eye Color: Blue


                                Complications:
                                Motivation ~Patriotism: Crux completely believes in the goals of Genesis Island and the Red King – namely the equal treatment of all methumans. She is willing to do anything to achieve that goal.

                                Prejudice: Metahuman.

                                Temper: Crux can became angry and lose her focus in a fight, instead going after the source of her frustration. Something that an opponent could make use of if used properly.


                                Background: Cristal Lemiuex wanted nothing more than to be a figure skater, but when genetic testing revealed she was secretly a metahuman all her years of training went down the drain immediately. Publically stripped of every award and trophy she’d earned during the course of her ten year career (she’d started skating competitively when she was ten) Cristal became angry, but when she was disowned by her parents she began hating nats (non-powered people) as much as some of them hated her.

                                Filled with an anger of a hurt child lashing out at the world responsible, Cristal quickly became a wanted criminal as French police began to close in on her. But Cassius Mass had heard of what happened to Cristal and he knew that he needed to do something to help the young girl, though he realized that her hatred limited what he could do for her as it would only really allow her to act out in a manner that was counter productive to what Cassius’ overall goals were with Genesis Island.

                                Then it hit him; he could use the girl like a weapon – point her at a target, and let her do the rest. All he had to do was keep her out of jail and supplied with places to stay that took care of all the basic needs. Cristal, along with the others Cassius eventually put her together with, could essentially function as an even more detached strike force than the Harbingers could. Their actions would be ascribed to the normal mayhem of super villains even though their targets would be the people Cassius Mass viewed as some kind of obstacle in his overall goals.

                                With the groundwork for what would become the Cadre in mind, Cassius approached Cristal through middlemen representatives and offered her a place on Genesis Island as a home where she could live in peace. Or if she wasn’t interested in that at least use it as a place to rest in between her rampages where she could truly relax and not have to worry about members of law enforcement coming after her. It took a bit of time to convince the angry young woman to make the journey but once she was on the island Cassius spared no luxury and showered Cristal with his attention, as well as his influencing powers.

                                Soon he’d wrapped Cristal around his finger and had a willing subject who would follow his basic directions and expand upon them in her own manner to keep her group, the Cadre, separate from Genesis Island while striking out at their enemies for the Red King.

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