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  • The_Watchman's PbP Builds

    Just a place to store builds from various games. These are not meant to be canon accurate in the way some other build threads may be.

    None of the artwork in this thread is mine. The artist's name is present in the image link and will be removed immediately if requested.

    Feedback is always welcome.

  • #2
    Mary Mercury I

    Mary Mercury - PL 10

    Real Name: Marie Herman (formerly Marie Hammer and Marie Simmons)
    Alias: Marie Turner
    Actual Age: 98
    Apparent Age: 26
    Hair Color: Strawberry Blond
    Eye Color: Light Blue
    Appearance: Beautifully shapely with long legs and a brilliant smile, Mary is the very definition of a bombshell. Her costume resembles that of a USO dancing girl in red, white, and blue. Her chest and earrings are adorned with a blue circle with a red dot in the middle (Royal Air Force roundels). Her gloves and headband bear stylized wings. Out of costume, Marie dyes her hair black and uses make-up to alter her appearance subtly enough to distinguish Marie Turner from Mary Mercury.
    Personality: Seven decades of being a pin-up icon and a seductive secret agent have left Mary quite confident in her beauty. She is playfully flirty with friends and coldly manipulative with enemies that fall prey to her looks. Having seen far too many friends die in the line of duty, she can come off as rather flippant and slow to show any real closeness with new acquaintances. Nonetheless, she holds heroism in high regard and is quick to encourage younger heroes (which these days seems to include everyone she knows that isn't an immortal Greek inventor).

    Strength 2, Stamina 4, Agility 10/2, Dexterity 0, Fighting 5/1, Intellect 0, Awareness 2, Presence 1

    Advantages
    Attractive 2, Benefit, Alternate Identity: Marie Turner, Defensive Attack, Defensive Roll 2, Favored Environment: Aerial Combat, Improved Critical 2: Unarmed, Improved Disarm, Improved Initiative 3, Improved Smash, Luck 2, Move-by Action, Power Attack, Uncanny Dodge

    Skills
    Acrobatics 1 (+11), Close Combat: Unarmed 5 (+14/+10), Deception 13 (+14), Insight 4 (+6), Investigation 8 (+8), Perception 8 (+10), Persuasion 7 (+8)

    Powers
    Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
    . . Hyper-Flight: Flight 12 (Alternate; Speed: 8000 miles/hour, 16 miles/round; Distracting)
    Hyper-Metabolism
    . . Persistent Youth: Immunity 1 (Aging)
    . . Regeneration: Regeneration 5 (Every 2 rounds)
    Super Speed Tricks: Quickness 10 (Perform routine tasks in -10 time ranks)
    . . Flurry of Blows: Strength-based Strike 4 (Alternate; DC 21; Multiattack [2 extra ranks])
    . . High Speed Strike: Strength-based Strike 4 (Alternate; DC 21; Penetrating 6)
    Super-Speed: Enhanced Trait 43 (Traits: Dodge +4 (+14), Parry +7 (+14), Agility +8 (+10), Fighting +4 (+5), Close Combat +4 (+14), Advantages: Defensive Roll 2, Improved Initiative 3, Uncanny Dodge)

    Offense
    Initiative +22
    Flurry of Blows: Strength-based Strike 4, +14 (DC 21, Crit 18-20)
    Grab, +5 (DC Spec 12)
    High Speed Strike: Strength-based Strike 4, +14 (DC 21, Crit 18-20)
    Throw, +0 (DC 17)
    Unarmed, +14 (DC 17, Crit 18-20)

    Defense
    Dodge 14/10, Parry 14/7, Fortitude 10, Toughness 6/4, Will 10

    Power Points
    Abilities 24 + Powers 74 + Advantages 13 + Skills 23 (46 ranks) + Defenses 16 = 150

    Complications
    Enemies: Nazis, White Supremacists, and Other Scum: Mary has a number of enemies both old and new. She has particular animosity toward Nazis and anyone that embraces their destructive, hateful ideology. She has matched blows with Superior, White Knight, and many others over the years. Her ex-husband, Major Mercury was turned into the villainous Iron Hammer and may also still be out there.
    Fame: Superheroine: Mary has been a hero for the better part of 75 years and is world famous as a result. She has seen generations of heroes come and go. She puts great value in teaching newer generations to be heroes worthy of those that came before. Her current civilian identity also possesses some fame as an actress.
    Identity: Marie Herman: Mary Mercury is secretly Marie Herman although her civilian identity is currently Marie Turner, an actress. Her eternal youth has required her to adopt different identities over the years to conceal her lack of aging.

    Background: Marie Herman was an agent of the British Secret Intelligence Service when the golden age of mystery men began. Although she was naturally gifted as a spy, Marie's gender ensured she was employed as little more than a secretary by the SIS. Her unwillingness to quietly comply with expectations led her to a seemingly dead end assignment on the secret Project: Uplift designed to create super-soldiers to combat the threat posed by the Axis' superhuman agents. While the government held little faith in the project, the first test subject, John Hammer, was granted incredible powers by the process. Unfortunately, the Axis had infiltrated the project. A group of saboteurs stole the research notes and killed the lead researchers. Although Hammer and Marie managed to capture the saboteurs, the research notes and serum were destroyed. Hammer was given the codename Major Mercury and quickly grabbed headlines as a costumed hero during the London Blitz. With the Major's support, Marie was appointed as SIS liason to the newly formed Allies of Freedom. While her primary purpose was organization and intelligence gathering, she quickly found herself caught up in superpowered conflicts as well. In one of these battles, Marie was grievously wounded and only a blood transfusion from Major Mercury was able to save her. As a result, Marie gained powers of her own and soon took to the Major's side as Mary Mercury. The sultry speedster quickly gained fame among the allied nations with a particular following among Allied Airmen who took to painting pinups of her on their bombers. After fighting side by side for years, Marie and John had fallen in love and as the Reich collapsed and Japan seemed on the verge of surrender, the two retired to be wed. Unfortunately, this meant they were not present when the Nacht-Krieger slew most of the Allies of Freedom, which haunts Marie to this day.

    After the war, Mary and Major Mercury remained active as superheroes, fighting against the remnants of the Axis powers then fighting against superhuman threats from the USSR. During the 50s, Major Mercury was reportedly killed in action but in reality, he had been captured by the KGB's metahuman division and changed mentally and physically into the cruel Iron Hammer. After several failed attempts to save her husband, Mary was forced into a life-and-death battle against the Iron Hammer and his partner Red Sickle. The two Soviet agents seemingly perished in an explosion and Mary retired from the costumed life. In the 60s, she began operating as an agent of the newly formed AEGIS, working for long-time friend and, for a time time, husband, Jack Simmons. She spent the decade using her powers and skills to fight a secret war behind the scenes against SHADOW. She returned to costume life in the 70s for a short period before retiring over conflicts with the British government in the latter part of the decade, mirroring the anti-superhuman hysteria of Freedom City during Franklin Moore's tenure. She returned to the fight during the Terminus Invasion but retired afterward. It seemed the world had another new generation of heroes ready to take the place of heroes like Mary and the seemingly innumerable friends she lost over the years.

    Mary Mercury found retirement suited her and turned her ageless beauty and social talents to work as an actress. She found the position of a different kind of role model to suit her well and she was prepared to leave a lifetime of costumed heroics behind for good this time. But a request from the hero Goldmax brought her back to Freedom City in the hopes of assisting a new generation.

    ***Basically the love-child of Captain America and Spitfire, Mary is my attempt to make a speedster with a bit more flavor and versatility. Mary Mercury's personality is inspired in no small part by the BBC's Fleming miniseries.
    Last edited by The_Watchman; 04-30-2014, 11:11 AM.

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    • #3
      Goku (Abridged)

      Goku (Abridged) - PL 12


      Normal Form
      Strength 11, Stamina 12, Agility 4, Dexterity 0, Fighting 6, Intellect -2, Awareness 2, Presence 0

      Advantages
      All-out Attack, Assessment, Defensive Roll, Improved Initiative 2, Luck 2, Power Attack

      Skills
      Acrobatics 1 (+5), Close Combat: Martial Arts 2 (+8), Ranged Combat: Ranged Techniques 9 (+9)

      Powers
      Combat Techniques
      . . Energy Wave: Strength-based Strike 1 (DC 27; Increased Range: ranged [14 extra ranks], Split: 2 targets)
      . . Kamehameha: Strength-based Strike 1 (DC 27; Homing: 1 extra attempt, Increased Range: ranged [14 extra ranks])
      . . Solar Flare: Cone Area Dazzle 9 (Affects Sense: Sight, Resisted by: Will, DC 19; Cone Area: 60 feet cone; Diminished Range, Sense-dependent: Sight)
      . . Spirit Bomb: Strength-based Strike 3 (DC 29; Increased Range: ranged [14 extra ranks], Secondary Effect [14 extra ranks]; Activation 2: standard action, Distracting [14 extra ranks], Inaccurate: -2)
      . . Super-speed Strikes: Strength-based Strike 1 (DC 27; Insidious, Multiattack [14 extra ranks])

      Energy Sensing
      . . Sense Energy: Senses 6 (Accurate: Ki (Mental), Detect: Ki (Mental) 1, Extended: Ki (Mental) 2: x100, Ranged: Ki (Mental))
      . . Sense Power Level: Enhanced Trait 6 (Traits: Insight +10 (+12), Advantages: Assessment; Limited: Assessment Only)

      Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
      . . Maximum Speed: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Distracting)

      Kaioken: Enhanced Trait 4 (Advantages: Improved Critical 2 (Ki Blasts), Improved Critical 2 (Martial Arts)

      Offense
      Initiative +12
      Energy Wave: Strength-based Strike 1, +9 (DC 27, Crit 18-20)
      Grab, +6 (DC Spec 21)
      Kamehameha: Strength-based Strike 1, +9 (DC 27, Crit 18-20)
      Solar Flare: Cone Area Dazzle 9 (DC Will 19)
      Spirit Bomb: Strength-based Strike 3, +7 (DC 29, Crit 18-20)
      Super-speed Strikes: Strength-based Strike 1, +8 (DC 27, Crit 18-20)
      Throw, +0 (DC 26)
      Unarmed, +8 (DC 26, Crit 18-20)

      Defense
      Dodge 7, Parry 7, Fortitude 12, Toughness 13/12, Will 9


      Super Saiyan
      Strength 14, Stamina 15, Agility 5, Dexterity 0, Fighting 7, Intellect -2, Awareness 2, Presence 0

      Advantages
      All-out Attack, Assessment, Defensive Roll, Improved Initiative 2, Luck 2, Power Attack

      Skills
      Acrobatics 1 (+6), Close Combat: Martial Arts 2 (+9), Ranged Combat: Ranged Techniques 9 (+9)

      Powers
      Combat Techniques
      . . Energy Wave: Strength-based Strike 1 (DC 30; Increased Range: ranged [14 extra ranks], Split: 2 targets)
      . . Kamehameha: Strength-based Strike 1 (DC 30; Homing: 1 extra attempt, Increased Range: ranged [14 extra ranks])
      . . Solar Flare: Cone Area Dazzle 9 (Affects Sense: Sight, Resisted by: Will, DC 19; Cone Area: 60 feet cone; Diminished Range, Sense-dependent: Sight)
      . . Spirit Bomb: Strength-based Strike 3 (DC 32; Increased Range: ranged [14 extra ranks], Secondary Effect [14 extra ranks]; Activation 2: standard action, Distracting [14 extra ranks], Inaccurate: -2)
      . . Super-speed Strikes: Strength-based Strike 1 (DC 30; Insidious, Multiattack [14 extra ranks])

      Energy Sensing
      . . Sense Energy: Senses 6 (Accurate: Ki (Mental), Detect: Ki (Mental) 1, Extended: Ki (Mental) 2: x100, Ranged: Ki (Mental))
      . . Sense Power Level: Enhanced Trait 6 (Traits: Insight +10 (+12), Advantages: Assessment; Limited: Assessment Only)

      Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
      . . Maximum Speed: Flight 10 (Alternate; Speed: 2000 miles/hour, 4 miles/round; Distracting)

      Kaioken: Enhanced Trait 4 (Advantages: Improved Critical 2 (Ki Blasts), Improved Critical 2(Martial Arts)

      Super Saiyan Form (Activation: Free Action)
      . . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +3 (+14), Stamina +3 (+15), Fighting +1 (+7), Agility +1 (+5); Quirk: Hair and Eye Color Change)

      Offense
      Initiative +13
      Energy Wave: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
      Grab, +7 (DC Spec 24)
      Kamehameha: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
      Solar Flare: Cone Area Dazzle 9 (DC Will 19)
      Spirit Bomb: Strength-based Strike 3, +7 (DC 32, Crit 18-20)
      Super-speed Strikes: Strength-based Strike 1, +9 (DC 30, Crit 18-20)
      Throw, +0 (DC 29)
      Unarmed, +9 (DC 29, Crit 18-20)

      Defense
      Dodge 8, Parry 8, Fortitude 15, Toughness 16, Will 9

      Complications
      How Do You Even Function?: Goku operates at a level of apparent stupidity and naivete that seems almost unbelievable. Clever opponents are often able to take advantage of his stupidity.
      Obsession: Christmas: Goku loves Christmas to an absurd degree. Snow and other elements of Christmastime can put him off his guard to delight in his surroundings and any threats to the holiday (real or totally imagined) can drive him into a rage.
      Obsession: Food : Goku loves to eat and will ignore pratically anything else for food. Insulting food, particularly bacon, is a surefire way to get on his badside.
      Technological Moron: Goku is terrible at using technology and tends to wreck any vehicle he gets into. He thus has a knack for finding functions that the designer never intended however, such as the infamous Muffin Button.

      ***I love Team Fourstar's Dragonball Z Abridged way too much and this is the second build I created based on it (the first being Piccolo). Stat-wise, Goku is pretty much a dull-as-dishwater paragon with a couple of tricks but his unbelievable stupidity is very fun to play in a more lighthearted game. Superman would completely mop the floor with him, though.
      Last edited by The_Watchman; 04-30-2014, 11:07 AM.

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      • #4
        Red Wave - PL 9



        Quote: "You have hurt my friends for the last time. Now you face a Jotun!"
        Real Name: Blóðughadda (Blóð for short, pronounced Blowd)
        Mentor: Leviathan (Aquaman)
        Role: Hero(ine)
        Description: Blóð is close to 7 feet tall, muscled, and lithe. Her skin is very pale as she's new to the surface world and she doesn't tan. Her hair is long, bright crimson, and typically ill-kept.
        Background: With the decline of the Vikings, the sea god Aegir became a hermit deep beneath the sea. As mankind took to the waves in ever increasing numbers, Aegir and his family remained secluded deep underwater. From time to time, Aegir and his wife Ran would rescue sailors from their doom or drive off those who preyed on the creatures of the sea but their exploits were mere rumor and myth. All that changed with the outbreak of World War II with the surprise attack of Susanoo and his minions. For centuries, the sea gods had kept to their respective kingdoms but Susanoo had grown greedy for more. He allied with the Imperial Japanese fleet to take control of the waters of the entire earth. Poseidon was among the first to fall as one of the oldest and strongest of the ocean lords. In desperation, the gods banded together. Aegir led the charge and his arrival on the surface coincided with the attack on Pearl Harbor. With his incredible strength and size, combined with his command over sea creatures, Aegir was dubbed Leviathan by the Allied Press. Leviathan and his allies played a crucial role in turning the tide both above and below the waves. In a climatic battle, Leviathan defeated Susanoo and looted his sword Grasscutter. Sadly, the cost had been high and Aegir was left as the guardian of all the seas

        After the war, Leviathan returned to his domain to live in peace. He protected the seas openly but peacefully for those who respected the hospitality of his realm. He kept mostly to himself until the Martian attack. Aegir would not allow such an attack on his protected home and he lent his awesome power to the battle. Afterwards, Aegir agreed to serve as a full-time member of the Justice Corps (following a lot of prompting from Ran). Ran and their daughters remained in Hlesey but Blóðughadda longed for more. She yearned to be a hero like her father and not a glorified hostess like her sisters.

        Blóð got her wish with the sudden return of Susanoo. The mad sea god unleashed the worst horrors of Yomi against Aegir and his family. Desperately, Aegir took up Grasscutter to defend his family. But Aegir did not know the dark power of the blade. In the hands of one who had taken life, Grasscutter was a weapon of horrid and devastating power but would corrupt its bearer. Blóð put herself between the maddened Aegir and her family. Through sheer determination, she managed to get the weapon away and in the hands of one who had never killed, Grasscutter returned to its peaceful state. Blóð and Aegir drove back Susanoo's forces. Aegir finally agreed to let Blóð join him in his work.

        Grasscutter: Grasscutter (Kusanagi-no-Tsurugi) is a legendary sword found by Susanoo within the tail of a dragon. It is supernaturally sharp but will only cut what the wielder wishes to harm. It is able to control the wind and able to deflect attacks made against the wielder. Its true power only comes out in the hands of a one who has willingly taken the life of another. When truly unleashed, the blade possesses the wielder to produce incredible power able to kill the gods themselves. The sword takes a shape appropriate to its wielder and is an ornate viking sword roughly 4 feet in length when wielded by Red Wave.

        Strength 11, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 1, Awareness 2, Presence 2

        Advantages
        Accurate Attack, All-out Attack, Attractive, Fast Grab, Favored Environment: Aquatic, Fearless, Improved Disarm, Improved Hold, Improved Initiative 2, Improved Smash, Inspire 2, Interpose, Leadership, Luck, Move-by Action, Power Attack, Second Chance: Disarmed by a Weapon, Weapon Bind, Weapon Break

        Skills
        Insight 6 (+8), Intimidation 7 (+10), Perception 6 (+8), Persuasion 4 (+6)

        Powers
        Divine Path
        . . Superhuman Athleticism
        . . . . Leaping: Leaping 5 ([0 active, 0/10 PP, 1/r], Leap 250 feet at 60 miles/hour)
        . . . . Speed: Speed 5 ([0 active, 0/10 PP, 1/r], Speed: 60 miles/hour, 900 feet/round)
        . . Swimming: Swimming 10 (Speed: 500 miles/hour, 1 mile/round)
        . . Unstoppable
        . . . . Immunity: Immunity 5 ([0 active, 0/10 PP, 1/r], Entrapment)
        . . . . Regeneration: Regeneration 5 ([0 active, 0/10 PP, 1/r], Every 2 rounds)

        Grasscutter
        (Easily Removable (indestructible))
        . . Dragon's Strike: Strength-based Strike 1 (DC 27; Feature: Will only cut what the wielder wishes to harm, Reach (melee) 5: 25 ft.)
        . . . . Element Control: Element Control 3 (Alternate; Element: Air, 800 lbs.; Increased Mass)
        . . . . No Weapon Forged May Compare: Strength-based Strike 1 (Alternate; DC 27, Advantages: Improved Disarm, Improved Smash, Second Chance: Disarmed by a Weapon, Weapon Bind, Weapon Break; Affects Objects Only, Alternate Resistance: Fortitude)
        . . . . Silent as the Wind: Concealment 8 (Alternate; All Aural Senses, All Olfactory Senses, All Visual Senses; Blending, Quirk: Ineffective in water)
        . . . . Wind's Return: Deflect 7 (Alternate; Reflect; Reduced Range: close)
        Sea Giant's Blood
        . . Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Permanent)
        . . Immunity: Immunity 4 (Aging, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
        . . Protection: Protection 2 (+2 Toughness)

        Tongue of the Sea: Comprehend 4
        (Animals - Speak To, Animals - Understand, Languages - Speak All, Languages - Understand All; Broad Type: Sea Creatures (Animal Comprehend) [2 ranks only])

        Offense
        Initiative +8
        Dragon's Strike: Strength-based Strike 1, +6 (DC 27)
        Grab, +6 (DC Spec 21)
        No Weapon Forged May Compare: Strength-based Strike 1, +6 (DC Fort 27)
        Throw, +0 (DC 26)
        Unarmed, +6 (DC 26)

        Complications
        Enemy:Susanoo and the forces of the Yomi: Blod shares her father's animosity toward Susanoo and his allies. Her acquisition of Grasscutter has only further acerbated the situation.
        Honor: Blod was brought up under a strict code of honor and loathes resulting to trickery to achieve her ends. She will seek out a direct fight whenever possible. She also takes hospitality very seriously.
        Motivation: Recognition: Blod wants to live up to her father's example and prove herself a warrior hero.
        Quirk: Party Girl : While she may be serious on the battlefield, Blod shares her dad's love of a good time. Since she appears to be a minor to the surface world, she's forbidden from engaging in their shared love of ale but she'll still seek out a party whenever possible.
        Relationship: Her father Aegir, mother Ran, and her 8 sisters.
        Responsibility: In addition to her responsibility as a hero, Blod is the bearer of Grasscutter and responsible for keeping the sword out of the hands of those who would use it for evil. She doesn't even begin to tap into the sword's true potential and fears to do so after seeing what it did to her father.

        Defense
        Dodge 7, Parry 7, Fortitude 9, Toughness 11, Will 9

        Power Points
        Abilities 50 + Powers 40 + Advantages 16 + Skills 12 (23 ranks) + Defenses 17 = 135

        ***My Aquagirl analog for a Young Justice game. I like the mix of mythology elements and especially liked the challenge of making an aquatic character that had nothing to do with Atlantis (or any other Greek myth).
        Last edited by The_Watchman; 04-30-2014, 11:04 AM.

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        • #5
          Rasa - PL 8

          Strength 1, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 0, Awareness 3, Presence 2

          Advantages
          Close Attack, Daze (Deception), Defensive Attack, Equipment 6, Grabbing Finesse, Hide in Plain Sight, Improved Trip, Move-by Action, Power Attack, Quick Draw, Set-up 2, Skill Mastery: Deception, Skill Mastery: Stealth, Takedown, Teamwork

          Skills
          Acrobatics 4 (+8), Athletics 5 (+6), Deception 14 (+16), Insight 6 (+9), Investigation 4 (+4), Perception 5 (+8), Sleight of Hand 4 (+8), Stealth 8 (+12)

          Powers
          Cloak
          . . Flight: Flight 1 (Linked; Speed: 4 miles/hour, 60 feet/round; Gliding)
          . . Movement: Movement 1 (Linked; Safe Fall)
          Gauntlets
          . . 'Face Hugger': Progressive Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Progressive)
          . . Damage: Strength-based Damage 4 (Linked; DC 20)
          . . Glue Bomb: Snare 4 (Alternate; DC 14; Reversible; Reduced Range: close)
          . . Shadow Bomb: Cloud Area Concealment 2 (Alternate; Sense - Sight; Cloud Area 2: 30 feet radius sphere)
          . . Shock: Affliction 5 (Linked; electricity, 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 15)
          Goggles: Senses 4 (Analytical: Vision, Infravision, Radio, Tracking: Infravision 1: -1 speed rank)
          Grapple Gun: Movement 1 (Swinging)
          Kevlar Lining: Protection 3 (+3 Toughness; Impervious)
          Rebreather: Immunity 3 (Poison, Suffocation (All); Limited: Poison Gas Effects [1 rank only])
          Immunity: Immunity 10 (Common Descriptor: Sensory Powers)

          Equipment
          Costume [Cloak; Gauntlets; Goggles: Senses 4, Analytical: Vision, Infravision, Radio, Tracking: Infravision 1: -1 speed rank; Grapple Gun: Movement 1, Swinging; Kevlar Lining: Protection 3, +3 Toughness; Impervious; Rebreather: Immunity 3, Poison, Suffocation (All); Limited: Poison Gas Effects [1 rank only]]

          Offense
          Initiative +4
          'Face Hugger': Progressive Affliction 3, +11 (DC Fort 13)
          Damage: Strength-based Damage 4, +11 (DC 20)
          Glue Bomb: Snare 4, +11 (DC Dog 14)
          Grab, +11 (DC Spec 14)
          Shock: Affliction 5, +11 (DC Fort 15)
          Throw, +4 (DC 16)
          Unarmed, +11 (DC 16)

          Complications
          Compulsive Liar: Rasa has a tendency to lie whenever she can.
          Identity: Tabitha Sloane
          Relationship: Adopted daughter of David Sloane, AKA Foreshadow
          Secret: Rasa's past is a mystery to her as much as anyone.

          Defense
          Dodge 11, Parry 11, Fortitude 5, Toughness 5, Will 7

          Power Points
          Abilities 52 + Powers 10 + Advantages 21 + Skills 25 (50 ranks) + Defenses 15 = 123

          Background: Tabitha was living on the streets when she first met Foreshadow. She'd been surviving on petty grifting but found herself on the bad side of a local band of toughs. They chased her to the rooftop and all seemed lost when the shadow fell over her attackers. The dark avenger struck the muggers down with savage precision but in the chaos, Tabitha lost her balance and fell over the edge. The masked figure grabbed her but behind the black cloak, Tabitha could see his utter surprise. He pulled her back onto the roof and vanished into the darkness. The next day, a man named David Sloane visited the shelter that Tabitha frequented. He offered Tabitha a home. Tabitha was suspicious but accepted the offer, planning to enjoy a nice place to stay for a while and steal whatever she could get.

          However, she quickly found that Sloane was seemingly infinite in his patience for her and seemingly omniscient in his ability to catch her whenever she tried to scam him. He forced her to attend school and whenever she played hooky, put her through a strenuous home tutoring. She did find at least something to enjoy in the self defense lessons he set up for her. It was only in hindsight that she realized how oddly specific her training was over those early years. It was only when Foreshadow came for her that she learned the truth. David Sloane was Foreshadow and his infamous detective skills were aided by a superhuman ability to see the future. He revealed that he had taken her in because she was a blindspot in his precognition. When she fell off the roof, it took him completely by surprised. He had taken her in to ensure that if he couldn't watch over her through his visions, he decided to watch her directly. He offered to train her further to be his sidekick. She accepted without hesitation. Soon she debuted as the free-spirited Rasa, the white specter. She loved her new life, delighting in the chance to put all her skills to the test in the service of something more than her own greed.

          Rasa recently moved to Summit as a way to prove her skills on her own apart from her mentor. She attends a local high school and receives a stipend from Foreshadow to cover basic living expenses. She usually just forges his signature on school paperwork when he isn't actually in town to keep an eye on her.

          Powers: Rasa is invisible to extrasensory powers like post- and precognition and mind reading. This does not hide her from conventional senses or technological detection such as thermal cameras.

          ***The "Robin" for Freedom City's Foreshadow (a masked crimefighter with precognitive abilities). I don't think her stats (particularly her "super-sense blind spot" power) are quite right for what I had in mind so I may try a rebuild down the line.
          Last edited by The_Watchman; 04-30-2014, 11:03 AM.

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          • #6
            Re: The_Watchman's PbP Builds

            Spider-Man - PL 12

            Name: Ben Reilly
            Genetic Identity: Peter Benjamin Parker
            Occupation: Freelance Inventor
            Background: Ben Reilly was born in a test tube or so he believed. He was created by The Jackal as the ultimate weapon to destroy Spider-Man. In a pitched battle between the two Spider-Men, Ben came up short. After recovering, Ben went home only to see another man in his place. He became convinced that he must be the clone as the real Spider-Man would have won their battle. Unwilling to bring any more suffering to his "brother", Ben took to the road, using name created from Peter Parker's beloved uncle's first name and his aunt's maiden name. But after years of searching for his place in the world, he found himself drawn back to New York City. The machinations of the Jackal put Ben and Peter back together with Ben adopting the identity of the Scarlet Spider. After the dust had settled, it was revealed that Ben was the true Peter Parker. Despite this revelation, Ben felt Peter had more than earned the name and decided to remain Ben Reilly when he took on the Spider-Man identity from the retiring Peter.

            As Spider-Man, Ben quickly got back into the swing of things taking on enemies old and new. One of these battles put him up against the symbiote-powered serial killer Carnage. In the course of the fight, Ben was temporarily possessed by the Carnage symbiote but managed to drive it back to its host. When Peter returned home, apparently de-powered, and with his wife Mary Jane about to give birth to their daughter, it seemed Ben would have the family he yearned for. But all was revealed to be the machinations of Norman Osborn, the Green Goblin. Peter and Ben fought for their lives against their old enemy and in the process, Ben was apparently killed. Unbenownst to Peter, Ben had been healed by the lingering remnants of a symbiote within his blood. Seeing all that Peter had lost, Ben determined that he couldn't bring more pain to his "brother" and once again took to the road. He developed a control device to keep the spawned symbiote contained unless needed while working secretly to help those he could.

            Strength 9/1, Stamina 6/1, Agility 10/1, Dexterity 0, Fighting 4/3, Intellect 8, Awareness 1, Presence 0

            Advantages
            Agile Feint, Defensive Attack, Defensive Roll, Eidetic Memory, Evasion, Inventor, Luck, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Uncanny Dodge

            Skills
            Acrobatics 3 (+20/+13), Close Combat: Unarmed 9 (+15/+13), Deception 2 (+2), Expertise: Science 4 (+12), Investigation 1 (+9), Perception 7 (+8), Ranged Combat: Stingers: Progressive Affliction 9 15 (+15), Technology 7 (+15)

            Powers
            Improved Web Shooters (Removable)
            . . Web Swinging
            . . . . Fast Swinging: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Limited: Swinging)
            . . . . Movement: Movement 1 (Linked; Swinging)
            . . Webs and Other Goodies
            . . . . Impact Webbing
            . . . . . . Impact Webbing Ball: Blast 9 (Linked; DC 24)
            . . . . . . Impact Webbing Strands: Affliction 9 (Linked; 1st degree: Hindered, 2nd degree: Immobile, DC 19; Alternate Resistance (Dodge), Increased Range: ranged; Limited Degree)
            . . . . Stingers: Progressive Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Increased Range: ranged, Progressive; Limited Degree)
            . . . . Web Creations: Create 8 (Volume: 250 cft., DC 18; Feature: Web Cushions provide Movement: Safe Fall, Impervious, Innate, Stationary, Tether; Quirk: Stationary requires an anchor point)
            . . . . Web Snares: Cumulative Affliction 9 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 19; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)

            Radioactive Spider-Blood
            . . Enhanced Trait: Enhanced Trait 48 (Traits: Acrobatics +7 (+20), Close Combat +2 (+15), Strength +7 (+9), Stamina +5 (+6), Agility +9 (+10), Fighting +1 (+4), Advantages: Skill Mastery)
            . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
            . . Movement: Movement 2 (Wall-crawling 2: full speed)
            . . Power-lifting: Power-lifting 1 (+1 STR for lifting)

            Spider-Sense (Advantages: Defensive Roll, Evasion, Move-by Action, Uncanny Dodge)
            . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+15), Parry +2 (+15))
            . . Senses: Senses 3 (Danger Sense: Mental, Extended: Spider-Sense 1: x10, Ranged: Spider-Sense)

            "Janine" (Synthetic Symbiote) (Removable)
            . . Cloaking: Concealment 2 (Sense - Sight; Passive)
            . . . . Clothing Change: Feature 2
            . . Enhanced Ability: Enhanced Strength 1 (+1 STR)
            . . Protection: Protection 2 (+2 Toughness)

            Offense
            Initiative +10
            Grab, +4 (DC Spec 19)
            Impact Webbing Ball: Blast 9, +15 (DC 24), Linked to Impact Webbing Strands: Affliction 9, +15 (DC Dog/Fort/Will 19)
            Stingers: Progressive Affliction 9, +15 (DC Fort 19)
            Throw, +0 (DC 24)
            Unarmed, +15 (DC 24)
            Web Snares: Cumulative Affliction 9, +15 (DC Dog/Fort/Will 19)

            Complications
            Motivation: Power and Responsibility: Ben lives by the words of his namesake that with great power must come great responsibility. He can not stand by idly while others are in danger and will always risk his life to help others.
            Bonded to "Janine": Ben is connected to the symbiote spawn of Carnage which he refers to as "Janine" after an old girlfriend during his time of exile. The symbiote is weaker than its kin due to youth and the measures Ben has taken to manage it but it does still try to drive him to risky behavior as it feeds on his excess adrenaline.
            Clone or Not?: After all of the chaos between the Jackal and Norman Osborn's machinations, Ben has no idea if he is a clone. This a source of considerable stress for him and he has a deep distrust of genetic engineering and cloning projects in particular. He also has some weird memory issues as a result of the spell Dr. Strange used to remove global knowledge of Peter Parker's identity. Because unmasking to the world was just such a great idea, Peter...
            Enemy:Carnage and Dr. Octopus II: Ben has a particular emnity with the murderous spawn of Venom. After being briefly possessed by the symbiote, Ben managed to drive it out but was bonded with a fledgeling symbiote spawned by Carnage. Perhaps it's only fitting that the clone of Spider-Man made an arch-enemy of the spawn of Venom. He has also frequently run up against Carolyn Trainer, the second Dr. Octopus and daughter of Ben's friend Seward Trainer.
            Parker Luck: Maybe it's just in his genes, but Ben can be just as prone to rotten luck as his "brother." He tends to find complications between his heroic life and his work and love lives. Thus far, he lost one girlfriend to his deranged clone brother Kaine and another turned out to be the daughter of the burglar that killed Uncle Ben. Any calm or peace Ben experiences is sure to be ruined by a disaster or supervillain.
            Power Loss: In the past, Peter/Ben has lost some or all of his powers due to illness. His spider-sense operates on a distinct frequency that has been used against Spider-Man in the past. As his powers are the result of a radioactive spider bite, radiation can have strange effects on his abilities.
            Vulnerable: Sonics and Fire: The symbiote shares the weaknesses of Venom, Carnage, and other symbiotes. Fire and extreme sounds can weaken its powers or drive it berserk.

            Defense
            Dodge 15/13, Parry 15/13, Fortitude 11, Toughness 9/8, Will 13

            Power Points
            Abilities 30 + Powers 99 + Advantages 6 + Skills 16 (48 ranks) + Defenses 29 = 180

            ***It's probably just because the Clone Saga was going on when I really got into Spider-Man but I've always had a soft spot for Ben Reilly. Thorpocolypse's Spider-Man PC build served as a base with a few modifications made based on the greater number of PP available for this particular game (Justice League Gone). He's made to emphasize the natural intelligence and science skills of the Parker boys which at the time seemed to be more Ben's schtick than Peter's. During the Clone Saga, it seemed Peter was the much more experienced fighter while Ben used a bit more of his brain in making new toys for the web-shooters and facing more technological foes.
            Last edited by The_Watchman; 04-30-2014, 11:00 AM.

            Comment


            • #7
              Re: The_Watchman's PbP Builds

              Slide - PL 10


              Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 7, Presence 1

              Advantages
              Agile Feint, Assessment, Benefit, Wealth (well-off), Close Attack, Defensive Attack, Defensive Roll, Grabbing Finesse, Great Endurance, Hide in Plain Sight, Improved Critical 3: Improvised Weapons, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Improvised Weapon 2, Languages 1, Move-by Action, Power Attack, Ranged Attack 3, Skill Mastery: Acrobatics, Takedown 2, Teamwork, Throwing Mastery 2, Uncanny Dodge

              Skills
              Acrobatics 10 (+15), Athletics 8 (+10), Close Combat: Unarmed 5 (+15), Perception 9 (+16), Ranged Combat: Throw 5 (+10), Vehicles 2 (+7)

              Powers
              Frictionless (Advantages: Improvised Weapon 2, Throwing Mastery 2)
              . . Immunity: Immunity 5 (Entrapment)
              . . Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if stopped)
              . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

              Offense
              Initiative +13
              Grab, +11 (DC Spec 15)
              Throw, +13 (DC 19)
              Unarmed, +16 (DC 17)
              Improvised Weapons, +16 (DC 19)

              Complications
              Fame: Olympic Figure Skater
              Secret Identity: Geoff Olivier
              Secret: Geoff inadvertently killed his mother.
              Naive: Geoff was sheltered for much of his life and can get very uncomfortable in new situations.

              Languages
              English, French

              Defense
              Dodge 15, Parry 15, Fortitude 4, Toughness 5/4, Will 7

              Power Points
              Abilities 70 + Powers 18 + Advantages 28 + Skills 19 (37 ranks) + Defenses 15 = 150

              Powers: Slide is able to create a field that alters the friction around himself and anything he touches. This allows him to 'skate' across virtually any surface including water and vertical surfaces. It also allows him to 'sharpen' relatively small objects, allowing them to ignore air resistance.

              Background: Geoff was born in Nova Scotia. From the time he was able to walk upright, his mother was forcing him to train as a skater. She had been an Olympic hopeful before her career was ended when she became pregnant with Geoff. She was determined to make him the winner she never could. The constant pressure and control drove Geoff into a mixture of deep depression and anxiety but he struggled on. The work paid off and he was soon a frontrunner for the Vancouver Olympics. He was unbelievably quick and easily took the gold. But after the accolades had passed, his mother still expected him to do better. That was Geoff's breaking point. He snapped at her and sent her into an insane rage at his lack of appreciation for all she'd done. When she came at him with a piece of broken glass, his powers fully triggered for the first time. He was easily able to duck out of her way and in the ensuing struggle, the glass cut through her like a surgeon's scalpel. Geoff was found covered in blood and arrested. The C.D.O. soon approached him and offered to make sure this never made the papers in return for Geoff joining as a super-powered agent. Through extensive training, Geoff learned to control his friction field and use his natural grace and speed as a deadly close range combatant.

              *** Buildwise, Slide is my take on merging Northstar into a less power-reliant version with a lot of inspiration from the Cassandra Cain version of Batgirl.
              Last edited by The_Watchman; 04-30-2014, 10:32 AM.

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              • #8
                Re: The_Watchman's PbP Builds

                The Jazzman - PL 10 (3E)






                Strength 3, Stamina 6, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 4, Presence 2


                Advantages
                Attractive 2, Benefit, Wealth 2 (indepently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 4, Equipment 9, Fascinate (Deception), Fearless, Improved Critical 2: Silver Stake: Strength-based Damage 3, Improvised Weapon, Inspire 3, Languages 1, Luck 3, Power Attack, Redirect, Ritualist, Set-up, Sidekick 13, Takedown 2, Taunt


                Skills
                Acrobatics 2 (+6), Athletics 7 (+10), Close Combat: Jazzman's Cane 9 (+14), Deception 10 (+12), Expertise: Business 1 (+3), Expertise: Magic 6 (+8), Expertise: Music 3 (+5), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 2 (+6)


                Powers
                Shock Skull
                . . Affliction: Affliction 6 (Linked; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
                . . Damage: Strength-based Damage 3 (Linked; DC 21)
                . . Jazz Horn Blast: Cone Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone; Limited Degree)
                . . Silver Batarang: Blast 3 (Alternate; DC 18; Accurate 2: +4, Homing: 1 extra attempt)
                . . Silver Stake: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Penetrating 4)
                Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
                Improvised Magic: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Ritualist)
                Movement: Movement 1 (Safe Fall)
                Protection: Protection 2 (+2 Toughness)
                Immunity: Immunity 7 (Custom: Sight-Dependent Effects 4, Poison, Suffocation (All))
                Senses: Senses 1 (Infravision)


                Equipment
                Cane [Shock Skull], Grip Gloves [Movement: Movement 3, Swinging, Wall-crawling 2: full speed], Jazzman's Jacket [Movement: Movement 1, Safe Fall; Protection: Protection 2, +2 Toughness], Jet-ski, Mask [Immunity: Immunity 7, Custom: Sight-Dependent Effects 4, Poison, Suffocation (All); Senses: Senses 1, Infravision], Motorcycle


                Offense
                Initiative +4
                Affliction: Affliction 6, +14 (DC Fort 16)
                Damage: Strength-based Damage 3, +14 (DC 21)
                Grab, +5 (DC Spec 13)
                Jazz Horn Blast: Cone Area Affliction 9 (DC Fort 19)
                Silver Batarang: Blast 3, +6 (DC 18)
                Silver Stake: Strength-based Damage 3, +14 (DC 21)
                Throw, +2 (DC 18)
                Unarmed, +5 (DC 18)


                Complications
                Enemy: The Axeman: An immortal serial killer that has haunted New Orleans for centuries in various guises.
                Enemy: Vampires and other strangeness: New Orleans is a highly popular spot among those with a fondness for those with a taste for the supernatural as well as many actual supernatural beings. Quite a few of them try to drink more than Hurricanes. The Jazzman and his predecessors have always been there to stop them and a lot of them have long memories.
                Identity: Eric Monroe: Eric Monroe is a famous musician and music producer in New Orleans.
                Motivation: Justice
                Quirk: Superstitious: While Eric knows a good bit about the supernatural, a lot of it is either pure superstition or at the very least unreliable.
                Relationship: Lorena Leroux: Lorena is one of Legba's top recording artists as well as Eric's fiancee.
                Relationship: The Second Line: The Second Line are a group of people from all walks of life that assist the Jazzman in his protection of New Orleans. Membership within the group is a point of pride for many citizens of the Crescent City and from time to time, the Jazzman's enemies have attempted to use them against him.
                Responsibility: Legba Recording: Eric heads a major record label in New Orleans that works to promote many local artists to national fame.


                Languages
                French, English


                Defense
                Dodge 8, Parry 8, Fortitude 10, Toughness 12/6, Will 10


                Power Points
                Abilities 56 + Powers 2 + Advantages 50 + Skills 31 (62 ranks) + Defenses 17 = 156


                --------------------
                Blues - PL 10
                Catahoula Leopard Dog




                Strength 4, Stamina 4, Agility 1, Dexterity 0, Fighting 4, Intellect -4, Awareness 4, Presence -2


                Advantages
                Daze (Intimidation), Equipment 1, Fast Grab, Improved Critical: Bite: Strength-based Damage 1, Improved Trip, Startle, Teamwork


                Skills
                Close Combat: Bite: Strength-based Damage 1 4 (+8), Insight 4 (+8), Intimidation 10 (+8), Perception 12 (+16), Stealth 3 (+4)


                Powers
                Animal Physiology: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
                Bite: Strength-based Damage 1 (DC 20)
                Ear Protection: Immunity 3 (Custom: Sound-Based Non-Damage Attacks 3)
                Senses: Senses 7 (Acute (Type): Smell, Extended: Hearing 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)


                Equipment
                Ear Protection [Ear Protection: Immunity 3, Custom: Sound-Based Non-Damage Attacks 3], Undercover Shirt


                Offense
                Initiative +1
                Bite: Strength-based Damage 1, +8 (DC 20)
                Grab, +4 (DC Spec 14)
                Throw, +0 (DC 19)
                Unarmed, +4 (DC 19)


                Languages
                Native Language


                Defense
                Dodge 4, Parry 6, Fortitude 6, Toughness 6, Will 7


                Power Points
                Abilities 22 + Powers 9 + Advantages 7 + Skills 17 (33 ranks) + Defenses 10 = 65
                River Runner - PL 10
                Strength 1, Defense 0, Toughness 8, Size Medium
                Powers
                Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
                . . Swimming: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round)
                Power Points
                Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

                Background: Centuries ago, he was Legba, the mysterious guardian that brought terror to the slave markets along the Mississippi Delta (before such a name was even used). Whether the land was owned by Spanish, French, or Americans, those who owned it lived in fear of the mysterious figure that brought freedom to the oppressed and pain to the oppressor. But when the British occupied New Orleans, he was also the shadowy creature that fought alongside Jackson and his men. Whenever danger threatened the people of New Orleans, he was there as the Gatekeeper to stop them with a whistle in his voice and mysterious powers at his fingertips. He was Loup Garou, that claimed the lives of those who did evil. But he was always a whisper, rarely spoken of and never in polite company. In truth of course, these were all different men in a long legacy of protectors. Each would claim that he was only the next in a line that always seemed to stretch back farther than his mentor could remember.

                Perhaps it was all a lie and the last Jazzman was the first. He first came to public attention in the early 20th century when he stopped the terrifying Axeman. All the police found was a broken axe, a dead butcher, and a note that read, "Even the Axeman has to dance when the jazz plays." Throughout the 20s and early 30s, there were reported sightings of a shadowy figure rescuing people from danger but all the would-be victims recalled was a suit, a fedora, and a few hummed notes. By the time most of the costumed crusaders appeared, the Jazzman was still more folktale but with in the 1940s, his existence was confirmed. The Jazzman appeared on the scene to stop an attempt to turn Mardi Gras into a bloody slaughter through a dark ritual. When New Orleans vampire population attempted to join forces with their German counterparts and cripple the crucial port city, the Jazzman was there to stop them, joined by a legion of ordinary citizens inspired by the Jazzman's example to stand against the darkness. The battle was a success and the city proved crucial in providing the amphibious craft that made D-Day possible. Afterwards, the Jazzman faded into the background again.

                The Jazzman became little more than a memory until Hurricane Katrina devastated New Orleans. Trapped citizens struggled to survive. Help seemed completely out of reach. Criminals ran rampant, using the chaos for their advantage and darker forces hunted in the shadows. But a strain of hope survived in the air and the Jazzman returned. Survivors reported being rescued by a smiling man in an expensive suit, a white mask, and a top hat. While the outside world saw a city in chaos, the Jazzman helped to ensure the music never died and as the city rebuilt before the eyes of the world, the Jazzman led them on. Now the Jazzman is a celebrity vigilante in the city, branded on t-shirts and spray painted on walls as a symbol of a city that still throws a party when hurricanes come to town and doesn't stop dancing. Whoever lurks behind the mask doesn't seem to matter because the Jazz is everywhere.

                The Jazzman himself is Eric Monroe, a prominent New Orleans position and founder of Legba Records shortly after Katrina. Eric's grandfather was the Jazzman of the Golden Age but his father had little taste for the costumes and the superstitions that the Monroe legacy was built on. Instead, Eric's father insisted that he embrace his real heritage and forget all the masks and magic nonsense. Eric preferred to choose a middle ground, learning to play music all night from his dad and to fight the darkness from his grandfather. In deference to his father, he kept any attempts at heroism secret from his dad, passing off bruises as the result of a drunken night out. But when the waters rose, Eric decided to rise with them. A suit, a white Mardi Gras mask, and a top hat were all the costume he needed to get out there and do some good. He quickly found he loved the chance to do some real good. When the city rebuilt, Eric put his fortune as a recording artist toward founding Legba Records, a label devoted to promoting music in the city through funding native artists and music programs within the city. By night, he patrols the shadows of the Crescent City as the Jazzman, aided by Blues, a Catahoula Cur he rescued from the flood waters.

                *** After an encounter with a rogue vampire, Eric met the Batman, who offered to train the Jazzman as a member of Batman, INC. Eric agreed and was rewarded with some upgrades to his equipment. His cane was upgraded to include a few more powerful surprises while his gloves and cloak underwent a few improvements as well. Wayne Enterprises furnished him with a prototype motorcycle/submersible jetski hybrid dubbed the River Runner and even modified the abandoned amusement park Jazzland into a headquarters for the Jazzman and the Second Line.

                *** In the days before leaving for Batman, INC, Eric and Blues ran afoul of a mythical creature known as the Rougaroo and in the process, Blues was infected. Although Eric managed to prevent Blues from fully succumbing to the curse with the help of his grandfather Nathaniel, Blues was changed by the bite with enhanced strength and ferocity. Eric tracked the vampires and the Rougaroo back to the Traiteur Chain, a mystical band led by Nathaniel's own brother. After battling the Chain's zombies, the Jazzmen past and present emerged victorious. In the process, Nathaniel acquired a serum created by the Chain which allowed him to regain his youth temporarily and fill in for the Jazzman in Eric's absence.

                ***Having lived most of my life within an hour of New Orleans, the idea of a Big Easy Batman was hard to resist. Another concept I'd love to revisit somewhere down the line.
                Last edited by The_Watchman; 04-30-2014, 10:54 AM.

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                • #9
                  Re: The_Watchman's PbP Builds

                  Clockwork- PL 10


                  Strength 4, Stamina 5, Agility 6/0, Dexterity 6/0, Fighting 0, Intellect 10/2, Awareness 6/0, Presence -1

                  Advantages
                  Accurate Attack, All-out Attack, Defensive Attack, Equipment 1, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6

                  Powers
                  Clockwork Calculations
                  . . Babel Pattern: Comprehend 6 (Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics; Activation: move action)
                  . . . . Information Filter: Immunity 10 (Alternate; Common Descriptor: Dazzle and Illusion Effects)
                  . . Pattern Reading: Enhanced Trait 79 (Traits: Agility +6 (+6), Awareness +6 (+6), Dexterity +6 (+6), Intellect +8 (+10), Dodge +6 (+12), Parry +6 (+6), Technology +4 (+14), Advantages: Accurate Attack, All-out Attack, Defensive Attack, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6)

                  Impervious Defense: Impervious Toughness 5
                  Survival Suit (Removable)
                  . . Immunity: Immunity 10 (Life Support)
                  . . Protection: Protection 3 (+3 Toughness)

                  Synthmetal Assault Weapon (Easily Removable)
                  . . Magnetic Accelerator: Blast 8 (DC 23; Accurate: +2, Extended Range 3, Penetrating 8, Precise, Ricochet 4: 4 bounces)
                  . . . . Seeker Blade: Strength-based Damage 4 (Alternate; DC 23; Accurate 6: +12, Multiattack, Penetrating 8, Precise, Reach (melee) 6: 30 ft.)

                  Equipment
                  Morituri Equipment 3

                  Offense
                  Initiative +6
                  Grab, +0 (DC Spec 14)
                  Magnetic Accelerator: Blast 8, +12 (DC 23)
                  Seeker Blade: Strength-based Damage 4, +12 (DC 23)
                  Throw, +12 (DC 19)
                  Unarmed, +0 (DC 19)

                  Complications
                  Obsession: Clockwork is obssessed with understanding how everything works. This can distract him in crucial situations, especially when he fails to understand and/or predict something.
                  Speaking a whole other language: Clockwork has difficulty expressing the complex ideas and patterns he sees. He has difficulty relating to others and struggles to convey his thoughts in a coherent manner.
                  The Effect: Clockwork will die within a year of receiving the process and is approaching the deadline.
                  Cassandra's Fears: Clockwork understands the Effect but is unable to properly explain a method to fix the flaw. Thus, he is stuck with a cure in his head that he can not create in reality. He's also run the numbers on the war against the Va Shaak. He keeps whatever he's predicted to himself.

                  Defense
                  Dodge 12/6, Parry 6/0, Fortitude 5, Toughness 8, Will 9

                  Power Points
                  Abilities 20 + Powers 126 + Advantages 1 + Skills 0 (0 ranks) + Defenses 3 = 150

                  Background: Reuben Goldberg was born with a deep psychological need for order. Unfortunately, he grew up in a world where order seemed impossible. The Va Shaak assault on earth meant that much of Reuben's childhood was spent fleeing from one place to another, putting the obsessive-compulsive boy through a special sort of Hell. Moving from refuge to refuge meant he could never maintain a routine for long and left him feeling completely out of control. The Process and the fight against the Va Shaak offered him a chance to change all of that. Reub could stop running and begin living on his own terms. A year of being in charge of his own destiny was infinitely better than a lifetime of chaos. The choice was easy.

                  The process awakened Reub's obsessive attention to detail and expanded it to a superhuman degree. He was able to make calculations that could rival top of the line computers. Scientists on the project were overjoyed when they realized they had created a truly superhuman intelligence. Unfortunately, Reub's intellect was a quantum leap beyond that of his creators and he was unable to bridge the gap. While he could easily understand Va Shaak technology, he was completely incapable of explaining it to others. While he displayed a keen inventive genius, trying to share it with others was like giving a laptop to a caveman. Clockwork thus agreed to be a field agent, utilizing his superhuman analytic capabilities to combat the Va Shaak.

                  Powers: Clockwork is able to calculate probability with a speed and skill far beyond that of any normal human. He can understand the workings of complex machinery and virtually anything with the slightest pattern to it. This allows him to understand and replicate virtually any form of communication, predict trajectories of attacks, and filter out information. He is able to understand technology at an intuitive level and given time, can accomplish amazing things. His devices are modified from captured Va Shaak technology to a point of being utterly unrecognizable.

                  ***One of the first "super-intelligence as a power set" builds I ever made. The "Rube Goldberg" pun wrote itself.
                  Last edited by The_Watchman; 04-30-2014, 10:53 AM.

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                  • #10
                    Re: The_Watchman's PbP Builds

                    Michelle 'Mickey' Wallace PL 3 (3E)

                    "Let's get this done fast! I've got debate practice in 20 minutes!"
                    Strength 4, Stamina 4, Agility 1, Dexterity 1, Fighting 1, Intellect 2, Awareness 2, Presence 2


                    Advantages
                    Accurate Attack, Attractive, Diehard, Fascinate (Persuasion), Great Endurance, Interpose, Jack-of-all-trades, Leadership, Power Attack, Skill Mastery: Athletics, Skill Mastery: Persuasion, Takedown 2

                    Skills
                    Athletics 3 (+7), Persuasion 3 (+5)

                    Powers
                    Hephaestus' Hell-Hammer (Easily Removable)
                    . . Hellfire Hammer Attacks
                    . . . . Brilliant Hellfire Crusher: Strength-based Strike 1 (DC 20; Penetrating 5)
                    . . . . Consuming Hellfire Wave: Cone Area Strike 3 (DC 18; Cone Area: 60 feet cone)
                    . . . . Soul Burning Strike: Affliction 5 (1st degree: Dazed, 2nd degree: Prone, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Alternate Resistance (Dodge)) Linked: Strength-Based Strike 1
                    . . Reforge Mind: Variable 1 (Limited: Skills)
                    . . Reforged Body (Advantages: Accurate Attack, Diehard, Interpose, Power Attack, Takedown 2)
                    . . . . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
                    . . . . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
                    . . . . Enhanced Ability: Enhanced Strength 2 (+2 STR)
                    . . . . Iron Stamina (Saving Throw: Fortitude; Impervious [3 extra ranks])
                    . . . . Iron Will (Saving Throw: Will; Impervious [2 extra ranks])
                    . . . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
                    . . . . Protection: Protection 1 (+1 Toughness; Impervious [2 extra ranks])
                    . . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
                    . . Regeneration: Regeneration 2 (Every 5 rounds)

                    Frequency Burst: Morningstar Meteor Strike: Burst Area Damage 5 (Selective, Penetrating)

                    Offense
                    Initiative +1
                    Brilliant Hellfire Crusher: Strength-based Strike 1, +1 (DC 20)
                    Consuming Hellfire Wave: Cone Area Strike 3 (DC 18)
                    Grab, +1 (DC Spec 14)
                    Soul Burning Strike: Affliction 5, +1 (DC Dog/Fort 15)
                    Throw, +1 (DC 19)
                    Unarmed, +1 (DC 19)

                    Defense
                    Dodge 1, Parry 1, Fortitude 4 (Impervious 3), Toughness 5 (Impervious 3), Will 2 (Impervious 2)

                    Power Points
                    Abilities 20 + Powers 30 + Advantages 7 + Skills 3 (6 ranks) + Defenses 0 = 60

                    Background: Mickey only feels alive when she feels important and successful. This need to achieve started at a young age when the only times she managed to see her father were at her little league games and other school events. The young girl was convinced that the more she achieved, the more her father would be around to praise her. She also harbored secret fears that her father really wanted a boy so she strove to excel at everything, regardless of gender roles. Unfortunately, her father had the same habits of pushing himself too far and when Mickey was 8 years old, her dad fell asleep at the wheel driving home from working late. Rather than take this hard lesson to heart and learning to relax, Mickey became obsessed with making her father proud of her. She became an exceptional athlete and student but developed few real hobbies of her own.

                    Last year, Mickey's mother moved to Japan for a job and Mickey transferred to Mugen Shourai. Now in the 9th grade, she's already made a name for herself as an athlete and club member. Her American nationality and good looks have made her quite popular but she rarely has time for friends or relationships.

                    Primary Personality Trait: Overachiever

                    Element: Fire

                    Shard Location: Right Wrist (normally hidden by bracelet or long sleeves)

                    Resonance Appearance: The Iron Tiger The Resonance takes the form of a large black tiger made of wrought iron with red flames running over its body to create the stripe pattern. The tiger keeps behind Mickey as it feels no need to boast of its magnificence. Her own shadow reveals its presence. Despite its size and fierce appearance, it speaks in a frank, certain tone without any real menace to it. The iron that makes up its body breaks as it moves then the metal reheats and melts back into place to fix the damage.

                    Soul Diviner: Hellfire Hammer Mickey's Soul Diviner is a massive warhammer. The head is nearly as big as Mickey is and formed of rough, oversized plates of black iron that spews smoke from a red flame inside it. The fire can be seen through carved holes in the hammer which form arcane (but meaningless) runes. When swung, the flames shot from the back of the hammer like a jet turbine. The hammer represents the massive lengths Mickey is going to to forge herself into a worthy person.

                    Complications:
                    Personality Trait (Overachiever) - Mickey does too much in her quest to be great at everything. This has a powerful physical and psychological drain on her.
                    Motivation (Recognition) - Mickey yearns to be recognized for her accomplishments so she can feel validated for her efforts
                    Too Many Irons in the Fire - Mickey is a student council member, a member of the baseball, swim, and track teams, co-leader of the debate team, and a member of more clubs than she really has time to give, especially now that she's got to save the world as well.
                    Relationship (Mother) - Mickey's mother, Andrea, is single and concerned Mickey pushes too hard. Since her father died, Andrea's been very protective of her and Mickey's determined to make her proud, even though she's never shown any real demand for her to be anything but happy. Andrea, for her part, has never really expected traditional gender roles for her daughter but would be happier if Mickey at least made some friends.
                    Rival (Suki Hashima) - Before Mickey arrived, Suki was easily the most popular girl at the school. Now that the attractive foreigner is stealing attention from her, Suki is determined to destroy Mickey. Mickey has tried to just avoid Suki as much as possible since Suki's father is a manager in the office Andrea Wallace works.
                    I'm as good as any boy! - Mickey is extremely sensitive to any criticism that she might be inferior at something because of her gender.

                    ***A submission for a really cool (and RP intense!) anime-style game run by EPIC. Mickey is my take on Yukino Miyazawa (His and Her Circumstances) as a magical girl/sentai with some inspiration from the excellent I Kill Giants miniseries. I'm still a little sad Mickey didn't get to do too much before RL tore me away from the boards.
                    Last edited by The_Watchman; 04-30-2014, 10:50 AM.

                    Comment


                    • #11
                      Re: The_Watchman's PbP Builds

                      Blazer PL 7 (3E)

                      Real Name: Jack Rome

                      Strength 4, Stamina 4, Agility 3, Dexterity 3, Fighting 1, Intellect 1, Awareness 2, Presence -1

                      Advantages
                      All-Out Attack, Move-by Action, Power Attack, Ritualist, Skill Mastery (Expertise (Magic)), Takedown 2, Ultimate Effort (Expertise (Magic))

                      Skills
                      Close Combat (Horn) 7 (+8), Deception 8 (+8), Expertise (Magic) 16 (17), Insight 2 (+5), Ranged Combat (Move Object) 5 (+8)

                      Powers:
                      Growth 4 (Innate)
                      Horn: Strength Based Damage 2 (Penetrating 3, Innate)
                      Protection 5
                      Speed 5 (Speed 60 miles/hour, 900 feet/round, Innate)
                      Telepathy: Mental Communication 1 (Sense Type: Mental)
                      Quickness 18 (Limited to Ritualist, Distracting, Tiring)

                      Telekinesis: Move Object 6 (Precise)
                      Alternate: Teleport: Teleport 2 (120 feet in a move action, carry 1600 lbs, Accurate, Turnabout, Increased Mass 5, Change Direction)

                      Offense:
                      Initiative +3, Horn +8 DC 21, Move Object +8 (DC 16/DC 21)

                      Defense
                      Dodge 3, Parry 3, Fortitude 6, Toughness 9, Will 6

                      Background Jack Rome was a private detective struggling to make ends meet and well on his way to kill himself with booze and cigarettes. The cynical man didn't believe in anything but where his next paycheck was coming from. That all changed when he was torn from his world and dragged into another one. Unfortunately, the process went a bit awry and Rome was trapped in the body of a captive unicorn. Fortunately, a bit of the creature's mind remained, allowing Rome to use its magic to get to freedom as he was willing to break the code of honor that his host was bound to.

                      Complications
                      Addiction (Alcohol and Cigarettes) - Blazer is a heavy smoker and drinker.
                      Temper - Blazer can be irritated by most everything
                      Motivation (Greed)
                      Prejudice - Unicorns are viewed with suspicion by many people, being magical creatures with all sorts of different issues.
                      Quirk - Although his telekinesis more than makes up for it, Blazer has no hands in his unicorn form.

                      ***One of my more outlandish submissions, Blazer is essentially John Constantine in Twilight Sparkle's body. I'd definitely do some revisions as I don't think the build is up to snuff (the ritualist quickness alone makes me ashamed). If inspiration strikes, I may try rebuilding him though I doubt he will ever fit into another game. "Chain smoking, bitterly sarcastic unicorn" is a very narrow niche.

                      Comment


                      • #12
                        Re: The_Watchman's PbP Builds

                        Samantha Vega - PL 8



                        Strength -1, Stamina 3, Agility 3, Dexterity 2, Fighting 1, Intellect 2, Awareness 4, Presence 2


                        Advantages
                        Attractive 2, Luck 2, Minion 7, Ranged Attack 2


                        Skills
                        Acrobatics 6 (+9), Athletics 3 (+2), Expertise: Magic 6 (+8), Insight 6 (+10), Investigation 3 (+5), Perception 6 (+10), Persuasion 6 (+8), Stealth 3 (+6)


                        Powers
                        Entropic Field: Force Field 9 (+9 Toughness; Impervious)
                        Necrotic Blast: Blast 12 (DC 27; Affects Insubstantial 2: full rank)
                        . . Black Bolt Barrage: Blast 4 (Alternate; DC 19; Accurate 4: +8, Affects Insubstantial 2: full rank, Indirect 4: any point, any direction, Multiattack, Penetrating 4)
                        . . Chill of the Grave: Progressive Burst Area Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Will, DC 15; Burst Area: 30 feet radius sphere, Insidious, Progressive, Selective)
                        . . Necrotizing Touch: Progressive Affliction 6 (Alternate; 1st degree: Fatigued, Entranced, 2nd degree: Exhausted, Compelled, 3rd degree: Transformed, Controlled, Resisted by: Fortitude, DC 16; Accurate 2: +4, Extra Condition, Progressive)
                        . . Spell Shredder: Nullify 8 (Alternate; Counters: Magic, DC 18; Accurate 2: +4, Broad, Effortless)
                        . . Undead Control: Concentration Mind Control 6 (Alternate; DC 16; Affects Insubstantial 2: full rank, Concentration; Limited: Undead)
                        Senses: Senses 4 (Counters Concealment: Sight, Counters Illusion: Sight; Limited: See Ghosts and Penetrate Faerie Glamour)
                        Visions of the Dead: Comprehend 1 (Spirits - Communicate)


                        Offense
                        Initiative +3
                        Black Bolt Barrage: Blast 4, +12 (DC 19)
                        Chill of the Grave: Progressive Burst Area Affliction 5 (DC Will 15)
                        Grab, +1 (DC Spec 9)
                        Necrotic Blast: Blast 12, +4 (DC 27)
                        Necrotizing Touch: Progressive Affliction 6, +5 (DC Fort 16)
                        Spell Shredder: Nullify 8, +8 (DC Will 18)
                        Throw, +4 (DC 14)
                        Unarmed, +1 (DC 14)
                        Undead Control: Concentration Mind Control 6 (DC Will 16)


                        Complications
                        All Power, No Precision: Sam does not have a lot of control over her power and tends to cause a lot of collateral damage.
                        Fae Nature: Iron interferes with the Faerie nature of Sam's powers in often unpredictable ways. Pure iron is immune to her powers and her protection doesn't work against cold iron weapons. She also has a mild allergy to ferrous metals of any kind and an aversion to mortal blood due to the iron content.
                        Honor: Fae Blood: Because of their Fae nature, Sam can not outright lie though Mickey is teaching her to twist words. Any sworn promise Sam makes is bound by Faerie and breaking it causes her to suffer terrible luck until she's able to make ammends. She can theoretically cause the same effect for others who swear to her but doesn't really understand the nature of such oaths well enough to do so reliably.
                        Not Very Good at Being Very Bad: Mickey wants Sam to either free him or at least take up his work. While Sam makes a token effort to entertain his demands and put up a front, she tends to overdue the villainous melodrama and balks at intentionally doing anything that might cause legitimate harm to people. She can monologue and make dramatic speeches but she's just too nice to be very intimidating.
                        Responsibility: Friend to the Dead: Sam gets along well with death and the undead. She usually isn't bothered by corpses and attempts to communicate politely with any undead she encounters (whether ghost or corporeal undead). She attempts to help them whenever possible.
                        Secret: Michtalnecuhtli: Sam's pet cat Mickey is actually an ancient Necromancer. Mickey is self-centered, arrogant, manipulative, and just plain maleovolent. Fortunately, he's trapped in the body of a cat so people usually don't find his behavior odd unless he actually speaks to them. Because his soul is inside a creature belonging to Sam, Mickey is bound to not work directly against Mickey or attempt to cause her serious harm. What he considers 'her own good' isn't usually very nice.


                        Defense
                        Dodge 4, Parry 4, Fortitude 4, Toughness 12, Will 8


                        Power Points
                        Abilities 32 + Powers 53 + Advantages 13 + Skills 13 (39 ranks) + Defenses 9 = 120


                        --------------------
                        Mickey - PL 8



                        Strength -5, Stamina -2, Agility 4, Dexterity 0, Fighting 2, Intellect 12, Awareness 8, Presence -2


                        Advantages
                        Attractive, Close Attack 2, Eidetic Memory, Evasion, Fast Grab, Grabbing Finesse, Prone Fighting, Ritualist, Task Focus: Necromancy 2, Uncanny Dodge


                        Skills
                        Acrobatics 5 (+9), Athletics 10 (+5), Close Combat: Unarmed 2 (+4), Deception 9 (+7), Expertise: Magic 3 (+15), Insight 2 (+10), Stealth 2 (+14)


                        Powers
                        Cat Form
                        . . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
                        . . Senses: Senses 5 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
                        . . Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
                        . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
                        Comprehend: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood; Precise)
                        Expert Ritualist: Quickness 3 (Perform routine tasks in -3 time ranks, Advantages: Ritualist; Affects Others Only; Limited to One Task: Ritualist)
                        Immortality: Immortality 5 (Return after 1 day)


                        Offense
                        Initiative +4
                        Grab, +4 (DC Spec 10)
                        Throw, +0 (DC 10)
                        Unarmed, +6 (DC 10)


                        Languages
                        Native Language


                        Defense
                        Dodge 8, Parry 6, Fortitude -2, Toughness -2, Will 8


                        Power Points
                        Abilities 38 + Powers 45 + Advantages 11 + Skills 11 (33 ranks) + Defenses 0 = 105

                        Background: For centuries, the Necromancer Michtalnecuhtli plagued the world with his dark magic. Once, he’d been a sacrifice desperate to survive. His desperation caught the attention of the Queen of Night, a Faerie Queen of the Night Court, domain of death and decay. She offered him power over the dead in return for his sworn pledge to become her slave when he left the mortal world (and the expectation of all the lives he might take with his bestowed power). He eagerly accepted and escaped his captors with the newly granted necromantic might. After slaughtering his captors, he was amazed to find others worshipping him as a god. He gleefully accepted their worship but soon he knew his own death would come and he would live eternity as a slave. Desperately, he sought a means to escape and stumbled on a ritual to pass his power and mind into a body that shared his blood. Though it took the lives of several of his children to get it right, it was a small price to Michtalnecuhtli to escape the Night Queen’s clutches. Believing he had won out, he soon sought to expand his empire but was rebuffed by other powerful mages, culminating in his near destruction at the hands of Earth’s Master Mage aiding the Spanish Conquistadors in destroying the Aztec blood mages. Over the centuries that followed, Michtalnecuhtli sought to conquer again and again but was defeated by heroic spellcasters. All the while, he returned from each defeat by leaving a dying body and seizing a new one.


                        But the Night Queen had not forgotten the slight. Though his mortal bodies left him outside her purview, the Night Queen hatched a plan to trap Michtalnecuhtli with his own escape method. She seduced a descendant of Michtalnecuhtli and brought her plan to fruition. Though her mother never knew, Samantha Vega was switched at birth with the changeling conceived by her father and the Night Queen. Through careful manipulation, Sam’s true mother ensured that Sam would be Michtalnecuhtli’s next choice for a host. When Michtalnecuhtli conducted the ritual on Sam, her latent Faerie blood triggered and allowed only his power to transfer to her but not his mind. In that moment, the truth became apparent to both Sam and Michtalnecuhtli. Furious at being manipulated, Sam instinctively placed the soul of the now undead Michtalnecuhtli into the closest host, her pet cat. Though the Night Queen had been foiled in a way, Michtalnecuhtli trapped as a pet amused the Faerie Queen far more than she could have imagined and she simply smiled at her child then vanished. Sam was left as a very confused girl with overwhelming magical power and no clue how to use it. Michtalnecuhtli, who Sam quickly renamed ‘Mickey’ to save her from trying to pronounce the tongue twisting name, reluctantly promised to help train Sam in the hopes that she might someday release him or at least be a worthy successor. In the meantime, he made himself content with turning her against his ‘competition’ in the evil magic game.

                        ***Were I to be totally honest, I would say Sam primarily exists as an excuse for Mickey to exist.

                        Comment


                        • #13
                          Re: The_Watchman's PbP Builds

                          'Emmy' Moreau - PL 8


                          Strength 4, Stamina 8/4, Agility 4, Dexterity 0, Fighting 2, Intellect 6, Awareness 8, Presence 1

                          Advantages
                          Animal Empathy, Attractive 2, Improved Critical: Claws: Strength-based Damage 2, Improved Initiative 2, Skill Mastery: Treatment, Speed of Thought, Splicer, Startle

                          Skills
                          Acrobatics 6 (+10), Athletics 6 (+10), Close Combat: Claws: Strength-based Damage 2 8 (+10), Expertise: Biology 6 (+12), Expertise: Cryptozoology 1 (+7), Expertise: Survival 1 (+7), Insight 1 (+9), Intimidation 10 (+11), Investigation 1 (+7), Perception 3 (+11), Stealth 6 (+10), Technology 1 (+7), Treatment 9 (+15)

                          Powers
                          Enhanced Trait: Enhanced Trait 8 (Traits: Stamina +4 (+8))
                          Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
                          Movement: Movement 1 (Safe Fall)
                          Predator Form (Activation: Move Action)
                          . . Claws: Strength-based Damage 2 (DC 21)
                          . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
                          Senses: Senses 6 (Accurate: Hearing, Acute: Smell, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank)
                          Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

                          Offense
                          Initiative +14
                          Claws: Strength-based Damage 2, +10 (DC 21)
                          Grab, +2 (DC Spec 14)
                          Throw, +0 (DC 19)
                          Unarmed, +10 (DC 19)

                          Complications
                          Obsession: Medical mysteries and biological oddities are an obsession for Emmy. She often gets into trouble of various kinds.
                          Quirk: Insane with Genius: Emmy has inherited the madness of her ancestor and absolutely loves the trappings of the mad scientist.
                          Reputation: Mad Scientist: Emmy has been shunned by every major university, hospital, and medical research institute in the country for her unorthodox research.

                          Defense
                          Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8

                          Power Points
                          Abilities 58 + Powers 24 + Advantages 10 + Skills 20 (59 ranks) + Defenses 10 = 122

                          Background: M. Moreau was created to be the next stage of human evolution, merging humanity with the amazing abilities of the animal kingdom. A mysterious benefactor provided funding and equipment to the Moreau family to develop something far beyond their human-animal hybrids. The only requirement was that the child be designated 'M'. M grew up undergoing intensive training to heighten her natural abilities and teach her to follow in the footsteps of her ancestors. M soon grew tired of the training as her own mental abilities far outstripped those of her 'family'. By the time she was a teenager, she'd entered college and quickly graduated medical school. But her eccentricities soon grew to be more than any hospital or university would tolerate, no matter how skilled a doctor she might be. Frustrated at the closed-minded nature of the medical and academic fields, Emmy took to travelling the world to practice her skills. She sought out the strange creatures of the world and strange medical mysteries. A strange job offer from the League brought her back to the so called civilized world.

                          ***The mad scientist for a modern League of Extraordinary Gentlemen game.

                          ***Splicer is a homebrew advantage. Basically just Inventor/Ritualist/Artificer but going off Expertise: Biology.

                          ***The "M" probably stands for Moriarity. Because it always does...

                          Comment


                          • #14
                            Re: The_Watchman's PbP Builds

                            Stargirl - PL 10



                            Strength 10/2, Stamina 10/2, Agility 6, Dexterity 2, Fighting 6, Intellect 2, Awareness 4, Presence 1


                            Advantages
                            Accurate Attack, Agile Feint, All-out Attack, Attractive, Defensive Attack, Equipment 1, Evasion, Fast Grab, Hide in Plain Sight, Improved Disarm, Improved Trip, Luck 3, Move-by Action, Power Attack, Redirect, Skill Mastery: Acrobatics, Takedown 2, Uncanny Dodge


                            Skills
                            Acrobatics 8 (+14), Athletics 4 (+14), Close Combat: Unarmed 4 (+10), Insight 4 (+8), Perception 6 (+10), Ranged Combat: Throw 8 (+10)


                            Powers
                            Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+10), Stamina +8 (+10))
                            Super-speed (Advantages: Improved Initiative 3)
                            . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
                            . . Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
                            . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)


                            Equipment
                            Commlink, Shuriken


                            Offense
                            Initiative +18
                            Grab, +6 (DC Spec 20)
                            Shuriken, +10 (DC 16)
                            Throw, +10 (DC 25)
                            Unarmed, +10 (DC 25)


                            Complications
                            Motivation: Responsibility: Sylvia is trying to live up to the legacy of her grandfather Ted, the original Starman as well as her namesake Sylvester Pemberton, the orignal Star-Spangled Kid.
                            Phobia: Sylvia is frightened of the dark.
                            Power Loss: Sylvia's powers are fueled by starlight. If away from starlight for a prolonged period of time, her Super-Speed, Strength, and Stamina decrease steadily.
                            Relationship: Sylvia's grandfather Ted and her father Jack.
                            Enemy: Kyle Nimbus, the new Mist and Sylvia's half-brother.


                            Defense
                            Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10


                            Power Points
                            Abilities 50 + Powers 48 + Advantages 21 + Skills 17 (34 ranks) + Defenses 14 = 150


                            Background:Sylvia Knight is the latest in a line of heroes dating back for decades. Her grandfather was Ted Knight, the original Starman and founding member of the Justice Society. Shortly after the end of World War II, Ted retired to focus on his research. Although Opal City was safe for a time thanks to Ted's heroism, that came to an end with the return of Ted's old enemy the Mist. Ted's son David had gladly taken up the Starman mantle but proved ill-equipped to handle the responsibility. The Mist's son killed David and Jack Knight reluctantly took up the mantle. Although Jack was an unorthodox hero, he bravely defended Opal City for years but retired following a final battle that seemingly killed the second Mist, Jack's archenemy.


                            Although Jack proved to be a decent hero, he was never terribly successful at relationships. A string of broken relationships and one night stands dogged him for years. One did leave a lasting legacy for Jack in the form of a daughter. Jack named her Sylvia after Sylvester Pemberton, the Star-Spangled Kid. Sylvester had been a close friend of Jack's father and died heroically. Unfortunately, the Starman legacy carried curses as well as blessings. When Sylvia was just a few years old, the Mist returned. She was joined by her son, Kyle, conceived after the Mist drugged Jack himself. In the desperate battle, the Mists were defeated but Sylvia's mother was killed and Starman's cosmic rod exploded, bathing Sylvia in the strange radiation that powered it. Over time, Sylvia began to develop enhanced abilities, similar to those of the Star-Spangled Kid. She had superhuman strength, speed, and durability. Despite Jack's initial objections, Sylvia was adamant about carrying on the Knight legacy. She took the name Stargirl and quickly developed a name for herself as the new protector of Opal City.

                            ***An idea for a legacy character for an Infinity Inc game that I ended up not using in favor of Blackhawk. She's a pretty basic agile powerhouse in design, similar to Courtney Whitmore as the Star-Spangled-Kid.

                            Comment


                            • #15
                              Re: The_Watchman's PbP Builds

                              Zeitgeist - PL 12

                              Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting 0, Intellect 2, Awareness 8, Presence 0

                              Advantages
                              Sidekick 21

                              Skills
                              Insight 8 (+16), Perception 6 (+14)

                              Powers

                              Communication: Mental Communication 4
                              Mindsight: Senses 20 (Accurate: Mental, Awareness: Mental, Extended: Mental 6: x1m, Penetrates Concealment: Mental, Radius: Mental, Rapid: Mental 6)
                              Psychic Powers
                              . . Illusion: Illusion 6 ([0 active, 0/48 PP, 8/r], Affects: All Sense Types, Area: 250 cft., DC 16; Illusion Area 2, Selective)
                              . . Mental Blast: Mental Blast 12 ([0 active, 0/48 PP, 4/r], DC 27)
                              . . Mind Control: Mind Control 12 ([0 active, 0/48 PP, 4/r], DC 22)
                              . . Mind Reading: Cumulative Mind Reading 12 ([0 active, 0/48 PP, 4/r], DC 22; Cumulative, Sensory Link)
                              . . Telekinesis: Move Object 12 ([0 active, 0/48 PP, 4/r], 100 tons, DC 27; Damaging, Increased Range: perception)
                              Telekinetic Field: Force Field 14 (+14 Toughness; Impervious)
                              Telekinetic Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)

                              Offense
                              Initiative +1
                              Grab, +0 (DC Spec 10)
                              Mental Blast: Mental Blast 12 (DC Will 27)
                              Mind Control: Mind Control 12 (DC Will 22)
                              Mind Reading: Cumulative Mind Reading 12 (DC Will 22)
                              Telekinesis: Move Object 12 (DC 27)
                              Throw, +0 (DC 15)
                              Unarmed, +0 (DC 15)

                              Complications
                              Enemy: Project Cadmus: Zeitgeist is an escaped test subject of Project Cadmus worth millions of dollars.
                              Motivation: Greed
                              Relationship: Zed: While she certainly takes advantage of his trust to aid in her crimes, Zed is Zeit's only real friend and she's fiercely protective of the little beast.
                              Temper: Zeit is strong willed and easily angered when people go against her.

                              Defense
                              Dodge 10, Parry 10, Fortitude 10, Toughness 14, Will 14

                              Power Points
                              Abilities 22 + Powers 125 + Advantages 21 + Skills 7 (14 ranks) + Defenses 35 = 210

                              --------------------
                              Zed - PL 12

                              Strength -4, Stamina 7, Agility 1, Dexterity -1, Fighting 2, Intellect -1, Awareness 2, Presence -1

                              Advantages
                              Improved Initiative 4

                              Skills
                              Close Combat: Go Away!: Teleport Attack 15 3 (+5), Perception 6 (+8)

                              Powers
                              Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
                              Teleport: Teleport 11 (8 miles in a move action, carrying 1600 lbs.; Accurate, Extended: 2000 miles in 2 move actions, Increased Mass 5)
                              . . Go Away!: Teleport Attack 15 (Alternate; 120 miles in a move action, carrying 50 lbs., DC 25; Accurate, Accurate 2: +4, Attack: Will)

                              Offense
                              Initiative +17
                              Go Away!: Teleport Attack 15, +9 (DC Will 25)
                              Grab, +2 (DC Spec 6)
                              Throw, -1 (DC 11)
                              Unarmed, +2 (DC 11)

                              Defense
                              Dodge 9, Parry 9, Fortitude 9, Toughness 7, Will 8

                              Power Points
                              Abilities 14 + Powers 67 + Advantages 4 + Skills 5 (9 ranks) + Defenses 15 = 105
                              Background: Project Zeitgeist was another of Project Cadmus' attempts to create super-powered agents to serve as a protection against the Justice League should the metahumans ever go rogue. Further, the project was meant to provide a useful agent for covert works through the development of psychic abilities. Cadmus 'recruited' a number of minor psychic metahumans and through genetic manipulation, attempted to create a new breed of psychic supersoldier. Unfortunately, the first viable specimen proved to be the last. The scientists had not anticipated the full telepathic abilities of their creation and she easily overwhelmed their psionic shielding to read their minds. In an instant, Project Zeitgeist became fully aware of what had happened to the previous 'failures' and worse still, she learned exactly the kind of mad men Cadmus had drafted in their desperate attempts to counter the Justice League. She easily overpowered the guards and attempted to make her escape. Unfortunately, a cursory examination of the scientists revealed that the facility was located in low earth orbit to ensure there would be no repeats of the Ultimen disaster. Zeitgeist's powers would not protect her long enough to reach the safety of the planet. Desperately, she searched for any means of escape. She tore apart the lab and the minds of every scientist that worked within it.

                              In addition to the psychic experiments, Project Zeitgeist had been conducting research on alien creatures taken from failed invaders. Genetic manipulation had created a number of terrifying beasts but it was a small black and white creature that captured Zeitgeist's interest. To her surprise, the creature was fully sentient but kept sedated and distracted by project scientists. The creature's own loneliness called to Zeit and she freed the creature. While the other monsters served as a distraction, Zeit found an antidote for the little beast's sedative cocktail. The moment she administered it, the creature promptly vanished before her eyes, reappearing on the other side of the room. After she managed to calm the creature down, she convinced it to attempt transporting both of them off the station. While the little experiment was clearly unsure of its ability to do that, it agreed to try. In a blink of an eye, Zeitgeist found herself on the surface of the planet she'd never touched before.

                              Knowing Cadmus would not soon give up on two valuable subjects, Zeitgeist and the newly dubbed Zed (after the sound he made when teleporting) went on the run. Her powers made it easy to get what she needed to survive but reading the minds of ordinary humans only further convinced her that Cadmus was wrong. Clearly these petty, self-centered creatures were not worth protecting. The mighty should have whatever they could take.

                              Zed: Zed is a dog-sized creature that vaguely resembles a zebra. Zed is fully capable of speaking and sounds like an energetic child. Whenever he teleports, the white bits of Zed flash for a moment and he produces a 'ZZZD' sound. Zed is naive, trusting, and curious but has no real moral compass to speak of, preferring to rely on whatever Zeitgeist decides. While he doesn't usually act maliciously, he will defend himself or Zeitgeist if riled up or if ordered to by Zeitgeist. This usually results in him ramming the enemy. It's cute until said opponent suddenly finds himself 30 miles straight up.

                              ***Zeitgeist was an idea that came from finding that picture on Project Rooftop. I ended up submitting her for a supervillain game.

                              Comment

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