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Kreuz Control - Cavalier, The Nuclear Family, The Eyes of Night, The Fearsome

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  • 2506



    SkateBlade

    PL 10 (150)

    Abilities (52)
    STR 4 AGI 6 FIT 8 AWA 2
    STA 4 DEX 0 INT 0 PRE 2

    Powers (48)
    armored overcoat: Protection +6 (extra: impervious 10, flaw: removable) (13)
    90's sword: damage +4 (str-based, extras: Improved crit 2, precise, penetrating 8, flaw: easily removable) (9)
    Oversized guns: Damage +8 (extras: multiattack +1, range +1, flaw: easily removable) (16)
    Rocket-powered Skateboard: Flight +6 (flaw: removable) (10)

    Advantages (6)
    improved initiative, move-by action, startle, takedown 2, uncanny dodge

    Skills (28/56)
    athletics +6
    close combat: blades +4
    expertise: streetwise +8
    insight +6
    intimidation +10
    perception +6
    ranged combat: guns +12
    technology +4

    Defenses (20)
    TOU +10/4 DODGE +10 FORT +10 PARRY +10 WILL +10

    complications
    I smoulder with generic rage: Skateblade is as painfully generic a 90's anti-hero as you can get
    Motivation - street justice: Skateblade will clean up the streets of Rook City the only way criminal scum understand

    Total
    abilities 52 + powers 48 + advantages 6 + skills 28/56 + defenses 20 = 150

    hailing from about the mid "90's Era" of Sentinel Comics (the fictional metaverse in which the in-universe setting of the Sentinels of the Multiverse card game and upcoming Sentinel Comics RPG are a best selling comic book line), Skateblade was designed by committee to appeal to "today's kid" with his heavy overcoat, bad haircut, sharp weapons, oversized guns, and of course, his rocket-powered skateboard. suffice it to say his book was an unmitigated disaster for the company, emblematic of their creative and financial nadir during that period. but despite being seemingly unsalvageable, there were enough people in SC editorial who weren't ready to give up on him, and so in a last ditch marketing ploy, a call in phone line would determine whether Skateblade would live or die. and to the surprise of no-one, Skateblade lost the vote and perished

    Comment


    • 2507



      Humungus

      PL 10 (150)

      Abilities (44)
      STR 14 AGI 4 FIT 6 AWA 2
      STA 14 DEX 0 INT 2 PRE 4

      Powers (60)
      humongous: growth +4 (extras: continuous +1, innate, flaw: permanent -1), Enhanced STR +8, Enhanced STA +8, impervious TOU +14 (55)
      built to survive: immunity +5 (disease, extreme cold, extreme heat, poison, radiation) (5)

      Advantages (12)
      assessment, chokehold, fast grab, fearless, improved grab, improved hold, improved initiative, inspire 3, leadership, move-by action

      Skills (24/48)
      expertise: criminal +8
      expertise: military +8
      insight +8
      intimidation +10
      perception +8
      ranged combat: throw heavy objects +6

      Defenses (10)
      TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

      complications
      dog of war: while a skilled tactician, Humungus has great difficulty thinking beyond short term goals
      motivation - Warrior of the waste: Humungus is delusional, believing himself a post-apocalyptic warlord

      Total
      abilities 44 + powers 60 + advantages 12 + skills 24/48 + defenses 10 = 150

      A Captain in the Australian army, Gus Gibson was a volunteer for one of his country's few forays into supersoldier research in the 1980's, meant to create someone who could survive the looming spectre of World War 3. Unfortunately, the project was a disaster. Gus could survive in just about any hostile environment, but he was also twisted into a hideously deformed creature of superhuman size and strength, worse yet, he was also driven mad, tearing out of the facility in a berserk, almost animal state. thankfully, this was only temporary. the problem was that at some point between his escape and resurfacing, Gus had imprinted on a showing of the dystopian action film The Road Warrior, which only exacerbated his delusions, creating the fantasy that it WAS after the bombs had fallen, and that as the biggest and strongest, it was his destiny to become the warrior of the wastes, the ayatollah of-a rock & rolla, the Humungus. in the decades since, Humungus has proven to be unpredictable. sometimes rampaging alone, other times putting together a small army of hoodlums as his "dogs of war". but nowadays, Humungus is starting to feel his age, and it's only going to make him more dangerous

      Comment


      • 2508



        Beanstalk

        PL 10 (150)

        Abilities (36)
        STR 12/2 AGI 4 FIT 4 AWA 2
        STA 12/2 DEX 0 INT 2 PRE 2

        Powers (42)
        Giant: growth +10 (quirk: full size) (19)
        Resize: array (23)
        - here, catch: Damage +10 (extra: range +1, variable descriptor-thrown objects) [21]
        - easy storage: create +6 (extras: continuous +1, innate, subtle, precise) [21]
        - scaling: transform +7 (shrink or enlarge objects, extra: duration +1) [21]

        Advantages (14)
        assessment, contacts, fast grab, grabbing finesse, improved disarm, improved grab, improved hold, improved initiative, improved trip, interpose, language (english, japanese native), move-by action, startle, takedown

        Skills (36/72)
        close combat: unarmed +4
        expertise: construction +4
        expertise: current events +6
        expertise: streetwise +6
        insight +8
        intimidation +8
        investigation +6
        perception +8
        persuasion +4
        sleight of hand +6
        ranged combat: thrown object +8
        vehicles +4

        Defenses (22)
        TOU +12/2 DODGE +8/12 FORT +12/2 PARRY +8/12 WILL +8

        complications
        expenses: Beanstalk is keenly aware of the damage she can cause by accident
        motivation - responsibility: Beanstalk wants to both serve and protect while providing for her family
        sell-out: as a heroine for hire, Beanstalk is seen by other heroes as a money grubbing mercenary

        Total
        abilities 36 + powers 42 + advantages 14 + skills 36/72 + defenses 22 = 150

        a recent addition to campaign city, Takeyama Yu, better known as Beanstalk, is a professional heroine for hire, providing her heroic services for a negotiable fee. While most see her as a money-grubbing mercenary, it should be noted that despite her lucrative business, Beanstalk still lives in modest means, as she gives most of the money she makes either to her poor family, or re-invests it in her community

        design notes: Beanstalk is based on early concepts for My Hero Academia, essentially combining the concepts and powers of Uravity, Mount Lady and Yu Kyodai back into their original concept of a size-shifting heroine
        Last edited by Kreuzritter; 03-14-2019, 07:11 AM.

        Comment


        • 2509



          Green Goblin

          PL 10 (150)

          Abilities (40)
          STR 12 AGI 4 FIT 4 AWA 2
          STA 12 DEX 0 INT 2 PRE 0

          Powers (53)
          Goblin goodies: array (flaw: removable) (20)
          - pumpkin bombs: damage +12 (extra: range +1) [24]
          - pumpkin frag bombs: damage +8 (extras: burst area +1, range +1) [24]
          huge: Growth +8 (extras: continuous +1, permanent -1) (15)
          on leather wings: flight +6 (flaw: limited-wings -1) (6)
          pretty sure he's bulletproof: impervious TOU +12 (12)

          Advantages (11)
          agile feint, chokehold, fast grab, improved grab, improved hold, improved initiative, improvised tools, inventor, move-by action, startle, takedown

          Skills (24/48)
          close combat: unarmed +4
          expertise: science +6
          insight +6
          intimidation +12
          perception +6
          ranged combat: goblin goodies +8
          technology +6

          Defenses (22)
          TOU +12 DODGE +8 FORT +14 PARRY +8 WILL +6

          complications
          motivation - obsession: All the Green Goblin cares about now is destroying Spider-Man

          Total
          abilities 40 + powers 53 + advantages 11 + skills 24/48 + defenses 22 = 150

          the opening act to last year's smash hit Into-The Spider-Verse, this version of the Green Goblin is a far cry from putting William Defoe in a plastic suit, instead a gigantic brute seemingly driven by feral instinct and an overwhelming hatred of Spider-Man that burns away whatever alliance he'd made with the Kingpin before the movie, when he has the chance to crush the wascally wall-crawler with his bare hands. but much like Captain Ahab, the Goblin's hatred is his own undoing, causing a catastrophic explosion that either kills him outright, or hurts him enough to be killed by several hundred tons of rubble that fall upon him moments later

          Comment


          • 2510



            Ashe

            PL 10 (150)

            Abilities (44)
            STR 0 AGI 6 FIT 4 AWA 2
            STA 4 DEX 2 INT 2 PRE 2

            Powers (12)
            guns: array (flaws: easily removable) (12)
            - Viper rifle: Damage +6 (extras: extended range, precise, range +1) [14]
            - Coach gun: move object +6 (extra: damaging +1, flaw: limited-away only -1, linked: leaping +2) [14]
            - dynamite: Damage +4 (extras: burst area +1, range +1, secondary effect +1) [16]

            Advantages (32)
            assessment, def roll 2, equipment 3, improved crit 2 (guns), precise attack 2 (ranged cover/concealment), sidekick 21, uncanny dodge

            Skills (34/68)
            deception +8
            expertise: high society +6
            expertise: criminal +8
            insight +8
            intimidation +8
            perception +10
            ranged combat: guns +12
            technology +4
            vehicles +4

            Defenses (28)
            TOU +8/6/4 DODGE +12 FORT +8 PARRY +12 WILL +12

            equipment
            body armor: protection +2 [2]
            hoverbike: as motorcycle, add movement (sure-footed) [12]

            Sidekick
            BOB

            PL 7 (105)

            Abilities (26)
            STR 10 AGI 2 FIT 4 AWA 2
            STA n/a DEX 0 INT 0 PRE 0

            Powers (60)
            arm cannon: Damage +6 (extras: multiattack +1, range +1) (18)
            Big Omnic Butler: immunity +30 (fort), protection +10 (40)
            jump jets: leaping +2 (2)

            Advantages (1)
            interpose

            Skills (14/28)
            expertise: butler +8
            insight +4
            perception +4
            persuasion +4
            ranged combat: arm cannon +8

            Defenses (4)
            TOU +10 DODGE +4 FORT n/a PARRY +4 WILL +6

            complications
            motivation - responsibility: BOB's sole purpose in life is to be Ashe's servant and protector
            Omnic: as an Omnic, BOB faces all manner of prejusdice from humans
            silence is golden: BOB cannot speak

            Total
            abilities 26 + powers 60 + advantages 1 + skills 14/28 + defenses 4 = 105

            complications
            black sheep: Ashe hates being reminded of the wealthy family she was born to and abandoned, unless she's smearing their good name
            I hate that guy: Ashe has a complicated history and feelings for former fellow outlaw, Jesse McCree
            motivation - Outlaw: Ashe lives the hectic, thrilling and sometimes wealthy life of a professional criminal
            perfect family: Ashe feels that her Deadlock gang are her real family

            Total
            abilities 44 + powers 12 + advantages 32 + skills 34/68 + defenses 28 = 150

            introduced in the late 2018 Overwatch short "Reunion", Ashe was intended to be a one-off adversary for the piece, but the dev team were inspired by her design and implied background that she was swiftly added to the game proper, now with the backstory that she was the black sheep heiress of a wealthy family, who cast aside wealth and prestige for the freedom she could only have as a successful outlaw, accompanied by her lifelong companion and personal Omnic butler, BOB.

            Comment


            • Re: Kreuz Control - Devilgirl, Skateblade, Humungus, Beanstalk, Green Goblin

              and for my next trick, we once again return to Sentinels of the Multiverse, or rather it's spinoff game, Sentinel Tactics, a co-op strategy game, set in a continuity where the final battle with OblivAeon didn't go as well as it could be, resulting in a darker timeline where heroes are distrusted.

              Specifically, the announced but indefinitely delayed expansion set, Battle For Broken City.

              according to what information I could find, in the Sentinel Tactics timeline, Rook City was devastated during the OblivAeon event, reducing it to a city of lawless ruin's, not unlike the state of Gotham City during the Cataclysm/No Man's Land events in late 90's Batman books. and for Broken City, 6 new villains were announced. the first was Exemplar, whom SoTM fans would recognize as The Chairman, the franchise's homage to criminal masterminds like Marvel's Kingpin, now driven insane by the destruction of his legitimate empire. the other 5 were to be Exemplar's henchmen, The Spites

              see, one of the major villains in the SoTM villains was Spite, a serial killer turned constantly mutating monster, reminiscent of the horros found in Resident Evil or Pr
              optotype video game franchises. by the end of the card game's official in-story timeline, Spite was eventually killed off, came back as part of horror/supernatural supplement, then was killed off for good. However, Spite was made into the monster he became by the very same corporation that The Chairman/Exemplar ran, and in Broken City, Exemplar has 5 henchvillains to command, each one empowered by one of the super-drugs that had gone into the original Spite, and thus having that aspect of his powers

              Comment


              • 2511



                Demonfist

                PL 10 (150)

                Abilities (36)
                STR 6 AGI 4 FIT 4 AWA 2
                STA 10 DEX 0 INT 0 PRE 2

                Powers (68)
                hell-born: immunity +10 (fire effects) (10)
                hellfire: Damage +12 (extras: range +1, secondary effect +1) (38)
                - flireflight: flight +8 [16]
                - burn it all: damage +10 (extras: cone area +1, secondary effect +1) [30]
                monstrous strength: Enhanced STR +4, Enhanced STA +6 (20)

                Advantages (4)
                hide in plain sight, improved initiative, move-by action, startle

                Skills (22/44)
                close combat: unarmed +4
                insight +8
                intimidation +10
                perception +8
                ranged combat: hellfire +8
                stealth +8

                Defenses (20)
                TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10

                complications
                motivation - destruction: like the other Spites, Demonfist lives to destroy
                torment: Spite may have a better head on his shoulders, but like the other Spites, he has an urge to indulge in sadistic cruelty that can distract him

                Total
                abilities 36 + powers 68 + advantages 4 + skills 22/44 + defenses 20 = 150

                the pack leader of the Spites, Demonfist is the one who can put aside his monstrous appetites and impulses the most and focus on not only the task at hand, but as long term planning as the Spites are capable of. In Sentinel Tactics, he's the one who obeys Exemplar the most, but is most likely to betray him

                Comment


                • 2512



                  Grudge

                  PL 10 (150)

                  Abilities (52)
                  STR 4 AGI 4 FIT 4 AWA 2
                  STA 8 DEX 0 INT 4 PRE 0

                  Powers (40)
                  lifetheft: Weaken STA +10 (fort resists, linked: weaken powers +10 [fort resists, extras: broad +1, simultaneous +1]) (40)

                  Advantages (4)
                  hide in plain sight, improved initiative, move-by action, startle

                  Skills (28/56)
                  close combat: unarmed +6
                  expertise: science +8
                  expertise: torture +6
                  insight +6
                  intimidation +10
                  perception +6
                  stealth +10
                  technology +4

                  Defenses (26)
                  TOU +8 DODGE +12 FORT +8 PARRY +12 WILL +12

                  complications
                  I must know: Grudge wants to know how things work, especially if he has a chance to take them apart to do so
                  motivation - destruction: Like the other spites, Grudge lives to destroy
                  torment: Grudge can get carried away in both his sadism and terrible curiosity

                  Total
                  abilities 52 + powers 40 + advantages 4 + skills 28/56 + defenses 26 = 150

                  the most intelligent of the Spites, Grudge has looked beyond his cruelty towards his capacity to learn. unfortunately, Grudge goes about this in gruesome fascination and enthusiasm

                  Comment


                  • 2513



                    Mindphyre

                    PL 10 (150)

                    Abilities (56)
                    STR 4 AGI 4 FIT 4 AWA 4
                    STA 8 DEX 0 INT 0 PRE 4

                    Powers (48)
                    mental monster: array (42)
                    - mental ruin: damage +10 (extras: range +1, will resists +1) [40]
                    - mental discord: affliction +10 (dazed/compelled/controlled, will resists, extras: cumulative +1, perception area +2, selective +1, flaw: limited-only violent commands -1) [40]
                    - mental agony: affliction +10 (daze/stun/incapacitate, extras: cumulative +1, range +2) [40]
                    mental sense: senses +6 (accurate/acute/ranged/radius/detect minds) (6)

                    Advantages (5)
                    fascinate (deception), hide in plain sight, improved initiative, move-by action, startle

                    Skills (17/34)
                    deception +8
                    insight +6
                    intimidation +8
                    perception +6
                    stealth +6

                    Defenses (24)
                    TOU +8 DODGE +12 FORT +8 PARRY +12 WILL +12

                    complications
                    cat and mouse: Mindphyre can be distracted by the very chaos she sows
                    join the fun: Mindphyre likes nothing more than to drive others as mad as herself and the other spites
                    motivation - destruction: like the other Spites, Mindphyre lives to destroy

                    Total
                    abilities 56 + powers 48 + advantages 5 + skills 17/34 + defenses 24 = 150

                    the only woman among the spites and arguably the most powerful, Mindphyre's abilities easily make her the most sadistic, not content to simply kill or torture her victims, but to turn them into as rabid and violent beasts as the Spites themselves

                    Comment


                    • 2514



                      Karnal

                      PL 10 (150)

                      Abilities (40)
                      STR 14 AGI 4 FIT 6 AWA 2
                      STA 14 DEX 0 INT 0 PRE 0

                      Powers (76)
                      monstrous strength: Enhanced STR +10, Enhanced STA +10 (40)
                      jump good: leaping +4 (4)
                      nigh invulnerable: impervious TOU +14, regeneration +10 (24)
                      unstoppable: burrowing +4 (extra: penetrating +1) (8)

                      Advantages (10)
                      all-out attack, chokehold, fast grab, fearless, improved grab, improved hold, improved initiative, move-by action, startle, takedown 2

                      Skills (18/36)
                      insight +6
                      intimidation +12
                      perception +6
                      ranged combat: throw heavy objects +6
                      stealth +6

                      Defenses (6)
                      TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6

                      complications
                      motivation - Destruction: Like the other Spites, Karnal is driven by a need to destroy
                      one words: karnal's inability to think makes speech very hard for him
                      no brain good: thinking about anything harder than the most basic of concepts actually causes Karnal pain

                      Total
                      abilities 40 + powers 76 + advantages 10 + skills 18/36 + defenses 6 = 150

                      the literal muscle of the Spites, Karnalliterally cannot think without hurting himself, and thus happily serves as the mindless blunt instrument of the Spites or whoever holds their leashes

                      Comment


                      • 2515



                        Cyst

                        PL 10 (150)

                        Abilities (48)
                        STR 14/6 AGI 4 FIT 6 AWA 2
                        STA 14/6 DEX 0 INT 0 PRE 0

                        Powers (74)
                        all consuming: weaken TOU +8 (extras: affects objects +1, linked: Damage +8), immunity +4 (anything ingested, disease, poison) (28)
                        his speed belies his bulk: Enhanced Defenses +8 (dodge +4, parry +4) (8)
                        tumorous mass: Growth +8 (extra: continuous +1, impervious 14) (38)

                        Advantages (6)
                        all-out attack, fast grab, improved grab, improved hold, move-by action, startle

                        Skills (16/32)
                        insight +6
                        intimidation +10
                        perception +6
                        ranged combat: throw heavy objects +6
                        stealth +4

                        Defenses (6)
                        TOU +14/6 DODGE +6/10 FORT +14/4 PARRY +6/10 WILL +6

                        complications
                        eat them last: Cyst recognizes the other Spites as his brothers and sister
                        MORE: Cyst's tumorous mass is dependent upon how much he's eaten recently
                        motivation - hunger: Cyst exists to consume
                        now is sometime: Cyst's constant hunger can distract him from what he's supposed to be doing

                        Total
                        abilities 48 + powers 74 + advantages 6 + skills 16/32 + defenses 6 = 150

                        rounding out the spites is Cyst, an all consuming monster too concerned with his own gluttony to indulge in the sadistic cruelty of his siblings, incapable of even grasping "a meal like that, you don't eat all at once"

                        Comment


                        • 2516



                          D-Man

                          PL 8 (120)

                          Abilities (40)
                          STR 10 AGI 4 FIT 4 AWA 2
                          STA 10 DEX 0 INT 0 PRE 2

                          Powers (34)
                          Power Broker enhancement: Enhanced STR +6, enhanced STA +6, impervious TOU +10 (34)

                          Advantages (10)
                          assessment, chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown, taunt, uncanny dodge

                          Skills (28/54)
                          acrobatics +4
                          athletics +4
                          close combat: unarmed +2
                          deception +6
                          expertise: pro wrestler +8
                          expertise: homeless +8
                          insight +4
                          intimidation +6
                          perception +4
                          ranged combat: thrown +6
                          vehicles +4

                          Defenses (8)
                          TOU +10 DODGE +6 FORT +10 PARRY +6 WILL +6

                          complications
                          glory days: D-Man is the alias of ex-pro-wrestler Dennis Dunphy
                          happy at last: D-Man has recently gotten himself a boyfriend
                          motivation - doing good: D-Man wants to be a hero, however he can
                          not even once: the process that give D-Man his powers also left him both a heart condition and recurring mental health problems

                          Total
                          abilities 40 + powers 34 + advantages 10 + skills 28/56 + defenses 8 = 120

                          a professional wrestler, Dennis Dunphy was part of the Unlimited Class Wrestling Federation, a wrestling circuit for the super-strong. however, what the public was unaware of was that Dunphy, and much of the Federation's stable, were on the dope, granted their strength and other powers by the experiments of the self-styled Power Broker, who additionally kept them in line through a mix of addictive drugs and deception. this cruel practice was ultimately exposed and brought down by the Thing, and the UCWF became fully legitimate. After his contract expired, Dunphy, working under the alias D-Man and inspired by Thing's heroics, chose to become a superhero himself, attaching himself to no less than Captain America, becoming one of the star-spangled hero's closest allies in his darkest days during the 80's. While D-Man was for a time presumed to have died in an explosion, he and cap ultimately parted ways when D-Man chose to become the protector of the Zero People, and enclave of homeless people.

                          Sadly, the next few years would be ignominious for D-Man, as while remaining brave, just and kind, he became delusional, presumably as a long-term side effect of the Power Broker's process, becoming trapped in heroic fantasies that made him a danger to himself and others. thankfully, D-man's friends were ultimately able to get him the help he needed, and while he's hung up the tights for good (he hopes), today, Dennis Dunphy is no less of a hero, handling himself as part of Captain America's support team as a pilot and mechanic

                          Comment


                          • Re: Kreuz Control - Green Goblin, Ashe, Spites (Demonfire, Grudge, Mindphyre, Karnal, Cyst)

                            I can't believe they were actually thinking about D-Man as a future Captain America. I mean that whole explosion and getting tossed into icy water was so "on the nose" it causes nosebleeds.

                            I mean, maybe they were thinking future Guardians of the Galaxy timeline. But Vance had the shield and was kind of sporting the colors so it would be strange.
                            [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

                            Comment


                            • 2517



                              Rustbelt

                              PL 8 (120)

                              Abilities (20)
                              STR 10 AGI 0 FIT 2 AWA 0
                              STA 4 DEX 0 INT 0 PRE 0

                              Powers (62)
                              made of iron: enhanced STR +6, protection +8 (extra: impervious 12) (32)
                              touch of rust: transform +10 (iron & steel to rust, extra: duration +1) (30)

                              Advantages (6)
                              benefit (member of the Committee), fast grab, improved hold, great endurance, interpose, takedown

                              Skills (18/36)
                              close combat: unarmed +4
                              expertise: mining +6
                              expertise: pop culture +4
                              insight +4
                              intimidation +6
                              perception +4
                              persuasion +6
                              ranged combat: throw heavy objects +6

                              Defenses (14)
                              TOU +12 DODGE +4 FORT +8 PARRY +4 WILL +8

                              complications
                              big brother: Rustbelt has adopted Ghost, a former child soldier
                              heavy metal: Rustbelt's iron body makes delicate and precise tasks, such as stealth or answering the phone, very difficult
                              let me think: Rustbelt is the first to admit he's not the smartest guy around, a slow thinker and poorly educated
                              motivation - Doing good: nothing can stop Rustbelt from doing the right thing
                              red tape: as an agent of the Committee, Rustbelt is often hindered by politics and bureaucracy

                              Total
                              abilities 20 + powers 62 + advantages 6 + skills 18/36 + defenses 14 = 120

                              from the 'second generation' of Wild Card novels (alt-history where alien virus gives out superpowers and/or hideous mutation since the 40's), Wally "Rustbelt" Gunderson was a good kid from Minnesota, whom, having the body of a bulldozer and being able to rust metals with a touch, applied to the reality TV show American Hero, only to be vilified by the public when one of the other contestants framed Wally for racism. However, Wally's true colors emerged mere weeks later, when he and other 'discard' contestants decided to travel to Egypt in order to stop an attempted genocide by invading forces, making themselves international heroes in the process. However, Wally and most of the others quickly became disillusioned with the reality of being international agents, such that Wally took a leave of absence in order to find out what had happened to Lucien, an African child he was sponsoring whose country had recently been absorbed by the People's Paradise of Africa. To Wally's horror, he learns that Lucien is one of the hundreds killed by the PPA's experiments to create powered child soldiers through the Wild Card virus, and with the eventual help of the rest of the Committee, proceeds to tear down the PPA's diabolical laboratories and infrastructure, and perhaps more importantly to wally, in the process, he saves the soul of Ghost, one of the PPA's child soldiers, effectively adopting her as his little sister.

                              Comment


                              • 2518



                                Black Diamond

                                PL 9 (135)

                                Abilities (40)
                                STR 2 AGI 4 FIT 4 AWA 2
                                STA 2 DEX 0 INT 4 PRE 2

                                Powers (40)
                                Coldsuit: (flaw: removable) (21)
                                - collision detecting helmet: senses +3 (accurate radio) [3]
                                - flashfreeze emitter gloves: Damage +8 (extra: range +1) [16]
                                - stylish body armor: protection +4 [4]
                                - winterized: immunity +4 (extreme cold, pressure, suffocation) [3]
                                Flying snowboard: Flight +8 (flaw: removable) (13)
                                too fast for you: enhanced defenses +8 (Parry +4, dodge +4, flaw: limited-only on flying snowboard -1) (6)

                                Advantages (7)
                                agile feint, benefit 2 (wealth 2), improved initiative, move-by action, seize initiative, taunt

                                Skills (26/52)
                                athletics +6
                                deception +6
                                expertise: snowboarding +6
                                expertise: science +6
                                insight +6
                                perception +6
                                ranged combat: coldsuit +10
                                technology +6

                                Defenses (22)
                                TOU +6/2 DODGE +12/8 FORT +10 PARRY +12/8 WILL +8

                                complications
                                daddy issues: much of what Black Diamond does is driven by his need to rebel against his father's control
                                just my luck: Black Diamond believes he's incredibly unlucky
                                motivation - thrills: Black Diamond uses his high-flying antics to break free of his stifling life
                                secret identity: Black Diamond is secretly Daniel Nash, heir to the tech firm Nash Teletronics

                                Total
                                abilities 40 + powers 40 + advantages 7 + skills 26/52 + defenses 22 = 135

                                A wealthy child prodigy, Daniel Nash was going to be groomed to take over his father Harrison's company almost from birth. that is, until various agencies started sniffing around Nash Teletronics in response to Harrison's various shady dealings and practices, forcing him to focus on saving his and the company's necks, and removing direction from Daniels life. Aimless, Daniel ultimately developed a love of snowboarding with intent to pursue a professional career, but such a 'frivolous' pursuit finally got Harrison's attention, and he resumed micromanaging his son's life, cutting him from 'wasting' the family fortune, and forcing him to work directly at Nash Teletronics. Ultimately, Daniel has finally rebelled against his father by donning supertech of his design, and becoming the high flying devil may care sky shredder and mischief maker known as Black Diamond

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