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  • #46
    #326: Baron Malevolence

    BARON MALEVOLENCE (Power Level 8)

    Real Name: Stuart Clark
    Height / Weight: 5’4” / 118 lbs.
    Hair / Eyes: Brown / Green
    Place of Birth: Spokane, Washington, United States (September 3, 2009)
    First Appearance: Tabula Rasa #13
    Tags: #esper, #oubliette731, #societyscelerati

    Physical Description: Stuart is short, lanky, bespectacled 16-year-old boy. As Baron Malevolence, he wears full-plate armor and carries a sword he had his dad buy for him at a Renaissance faire.

    Realationships: Robert “Bob” Clark (father), Patricia Thompson (mother), Gayle Hogue (step-mother), Holly Clark (step-mother), Suzette Shaw (crush)

    Biography: Stuart’s oldest memory is from when he was four-years-old: his parents were arguing—his father demanded to know who “he” was. Bob Clark knew that his wife was having an affair... he just didn’t realize Patty was having an affair with another woman.

    Patty came out to her husband of seven years, and the two divorced. She married her partner—Gayle—and Bob turned to drinking. It was in AA that he meant Holly, another recovering alcoholic. The two began dating, and eventually got married. Suddenly, Stuart had two families… but no horrific backstory.

    Stuart’s life is not marked by a history of abuse. It is not a tale of tragedy and loss. It is simply the story of a quiet, awkward young man who one day realized he had the power to control the minds of others…

    Not long after discovering his powers, Stuart’s next-door neighbor, Suzette, had returned home for winter break. Stuart used his abilities to make her stay with him, and use her ability to help him steal all of things he now felt entitled to.

    Unbeknownst to Stuart, Suzette had friends at her school—the New Vindicators Academy of America. Kim Forbes, Dirk Wolfram, and John Saxon requested the aid of Eric Vaughn in teleporting across the country. There, the New Vindicators confronted Stuart. He tried to use his powers to turn them against each other—a tactic that failed him when John grew several stories tall and grabbed Stuart.

    When John threatened to lobotomize Stuart with a power drill, Stuart believed him and released his thralls. He was incapacitated then, only to wake up in Alcatraz. (Tabula Rasa #13)

    Stuart was freed when the Radical Tomato began forming the Society Scelerati. Under the hacker’s direction, Stuart re-christened himself as Baron Malevolence and attacked the New Vindicators Academy along with the rest of his team. There, he used his powers to control Drew Loder and forced him to turn his magnetism-and-weather-manipulation powers on the rest of the student body. (Tabula Rasa #17)

    Once the New Vindicators rallied, they pursued the Society Scelerati. It was Jim Loder who took on Baron Malevolence and his older brother. Though Baron Malevolence believed that their familiar connection would render the younger Loder powerless against him, Jim quickly demonstrated that he would have qualms with ending either of his opponent’s lives, once again evoking Stuart’s cowardly side and resulting in the Esper’s defeat. (Tabula Rasa #18)
    • STR 10, DEX 11, CON 10, INT 15 (+2), WIS 12 (+1), CHA 9 (-1)

      SKILLS: Computers 4 (+6), Concentration 4 (+5), Knowledge (popular culture) 4 (+6), Knowledge (technology) 4 (+6), Language 1 (English [base], German), Notice 4 (+5), Perform (wind instruments [clarinet]) 3 (+2), Sense Motive 4 (+5)

      FEATS: Equipment 6, Master Plan

      POWERS: Mind Control 8 (Power Feats: Subtle; Extras: Duration [Sustained, +1], Conscious [+1], Effortless [+1]), Mind Shield 8

      Equipment: Alabaster Genie (as camera, cell phone, computer, digital audio recorder, PDA, video camera), Bugatti Veyron (as sportscar), computer, full plate armor (+6 Toughness), glasses (removes disability), sword—4 free equipment points

      COMBAT: Attack +0, Grapple +0, Damage +0 (+3 sword [19-20 crit]), Defense +0, Knockback -3 (-0 without armor), Initiative +0

      SAVES: Toughness +6 (+0 without armor), Fortitude +2, Reflex +2, Will +3 (+11 versus mental effects)

      DRAWBACKS: Disability (nearsighted, -1 point)

      COMPLICATIONS: Enemy (John Saxon), Phobia (Stuart is afraid of being harmed)

      Abilities 7 + Skills 7 (28 ranks) + Feats 7 + Powers 49 + Combat 0 + Saves 6 – Drawbacks 1 = 75 points


    Originally posted by Michuru81
    And now for something completely different!

    The Tabula Rasa game is set in an alternate future where everything was going great until the game started. Stuart here is one of the enemies the PCs have made in that dimension--essentially just a geeky kid who realized his true potential as an Esper and begins to use it to take what he wants--sort of a less sexy version of Paragon, because I'm pretty much out of ideas at this point.

    Anyway, Baron Malevolence, whose initially are totally B.M., is a pretty crappy villain. He's chronically afraid of getting hit. Oh, he'll boast left and right when he has the upper hand, but as soon as the tables turn, he's curled up in the corner, quietly sobbing, pleading with his enemies to not hit him. There's about a 50% chance that he'll wet himself as soon as someone pulls back their fist to punch him. He's really not cut out for this line of work, but... eh.
    Last edited by Michuru81; 10-18-2016, 06:30 PM. Reason: Linked to the Scelerati Society
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    • #47
      #327: Prince Napoleon IX

      NAPOLEON IX (Power Level 8)

      Real Name: Prince Napoleon IX
      Height / Weight: 5’0” / 124 lbs.
      Hair / Eyes: Brown / Green
      Place of Birth: Paris, France, Oubliette-1127 (June 8, 1979)
      First Appearance: New Vindicators Academy of Europe #20
      Tags: #classof2012, #france, #neosapien, #nvae, #oubliette1127

      Physical Description: Napoleon looks like a normal fifteen-year-old boy.

      Relationships: Emperor Napoleon VII (grandfather), Napoleon VIII (father)

      Biography: Second in the line of succession for the throne of the Third French Empire, Prince Napoleon IX grew up never wanting for anything. The only thing he could not purchase or have his servants acquire was greater control over his powers. Though Napoleon’s abilities are not as matured as his father’s or his grandfather’s—the faster Napoleon moves, the less intense the flames around him become—he has never seen a reason to develop them any more than he already has. After all, if France ever went to war with another nation, the emperor would not be on the front lines! He would have armies to go into battle for him.

      Nevertheless, in 1994, a 15-year-old Napoleon found himself wishing he were as capable as his predecessors. Napoleon had raised the ire of one of his cousins—someone who had taken his training seriously—and came under attack. In a panic, Napoleon started to run. A moment later, he found himself crashing through the window of a building that hadn’t been there seconds before. Worse, he was surrounded by strange people in strange uniforms and a group of Asians—obviously insurgents from the Empire of Great Japan, come to try and use him as a bargaining chip against his grandfather.

      In reality, Napoleon had somehow accidentally pierced the boundaries of space and time. It was no longer 1994, but 2009. He was not in Paris, but Vienna.

      Further, he was no longer in his home dimension, but rather on a parallel world.

      Having just burst through the wall of the North Korean Embassy, Napoleon came under attack by one of the Specials bred by the Korean Military: Pak Dong-suk flew for Napoleon and moved to deliver the beating of a lifetime. The young man might have killed Napoleon had it not been for the actions of Magnitude, leader of the Volunteers. Magnitude easily incapacitated Napoleon and spirited him away to the New Vindicators Academy of Europe where his strange story slowly began to unravel… (New Vindicators Academy of Europe #20)
      • STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10

        SKILLS: Languages 1 (English, French [base])

        FEATS: Benefit 1 (Status [Prince of France, Oubliette-1127]), Equipment 2

        POWERS: Immunity 10 (fire effects), Super-Speed 8 (1,000 MPH; Dynamic Alternate Power: Energy Aura [fire, bitches!])

        Equipment: cell phone (as cell phone and digital camera), comm link, GPS receiver, New Vindicators uniform (+2 Toughness, Immunity 2 [cold and heat])—2 free equipment points

        COMBAT: Attack +0, Grapple +0, Damage +0, Defense +0, Knockback -0, Initiative +32

        SAVES: Toughness +2, Fortitude +2, Reflex +2, Will +6

        COMPLICATIONS: Obsession (returning home), Reputation (spoilt, arrogant, brat)

        Abilities 0 + Skills 1 (1 rank) + Feats 3 + Powers 53 + Combat 0 + Saves 10 = 67 points


      Originally posted by Michuru81
      A few people have noted that I introduced an alternate world without allowing anyone to come over from it (as I normally do) but the plan has been to bring Napoleon over for some time.

      Napoleon's intended to be worthless right now. He's a rich kid who has never had to dirty his hands. He's never thrown a punch, much less taken one. He'll grow into his build as things go. In the meantime, his primary defense mechanism comes straight out of Dan McNinja's playbook: "Ninja's can't catch you if you're on fire." By standing relatively still, Napoleon can shift his points over to bump his Energy Aura to 8--and still have enough left over for Super-Speed 1! At the moment, that's about his only trick. He can either run fast or burn hot or run slightly less fast and burn slightly less hot. You get how it works.
      Last edited by Michuru81; 08-22-2015, 04:46 PM.
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      • #48
        Re: OUBLIETTE (2E Original Builds)

        I hate these forums...
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        • #49
          Re: OUBLIETTE (2E Original Builds)

          DURENDAL (Power Level 10)

          Real Name: Nanette Montauban (née Lefebvre)
          Aliases: Voleur
          Height / Weight: 5’4” / 114 lbs.
          Hair / Eyes: Black / Brown
          Place of Birth: Bayonne, Aquitaine, France (February 11, 1982)
          First Appearance: New Vindicators Academy of Europe #14
          Tags: #france, #neosapien

          Physical Appearance: Nothing stands out about Nanette physical. She is a woman of average build with shoulder-length hair who dresses modestly. As Durendal, she looks to be a ruggedly handsome man with a chiseled physique and a dimpled chin. In this guise, she wears a white singlet with a blue stripe down the right side of her body and a red stripe down the left. She wears white gloves, boots, and a cape with a golden fleur-de-lis on the chest and cape.

          Relationships: Father, Mother, Roland Montauban (husband), Brother (deceased), Sister, Sister-in-Law (deceased), Niece (deceased), Niece (deceased)

          Biography: There was something about Roland Montauban… From the moment Nanette saw the boy, she felt there was something special about him. The truth was that meeting him had caused her latent Neo-Sapien abilities to manifest: she had an ability to detect other Neo-Sapiens, and Roland was the first such being she had ever encountered.

          Being around him, Nanette discovered another aspect of her abilities: she could cause a Neo-Sapien to lose control over their abilities; so long as they could not control them, she could use them, albeit with the caveat that she unwillingly adopted aspects of their personality. Roland’s ability to alter his appearance became unstable. As he shifted through numerous guises, she took on his. Their parents guided them, and helped Nanette to release Roland’s abilities.

          Rather than hostility between the two families, the two families became friends. Roland and Nanette grew up together—they played together. As they entered junior high, romance blossomed. Neither had ever so much as kissed another person. They simply knew they were meant to be.

          While still in high school, they petitioned for emancipation and were married before either’s seventeenth birthday. After graduation, they went to college in Paris, with Nanette eventually becoming a pharmacist assistant and Roland joining the police force.

          Years later, Roland became involved in a shootout with the Milieu. Also there was a Reynard, a super-powered mercenary who employed his traumatic illusions in aiding the French mafia. The attack left Roland in a coma and his wife seeking justice.

          With the Vindicators unable to respond to the Milieu’s activities, Nanette used her powers on her husband, giving herself the disguise of a stereotypical superhero paragon. Still, she knew that to wage war on crime, she would need actual power. She traveled to Băile Tuşnad, Romania, where she proceeded to use her powers on Lydia Amânar, Alina’s younger sister. Nanette’s powers caused Lydia’s latent ability to fly to manifest and left her without the ability to land.

          A group from the New Vindicators Academy of Europe (Fluxx, Impasse, Quintessence, Sprite, and Ursa) arrived to save Lydia from floating away from the planet. While they worked with her, Nanette proceeded to seek out Lydia’s sisters—an act that eventually put her into conflict with the heroes. During the scuffle, Nanette took two of their powers: Impasse was no longer able to stop moving, while Ursa found he could not shift back to his human form. Moving to save lives, the New Vindicators allowed Nanette to get away. Without knowing her name, they christened her ‘Voleur’—the French word for ‘thief’. (NVAE #14)

          Calling herself Durendal, Nanette began to make headlines for fighting crime in France. Called the French Superman, her country rejoiced that they had a savior. Her drive to do good caused her to arrive in Vienna when Siegfried’s mercenaries attacked the city. Joining Magnitude and Thorn in fighting Francois and Antoine Vitesse, Durendal offered to use her powers to make her countrymen lose control over their abilities—an offer Magnitude declined. (NVAE #17)

          Durendal stayed in Vienna to help with the recovery process. During this time, she met Quwah and took his super-strength. Determined not to let anyone suffer like her boyfriend had, Sprite was determined to head off and confront Durendal. She was stopped by Fluxx, who convinced her to give him until the end of the day to rectify the situation diplomatically. When he was unable to do so, Sprite took off on her own, forcing her classmates to chase after her.

          In Paris, Sprite called Durendal out. A debate began in the air and then continued on the ground. When Durendal perceived Fluxx’s bluff as a threat against the French citizens gathered around them, the situation unraveled. In the end, Durendal surrendered all of the abilities she had taken—including her husband’s morphing ability. (NVAE #18)

          With Durendal’s identity exposed, France feared that the Milieu would move on Nanette’s family. Her family was put into protective custody. They underestimated the mafia’s reach, however: Nanette’s brother, his wife, and their children were killed by their own police guard. (NVAE #19)
          • STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10

            SKILLS: Bluff 4, Concentration 6, Craft (chemical) 6, Knowledge (current events) 2, Knowledge (life science) 6, Knowledge (popular culture) 4, Languages 2 (English, French [base], German), Notice 4, Profession 6 (pharmacist), Sense Motive 4

            FEATS: Equipment 2

            POWERS: Mimic 10 (All Powers; Extras: Duration [Continuous, +1], Extra Subject [10 subjects, +4], Linked [Power Control, +0], Stacking [+1]; Flaws: Limited [infernal descendants, -1]), Power Control 10 (Extras: Duration [Continuous, +1], Effortless [+1], Linked [Mimic, +0]; Flaws: Limited [infernal descendants, -1], Range [Touch, -2], Uncontrolled [-1]), Super-Senses 4 (Enhanced Senses: Analytical Detect, Extended Detect, Ranged Detect; Additional Senses: Detect Infernal Descendants)

            Equipment: cell phone, costume

            COMBAT: Attack +6, Grapple +5, Damage +0, Defense +6 (+3 flat-footed), Knockback -0, Initiative +0

            SAVES: Toughness +0, Fortitude +7, Reflex +7, Will +7

            COMPLICATIONS: Hatred (The Milieu), Quirk (takes on mental traits of mimicked subjects), Responsibility

            Abilities 0 + Skills 11 (44 ranks) + Feats 2 + Powers 84 + Combat 22 + Saves 21=140 points


          Originally posted by Michuru81
          Durendal is a concept I was very excited to dig into and, ultimately, failed to execute it to the best of my abilities. I think that this story could have been better had I taken my time with it--mostly to let the PCs see more of the good Durendal was doing over the course of multiple sessions... Let it become much more of a moral problem of do you stop someone who is saving the world, albeit at the cost of a few people's comfort? I could have played with that a bit more than I did.

          So, the build itself... This is the base build, in it's final form. When Durendal first showed up, she was rocking nothing in combat, to show how inexperienced she was. The goal was that she would get a bit better each time she did something, sort of representing that she's really just some lady who's never so much as been in a brawl. Looking back, it's hard to really justify how she goes from 0 to 6 in under a week. Again, I should have spaced this out better.

          I blame flynnarrel. :-p
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          • #50
            Re: OUBLIETTE (2E Original Builds)

            Does anyone from the NVAE know about Nanette's family? It seems to me that should the story get out some folks might be anxious to start after the Milieu...and bring the sort of awful consequences that come with going after organized crime down on their friends and family.

            Also, Durendal's popularity makes me wonder...what happens when a country decides not to cooperate with the UN charter on imprisoning super-humans, because...reasons? I mean, there are a ton of UN resolutions and rules that member countries find loopholes in, or decide not to recognize or make exceptions to because...blah, blah, blah.

            What if the French government decided to refuse to hand Nanette over to the UN to dump into Pandora? What could be done? France is one of the 5 permanent members of the UN security council and can veto any punitive measure, except a general censure.

            Anyway, I was just wondering.

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            • #51
              Re: OUBLIETTE (2E Original Builds)

              Originally posted by Horsenhero View Post
              Does anyone from the NVAE know about Nanette's family? It seems to me that should the story get out some folks might be anxious to start after the Milieu...and bring the sort of awful consequences that come with going after organized crime down on their friends and family.
              Violet does!

              Originally posted by Horsenhero View Post
              Also, Durendal's popularity makes me wonder...what happens when a country decides not to cooperate with the UN charter on imprisoning super-humans, because...reasons? I mean, there are a ton of UN resolutions and rules that member countries find loopholes in, or decide not to recognize or make exceptions to because...blah, blah, blah.

              What if the French government decided to refuse to hand Nanette over to the UN to dump into Pandora? What could be done? France is one of the 5 permanent members of the UN security council and can veto any punitive measure, except a general censure.

              Anyway, I was just wondering.
              I'm honestly not sure... I might need to look into it--it has the potential for a future plotline... Usually, with something like this, I try looking for a real-life precedent. I'm fortunate enough to be friends with a couple of lawyers who have been invaluable to helping to map out other plots in this arena, but I suspect they'll be out of their element when it comes to UN resolutions and such.

              It's sort of happened, though: the Vatican, Taiwan, Kosovo, and Palestine are the only countries not holding UN member status. This means that whatever country hosting Al-Akhwan are sort of already doing this. The trouble would be proving that the government of countries like Afghanistan, Algeria, Libya, ect. know where they are.
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              • #52
                Re: OUBLIETTE (2E Original Builds)

                I think the problem with Durendal was that her powers made her victim's lives a living hell.
                If all it did was take away their powers it might have made her a much more relatable figure without being too game breaking (as she couldn't just take everybody's powers).

                As it stands she really did come out of nowhere, turned Viktor into an unstoppable ballistic missile (which could have resulted in a lot of deaths, including his own), nearly sent a girl to spend the rest of her life floating through space, locked one (temporarily) into a bear, and turned one guy into a danger to anything around him.

                And when confronted by what she was doing her response was, largely, "So?"

                It didn't make her seem like a nice person. Worse it seemed largely like she'd never intended to return the powers even after she'd finished her little war against crime.

                It probably didn't help that we got to see the victims a lot more than we got to see Durendal, or that every time Durendal showed up somebody else was victimized.

                Still, I wouldn't be overly shocked if France decided to fight her extradition (she's not really a danger without access for another neo so a normal prison would hold her), and tried to fight her charges in court (I suspect a large number of them would be rather hard to prove). After that if they found her some volunteers and suddenly she's back in business and you have an antagonistic good guy on the loose.

                Of course if she's using unwilling victims again you wind up with a much worse dilemma because now either you kill her or she just winds up doing her thing over and over again.

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                • #53
                  Re: OUBLIETTE (2E Original Builds)

                  Yeah, Durendal is a neat concept that was ultimately executed poorly.

                  I also found the whole "personality trait quirk" to have come out of left field, as the obvious solution is to have her copy the powers of imprisoned villains, and because we never really saw any of Durendal's thoughts or actions while she was alone, I got no sense that her personality (such as it was) had changed from appearance to appearance.
                  Any sound can shake the air. My voice shakes the heart!

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                  • #54
                    Re: OUBLIETTE (2E Original Builds)

                    Originally posted by Arkrite View Post
                    Of course if she's using unwilling victims again you wind up with a much worse dilemma because now either you kill her or she just winds up doing her thing over and over again.
                    Or you send her to Pandora and she becomes a monster. Though that likely isn't an option once the current extra dimensional group returns.

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                    • #55
                      Re: OUBLIETTE (2E Original Builds)

                      I think she's a premise that would work much better in a narrative. Much easier to show the audience the character and why they're doing what they're doing.

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                      • #56
                        #329: Kenny O'Shae

                        KENNY O’SHAE (Power Level 0)

                        Real Name: Kenneth “Kenny” O’Shae
                        Height / Weight: 5’7” / 138 lbs.
                        Hair / Eyes: Red / Green
                        Place of Birth / Date of Birth: Kilmallock, Ireland / September 14, 1972
                        Home Dimension: Oubliette-137
                        First Appearance: New Vindicators Academy of Europe #23
                        Tags: #ireland, #neosapien

                        Physical Description: Kenny is a pale, gaunt man with curly red hair and a bushy beard—both of which are usually unkempt. While he does not care what he wears, he is typically barefoot.

                        Relationships: Seamus O’Shae (brother), Molly O’Shae (sister-in-law), Randy O’Shae (nephew), Bridgette O’Shae (niece; deceased), Ciana O’Shae (niece; deceased), Ava O’Shae (niece; deceased)

                        Biography: Kenny O’Shae was always an underachiever. In school, he did the bare minimum of what was expected in order to pass. As he transitioned into his teen years, Kenny found himself frequently in trouble with the gardaí, as he began to use his powers to grow and distribute marijuana.

                        When their mother passed away, Kenny’s older brother Seamus became determined to straighten the young man out. Seamus ran a local pub and soon put his brother on the payroll. Kenny lacked motivation, however, and continued to only do the bare minimum. He wasn’t truly happy unless he was outside—fishing or swimming or camping.

                        Eventually, Seamus married and started a family. His strong work ethic made him frequently absent from his children’s lives, and while the girls had their mother, Seamus’ only son clung to his Uncle Kenny.

                        A week before Randy’s fifteenth birthday, the youth woke up in the middle of the night to find the rest of his immediate family missing. Outside, he found them: his parents were sacrificing his sisters in a ritual meant to enhance Seamus’ Neo-Sapien talents. Randy fled, seeking out the only person he could trust: Kenny.

                        Together, the two fled Ireland for the United Kingdom. Kenny had heard of a division in the Secret Intelligence Service that dealt exclusively with super-powered beings. Not knowing who else to turn to, Kenny implored Randy to use his abilities to get them in touch with someone who could help.

                        They came into contact with William Arnett, director of MI18. Arnett decided that the best way to stop Seamus was to separate Kenny and Randy. Randy was old enough to be enrolled in the New Vindicators Academy of Europe, which William knew was magically warded against magical scrying. To protect Kenny, however, he called on the aid of another agent: the abjurer, Michael Hall.

                        Kenny said his goodbyes to Randy and was taken to the Shetland Isles. There, he was placed in a cottage that was warded against discovery. Four almost a year, Kenny remained inside, hidden until one fateful day…
                        • STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10

                          SKILLS: Knowledge (arcane lore) 1, Profession (bartender) 3

                          FEATS: Equipment 1

                          POWERS: Growth 4 (Extras: Affects Others [+1], Duration [Continuous, +1]; Flaws: Limited [plants, -1])

                          Equipment: None—5 free equipment points

                          COMBAT: Attack +0, Grapple +0, Damage +0, Defense +0, Knockback -0, Initiative +0

                          SAVES: Toughness +0, Fortitude +0, Reflex +0, Will +2

                          COMPLICATIONS: Obsession (self-preservation), Phobia (Seamus O’Shae)

                          Abilities 0 + Skills 1 (4 ranks) + Feats 1 + Powers 16 + Combat 0 + Saves 2 = 20 points


                        Originally posted by Michuru81
                        Kenny is currently in possession of a magical item--a ring that can transport whomever puts it on to the Astral Plane, until they take it off.

                        Device 1: Super-Movement 1 (Dimensional Movement [Astral Plane]; Power Feats: Triggered [putting the ring on]; Flaws: Limited [whomever wears it, -1], Unreliable [takes six hours to recharge, -1]), Super-Movement 1 (Dimensional Movement [Material World]; Power Feats: Triggered [taking the ring off]; Flaws: Limited [whomever wears it, -1], Unreliable [takes six hours to recharge, -1])—3 free points
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                        • #57
                          Re: OUBLIETTE (2E Original Builds)

                          I'm rather unimpressed with Kenny so far. I think he's far more interested in saving his own skin than protecting Randy and is using "if Seamus finds me, Randy dies" as an excuse to stay hidden.

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                          • #58
                            Re: OUBLIETTE (2E Original Builds)

                            Originally posted by Shock View Post
                            I'm rather unimpressed with Kenny so far. I think he's far more interested in saving his own skin than protecting Randy and is using "if Seamus finds me, Randy dies" as an excuse to stay hidden.
                            Yeah, that's... that's pretty much his character in a nutshell. He's not meant to be heroic. He's just a guy. He has a power--it's not that impressive. He wanted to just coast through life, and then one night, his nephew shows up, and it becomes apparent that Seamus is going to kill them both. If it weren't for the fact that Randy is more powerful than he is, Kenny probably would have tried that old adage: "If you and your friend are being chased by a bear, you don't need to outrun the bear--you need to outrun your friend."

                            The cast has some pretty strong father figures as it is. Roger Murphy is a loving husband and father; Matt Kowalski put his own life on hold to save people in Africa; Augustus Lear takes both men's best qualities (good dad and giving back to the world)... Even if Manintights isn't in the game, I thought it was a good twist for Randy's father figure to be a real piece of crap (much like Randy's real father).

                            But yeah, if it came down to Randy or Kenny, Kenny's the sort of man who probably wouldn't have any problems with letting his nephew take it for him.
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                            • #59
                              #330: Caballero

                              CABALLERO (Power Level 8)

                              Real Name: Viktor "Vik" DeGallow
                              Height / Weight: 5’6” / 162 lbs.
                              Hair / Eyes: Black / Blue
                              Place of Birth / Date of Birth: Aranda de Duero, Spain / September 2, 1991
                              Home Dimension: Oubliette-134
                              First Appearance: New Vindicators Academy of Europe #12
                              Tags: #armada, #doppelganger, #neosapien, #oubliette-134, #spain

                              Physical Description: Viktor is a handsome young man who exudes smugness. Before his sentencing, he was seldom seen wearing anything other than designer clothes—typically preferring dark colors. He wears his hair long—to his jawline—and parts it down the middle.

                              Relationships: Alano DeGallow (father), Mother, Vicente DeGallow (brother), Sister, Robert Crawford / Blackguard (lover)

                              Biography: Viktor DeGallow quit school at the age of 14. He saw little need for it since his family was independently wealthy, and he just planned to mooch off them until he took over the family winery. His father seemed unconcerned with his only remaining son’s decision and welcomed the assistance on in the fields and with the business. A life of lazy days and excess then followed for quite some time, until just after Viktor’s seventeenth birthday…

                              A joyride on his new dirt bike and too much drinking resulted in Viktor crashing into the side of the local church. The bike was totaled, as were several of the walls of the building. The boy however, ended up wedged in a hill on the opposite side of the building.

                              Several weeks passed as the family fought off the press and the ensuing legal disputes, all the while trying to establish what was to be done with the Viktor. Ultimately, Viktor elected to make that decision for them. Almost a man, he decided to strike out on his own…

                              Viktor traveled across Europe, moving from metropolis to metropolis. However, he was accustomed to a particular sort of lifestyle—one he’d only been able to enjoy courtesy of his family’s money. Penniless in London, he decided to use his powers take what he wanted and plowed through the wall of a bank vault one night.

                              Viktor’s crime spree eventually won him the attention of Blackguard. The Nephilim took the young man in, and as the months progressed, friendship turned into something else. For the elder man, it was genuine love. For Viktor, however, it was convenience. Living at the Crawford estate supplied him with the sort of lifestyle he yearned for, and if all he had to do to maintain that was feign attraction to the other man, so be it.

                              One night, as they climbed into bed, there was a flash of light. Though they still found themselves in the master bedroom of Crawford Manor, the décor had noticeably changed. Ultimately, they discovered that they had been transported to another dimension…

                              As the months passed, Bob and Vik began to seek out a way to return to their world. Their search led them to Siegfried, who offered to help them, on the condition that they took part in an attack he was planning.

                              Their part in the plan was simple: lay siege to Kunsthistorisches Museum. The two did as required, but came into conflict with a group from the New Vindicators Academy of Europe: Pict, Greystone, Candyman, and Maze arrived to put a stop to their carnage. A battle ensued, and when Vik awoke, he was in custody.

                              The New Vindicators handed him over to the Hague, to stand trial for his crimes. He was sentenced to life in Pandora, where he eventually found himself joining the Armada. For well over a year, he and Blackguard served them on the mining team—aiding in the destruction of hundreds of worlds. It wasn’t until their arrival on Oubliette-720 that the pair’s spree was stopped, this time by the combined forces of Taheka and Tornado Allie.
                              • STR 14 (+2), DEX 10, CON 14 (+2), INT 8 (-1), WIS 12 (+1), CHA 14 (+2)

                                SKILLS: Bluff 4, Diplomacy 4, Knowledge (business) 3, Languages 1 (English, Spanish [base]), Notice 4, Sense Motive 4

                                FEATS: Attractive 1, Endurance 1, Fast Overrun, Improved Overrun, Improved Trip, Move-by Action, Takedown Attack 1

                                POWERS: Container 9 (Immovable 8 [Extras: Unstoppable {+1}], Protection 10 [Extras: Impervious 8 {+1}], Speed 4 [100 MPH], Super-Movement 2 [air walking], Super-Strength 4 [Flaws: Limited [only while in motion, -1]; Extras: Affects Others [+1]—1 free power point)

                                COMBAT: Attack +4, Grapple, Damage, Defense +4 (+2 flat-footed), Knockback, Initiative +0

                                SAVES: Toughness +12 (+8 impervious), Fortitude +7, Reflex +0, Will +6

                                Abilities 12 + Skills 5 (20 ranks) + Feats 7 + Powers 54 + Combat 32 + Saves 10 = 120 points


                              Originally posted by Michuru81
                              Caballero is the doppelganger of Impasse, one of the original PCs in the NVAE game. As such, I used the player's stats as a basis for how to build him. They should be similar, albeit with some differences. The main one being that Caballero's impervious works against energy, but he can't extend his abilities to more than one person.
                              Armada Status

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                              • #60
                                #331: Akkorokamui

                                AKKOROKAMUI (Power Level 10)

                                Real Name: Jiro Yamaguchi
                                Height / Weight: 5’5” / 124 lbs.
                                Hair / Eyes: None / Gold
                                Place of Birth / Date of Birth: Iwaki, Fukushima, Japan / March 7, 1975 (42-years-old at the time of sentencing)
                                Home Dimension: Oubliette-514
                                First Appearance: Tabula Rasa #25
                                Tags: #armada, #japan, #neosapien, #oubliette514

                                Physical Description: While Akkorokamui casts the shadow of a man, closer inspection reveals how far he his abilities have mutated his physiology. His hairless, soft skin has a slimy, velvety feel to it; while it changes its pigment to allow him to blend in with his surroundings, it is naturally a light reddish-brown color.

                                Akkorokamui’s head is perhaps his most alien feature: large, golden eyes hold horizontal, bar-like pupils; four small tentacles protrude from the area around his maw, where a beak resides in lieu of a mouth or nose.

                                Biography: At the dawn of the twenty-first century, the conflict between Japanese whaling companies and environmental activists escalated. Activities boarded whaling ships, attacking crew members; whalers hurled flashbang grenades at conservationist ships; an Australian ship rammed a Japanese vessel as it loaded a harpooned minke whale… In an effort to curb the activists’ involvement, the Academy for Cetacean Research hired the mercenary known as Akkorokamui.

                                Using his Neo-Sapien abilities to stalk activist ships, Akkorokamui boarded them in the night and proceeded to kill everyone on board. For years, he stalked the seas, ensuring that commercial whalers were able to continue unimpeded.

                                It wasn’t until Akkorokamui attacked a ship captained by Mandy King that he encountered any resistance. The Australian woman had recently begun a relationship with one of the Tokyo-based Vindicators, Samebito. There on one of her voyages, Samebito was able to fight Akkorokamui off. The murderer threw himself and his opponent into the water, ignorant of Samebito’s ability to transform into an anthropomorphic shark.

                                Bested by the hero, he was apprehended, but managed to escape shortly thereafter. Calling in reinforcements, Samebito began searching for the criminal, and ultimately they clashed again. Better prepared this time, they managed to capture and hold Akkorokamui. Fearing that he would escape a regular prison, Akkorokamui was sentenced to life on Pandora.

                                Here, he joined the Armada’s logistics crew. After learning of dimensions devoid of super-powered beings, he took advantage of Ganze’s newfound ability to travel to specific dimensions. Along with Vociferant, Basilisk, Breeder, and Swerve, he joined the Catherine and escaped to Oubliette-2, a world where Neo-Sapiens had never appeared.

                                As the five began to conquer the planet, the Drifter arrived, bringing with her six super-powered teens from Oubliette-731: Aisha Stein, Cyndi Brightman, Derryl Isaacson, Dirk Wolfram, Eric Vaughn, and John Saxon.

                                John, reeling from an encounter with Pandemonium, where he had been forced to take the lives of several innocent people, took no issue with ending the lives of the Armada members. While he killed the other four, Akkorokamui managed to escape into the Arctic Ocean. The New Vindicators destroyed the Catherine before the Astrolabe returned them to their home world, leaving Akkorokamui stranded on a world with no other super-powered beings.
                                • STR 12 (+1), DEX 12 (+1), CON 14 (+2), INT 10 [20] (+5), WIS 14 (+2), CHA 10

                                  SKILLS: Concentration 4 (+6), Escape Artist 8 (+9), Intimidate 8, Knowledge (history) 5 (+10), Languages 1 (English, Japanese [base]), Medicine 2 (+4), Notice 4 (+6), Sense Motive 4 (+6), Stealth 8 (+9)

                                  FEATS: Favored Environment (underwater) 4, Fearless, Jack-of-all-Trades, Master Plan, Startle

                                  POWERS: Additional Limbs 3 (four tentacles; Power Feats: Ambidexterity), Anatomical Separation 8 (Extras: Variable Split [+1]; Flaws: Limited [limbs, -1]; Drawbacks: One-Way Transformation [uncommon frequency; major intensity; -3 points]), Concealment 2 (visual; Flaws: Blending [-1]), Dazzle 10 (visual; Alternate Powers: Drain Constitution 10) Enhanced Intelligence 10, Immunity 1 (suffocation [underwater]), Insubstantial 1, Protection 8, Regeneration 6 (Recovery Rate [Disabled 4 {5 minutes}, Injured 2 {5 minutes}]; Power Feats: Persistent, Regrowth), Swimming 2 (25 MPH)

                                  COMBAT: Attack +8, Grapple +9, Damage +1, Defense +8 (+4 flat-footed), Knockback -5, Initiative +1

                                  SAVES: Toughness +10, Fortitude +5, Reflex +4, Will +9

                                  Abilities 12 + Skills 11 (44 ranks) + Feats 8 + Powers 74 + Combat 32 + Saves 13 = 150 points


                                Originally posted by Michuru81
                                Akkorokamui is pretty much just an octopus man--a lot of random utility powers that will let him tear through some bystanders, but he's not going to be a threat to a team of heroes. Sure, maybe he'll get the drop on one, but... then the others can effectively put him him down. If anyone is going to use such a villain, he benefits from either working behind the scenes to manipulate a situation, gathering a team that can keep the pressure off himself, or just outright avoiding such staggering odds. On his own, he'll stick close to the water, so that he has an easy escape route if things go south quickly. He isn't above hit-and-run tactics. A GM who isn't so concerned with keeping his NPCs on a 15pp/PL budget might want to invest in some Improved Initiative and Sneak Attack.
                                Armada Status

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