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    So, new forum, same old builds. This space, and maybe the next post or two, left blank for eventual linkage.

    Tank thread, 2E and 3E builds

    Baron Nihil
    The Bronze King
    The Curse
    Green Dragon
    Jaa'lu Darkmaw
    Dr. Moreau
    Shirak the Destructor
    The Shadow Queen


    Supreme Serpent
    Terala Shain
    Turs Al-Sh'ab
    Viper X

    Doctor Yin Wu
    Copper Spear
    Golden Axe
    Iron Whirlwind
    Silver Hand


    Shadow Destroyer
    Shadow Colossus

    Skarn the Shaper

    Ronan the Accuser
    Star Lord

    Brotherhood of Mutants
    Cyclops, Colossus, Archangel
    Rogue, Storm, Phoenix, Shadowcat
    Nightcrawler, Wolverine, Emma Frost
    Professor Xavier

    Foggy Nelson
    Karen Page

    TV, Movies
    Elijah Mikaelson
    The Hoxton Creeper

    Brigadier Lethbridge-Stewart
    Canton Delaware III
    The Doctor
    The Master
    Madame Vastra
    Jenny Flint
    Captain Jack Harkness
    River Song
    The Gunslinger
    Amy Pond
    Rory Williams
    Liz X
    The Weeping Angels

    Aram Mojtabi
    Elizabeth Keen
    Tom Keen
    Raymond Reddington

    Liv Moore

    Elaine Benes
    George Costanza
    Cosmo Kramer
    Jerry Seinfeld

    Nyssa al Ghul
    Hugo Strange
    George Washington

    Dungeons & Dragons
    Count Strahd

    Jack Frost
    Lou MacEthan
    Nemean Lion

    365 Supers
    Auntie Matter
    Big Bang
    Blood Diamond
    Boogie Monster
    Caped Cadaver
    Captain Cadaver
    The Cougar
    El Gato
    Fire Fox & Snow Bunny
    Gun Nut
    Judgment Day
    K-OS & Pandamonium
    Kid Gremlin
    Lady Bug
    Laser Brain
    Lou Garrou
    Man Handler
    Meow Mynx
    Miss Chief
    Monkey Boy
    Mr. Natural
    Ms. Shapen
    Pop Rockette
    Red Raider
    Red Raptor
    The Silencer
    Solar Eclipse
    Spy Dr.
    Super Omanyd
    Tongue Twister
    The Undertaker

    Irene Adler
    Carnacki, Ghost-Finder
    Colonel Moran
    John Watson

    Anime & Manga
    Bulma Briefs

    Monkey. D. Luffy
    Nico Robin
    Roronoa Zoro

    Mr. 1
    Mr. 3

    Izumi Curtis
    Winry Rockbell

    The Owl
    Mighty Mac

    Dogs of The Unbroken Earth
    Ligier, the Green Sun
    Yurgen Kaneko

    Warhammer 40,000

    Batman (L Lawliet)

    Ramona Flowers
    Roxy Richter

    Video Games
    General Beatrix

    The Boss

    Aerith Gainsborough
    Cid Highwind
    Professor Hojo
    Yuffie Kisaragi
    Tifa Lockhart
    Red XIII
    Rufus Shinra
    Cait Sith
    Cloud Strife
    Vincent Valentine
    Barret Wallace

    Terra Branford
    Celes Chere
    Locke Cole
    Edgar Figaro
    General Leo

    Chen Stormstout

    Frank Fontaine

    Illusive Man

    Green Ronin
    The Crimson Mask
    Horus the Avenger
    Last edited by Arthur Eld; 05-07-2018, 12:33 PM.
    [I]Any sound can shake the air. My voice shakes the heart![/I]

  • #2
    Placeholder, the First.
    [I]Any sound can shake the air. My voice shakes the heart![/I]


    • #3
      Placeholder 2.
      [I]Any sound can shake the air. My voice shakes the heart![/I]


      • #4

        PL 14 395

        Strength 5, Stamina 7, Agility 6, Dexterity 6, Fighting 11, Intellect 5, Awareness 4, Presence 6

        Epic Dexterity Movement 2 (Sure-Footed, Wall-Crawling), Speed 2, Leaping 2, Enhanced Advantages-Ultimate Sleight of Hand 9
        Epic Manipulation Senses 1 (Detect Lies), Enhanced Advantages-Ultimate Deception, Ultimate Persuasion
        Darkness Purview Senses 2 (Darkvision), Concealment 10 (All Senses, Limited to while in Shadows), Teleport 5 (Medium-shadows), Create 4 (Subtle, Limited-requires shadows to shape) 17
        Instant Hypnosis Mind Control 12, Tiring, Limited-Vision Dependent 24
        Death Purview Senses 12 (All Senses Counter Concealment-Limited to ghosts/spirits, Visual Ranged Detect Cause of Death), Summon Zombie 5 (Active, Limited-requires corpse to animate) 37
        Immortal Immunity 1 (aging)

        Andvarinaut (Removable) 51
        Enhanced Magic Variable 2, Stacks, Enhanced Advantages-Extraordinary Effort, Ultimate Magic
        Instill Greed Mind Control 14, Limited to inspiring Greed
        Shielding Magics Protection 5

        Foecutter (Easily Removable) 6
        Supernaturally Sharp Edge Strength-based Damage 6, Accurate, Improved Critical 2, Enhanced Advantage-Defensive Attack

        Warmaker (Easily Removable) 9
        Magic Colt .45 Blast 6, Accurate 2, Improved Critical 2, Extended Range

        Magic Variable 6, for magical spells 42
        Dragon Form Morph 1 (Metamorph)

        Advantages: Artificer, Attractive 2, Benefit 5 (King of the Svartalfar), Improved Aim, Improved Defense, Improved Initiative, Inspire 4, Leadership, Luck 6, Ranged Attack 4, Ritualist

        Skills: Acrobatics 9 (+15), Athletics 6 (+11), Close Combat (unarmed) 1 (+12), Deception 12 (+18/+23), Expertise (magic) 12 (+17), Insight 8 (+12), Intimidation 8 (+14), Investigation 2 (+7), Perception 6 (+10), Persuasion 12 (+18/+23), Stealth 6 (+12), Vehicles 2 (+8)

        Initiative +10
        Warmaker +14 Damage 6
        Foecutter +13 Damage 11
        Unarmed +12 Damage 5

        Dodge 16 (10), Parry 16 (5)
        Toughness 12/7, Fortitude 9 (2), Will 13 (9)

        Abilities 100+Powers 200+Advantages 27+Skills 42+Defenses 26=395

        Weakness Sunlight is damaging to Fafnir, like all svartalfar.
        Power Loss When using his Dragon Form, Fafnir loses access to most of his other magical powers.
        Enemy The Aesir

        •Fafnir is king of the svartalfar (Norse dark elves, in Scion they are kind of the adult version of dwarves, Titanspawn of Ymir) and as such is at roughly demigod status of power. He has a whole host of abilities, is centuries old and wields a magic ring called Andvarinaut, cursed by its maker. Fafnir was able to rid himself of the ring by turning into a dragon, letting the Scion Sigurd appear to kill him, and take the ring. Eventually, the ring returned to its maker, another svartalfar who removed the curse and gave it to Fafnir, as a symbol of his sovereignty over his people. A bad guy through and through, Fafnir spends time in the Imageria, working for the Titans to bring darkness to all things, and in the 'real' world, appearing to be a handsome man spreading greed and discord wherever he goes.

        •Going through all the powers somebody of Fafnir's level has in Scion is kind of a pain, but this reps him reasonable well. He's a master manipulator, a skilled sorceror and has direct purview over magics of Death and Darkness. The ring Andvarinaut enhances his magic, makes him tougher, and lets him instill greed in anyone he wants, beyond his usual hypnotic gaze. He has a host of skills, and is a powerful fighter armed with both a magic sword and a magic gun (he typically only carries the latter in a mortal guise). He relies mostly on using Variable to get Morph and Illusion effects, using those in conjuction with his crazy skills to get what he wants. But when he's confronted and really needs to throw down, he turns into a dragon that lets him hit his full PL 14 caps and compete on a level with top-tier opponents. He loses most of his other powers (not just the Variable) but that's ok-he does't really need them. A note on his Tiring, with Scion characters these effects typically don't inflict fatigue, they have to spend 'Legend Point', so in M&M terms, I would call that spending a Hero Point, and so that's what his high ranks in Luck represent-fuel for his Tiring powers and his host of Ultimate Traits. He has all the same Advantages and Skills in Dragon form, which the exception of Attractive (instead he gets a few things to represent to being entrancingly scary). For a more typical svartalfar, dial him down until you get to around PL 10 or so, stripping him of his dragon form, but probably with comparable magic (somewhat like the Champions character Vilsimbra)

        Dragon Form
        •In this form, Fafnir is mostly the same mentally, but has loses basically all his other powers, and that exceeds the cost of what he gains, so I just called it Metamorph.

        Strength 18, Stamina 15, Agility 5, Dexterity 5, Fighting 11, Intellect 5, Awareness 4, Presence 6

        Devourer Feature 1 (Can eat anything)
        Huge Growth 12 (Permanent, Innate), Reduced Trait-Close Attack 2
        Wings Flight 4
        Directed Fire Blast 18
        Fire Breath Cone Blast 14
        Shockwave Burst Damage 14, linked to Burst Affliction 14 (Resisted by Dodge, Vulnerable/Defenseless, Instant Recovery) Limited-targets and Fafnir must be in contact with the ground
        Tough Hide Protection 3, Impervious Toughness 17, Ultimate Toughness
        Compelling Presence Enhanced Advantages: Fascinate (Intimidation), Ultimate Intimidation

        Initiative +9
        Claws +10 Damage 18
        Directed Fire +10 Damage 4

        Dodge 10, Parry 10
        Toughness 18, Fortitude 15, Will 13
        Last edited by Arthur Eld; 08-29-2014, 09:57 AM.
        [I]Any sound can shake the air. My voice shakes the heart![/I]


        • #5

          PL 9 150


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

          Lethal Ultrasonics Perception Damage 8, Resisted by Fortitude, Subtle 33
          Sonic Stun Ranged Affliction 11, Dazed&Vulnerable/Stunned&Defenseless/Incapacitated, Improved Critical 2, Resisted by Fortitude 1
          Sonic Blasts Blast 11, Improved Critical 2 1
          Sonic Wave Cone Area Damage 9, Increased Area-120 foot cone 1
          Quiet Time Burst Area Affliction 9, Resisted by Fortitude, Hearing Impaired/Hearing Disabled/Hearing unaware, Subtle, Selective 1
          Super Ventriloquism Illusion 11 (hearing, Selective) 1

          Sonic Shields Sustained Protection 8 8
          Sonic Manipulation Senses 5 (Accurate Hearing, Extended Hearing, Ultrahearing, Radio), Enhanced Skills-Perception 12, Limited to hearing things 8

          Advantages: Attractive, Beginner's Luck, Evasion, Extraordinary Effort, Improved Initiative, Improved Smash, Move-by Action, Ranged Attack 3, Sidekick 17, Skill Mastery (athletics), Takedown, Teamwork

          Skills: Acrobatics 1 (+2), Athletics 5 (+7), Expertise (current events) 2 (+2), Expertise (pop culture) 2 (+2), Insight 5 (+6), Perception 4 (+5/+17), Persuasion 4 (+6/+8), Ranged Combat (powers) 3 (+7), Stealth 4 (+5), Treatment 2 (+2)

          Initiative +5
          Sonic Blasts +7 Damage 11
          Sonic Stun +7 Affliction 11
          Unarmed +4 Damage 2

          Dodge 7 (6), Parry 7 (3)
          Toughness 11/3, Fortitude 8 (5), Will 8 (7)

          Abilities 30+Powers 54+Advantages 30+Skills 15+Defense 21=150

          Relationship Max is best friends with Flapjack, the chosen Keyblade wielder. He also has a crush on Katniss.
          Accident Despite his control, Max's powers can sometimes go beyond what he thinks of as their limits. This is especially likely when using extra effort-nearby windows will blow out, people's eardrums might burst, and other unpleasant side-effects.
          Secret Max keeps his powers under wraps, only discussing them with the others like him.
          Quirk Max has had voice problems ever since he was young.
          Responsibility Max considers it his unofficial duty to watch Cap'n Knuckles and keep him from causing, or getting into trouble-in that order.
          Hatred Mad scientists who experiment on human beings against their will, specifically Victor Reeds and Peter Hanks.

          PL 8 85

          Strength 1, Stamina 4, Agility 3, Dexterity 3, Fighting 5, Intellect 1, Awareness 1, Presence 1

          Fireball Blast 8, Accurate
          Evil Flame Dragon Damage 8, Secondary Effect
          Fiery Flight Flight 2

          Advantages: Agile Feint, Defensive Roll 2, Evasion, Set-Up, Teamwork

          Skills: Acrobatics 9 (+12), Close Combat (unarmed) 3 (+8), Perception 2 (+3), Stealth 2 (+5)

          Initiative +3
          Jaenryu +8 Damage 8
          Fireball +5 Damage 8

          Dodge 8 (5), Parry 8 (3)
          Toughness 6/4, Fortitude 5, Will 5 (4)

          Abilities 38+Powers 21+Advantages 5+Skills 8+Defenses 12=85
          Last edited by Arthur Eld; 08-29-2014, 09:57 AM.
          [I]Any sound can shake the air. My voice shakes the heart![/I]


          • #6

            THE BLUE KNIGHT (Power Level 8)

            Height/Weight: 1.77 meters/11 stone 1
            Hair/Eyes: Blond/Blue
            Place of Birth: Newport, Wales (June 15th, 1992)
            First Appearance: New Vindicators European Academy #11

            Abilities: Strength 15 (+2), Dexterity 14 (+2), Constitution 18 (+4), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 12 (+1)

            Skills: Bluff 3 (+4/+8), Concentration 6 (+8), Disable Device 2 (+3), Diplomacy 2 (+3/+7), Escape Artist 3 (+5), Gather Information 4 (+5), Intimidation 9 (+10), Investigate 4 (+5), Knowledge (current events) 2 (+3), Knowledge (history) 1 (+2), Knowledge (literature) 2 (+3), Knowledge (streetwise) 5 (+6), Language 2 (Welsh, German, base-English) Notice 7 (+9), Search 6 (+7), Sense Motive 6 (+8), Stealth 4 (+6)

            Feats: Accurate Attack, Attractive, Beginner's Luck, Equipment 1, Improved Defense, Improved Initiative, Luck, Set-Up, Startle, Takedown Attack

            Equipment: Smart phone (Computer, camera, phone), Vindicators commlink, 1 ep unspent

            Hellfire Armor Force Field 7, Impervious 5 12
            Hellfire Wings Flight 6 (500 MPH, 4,400 feet per round) 12
            Hellfire Control (Array, 27 points)
            Hellfire Claymore Strike 11, Alternate Save-Will, Extended Reach, Improved Critical 24
            Hellfire Blasts Blast 11, Improved Critical 1
            Spirit Burn Drain 11 (Abilities, Sideffect 2) 1
            Blue Flash Visual Dazzle 8, Burst Area, Touch Range 1

            Combat: Attack +5, Damage +11 Strike/Blast/Drain, Defense 15 (13 flatfooted), Initiative +6

            Saves: Toughness +11, Fortitude +8, Reflex +6, Will +8

            Drawbacks: Involuntary Transformation (hellfire beast, uncommon frequency, cannot resist, -4 points), Vulnerable (mithral, uncommon frequency, major intensity, -3 points)

            Abilities 25+Skills 17 (68 ranks)+Feats 10+Powers 51+Combat 20+Saves 14-Drawbacks 7=130

            Complications: Prejudice (SPB), Secret (His identity/powers), Motivation-Doing Good, Enemy (Dodger, Vitriol, Ragdoll), Relationships-His mother; Paladin), Appearance (Glowing eyes)

            A 2E character for a PBP game here on the forums, the Blue Knight is a half-demon Welsh superhero, recently bereft of his more experienced partner who is now doing the traditional super-school thing. As opposed to my previous build for New Vindies, he's mostly all about combat, with some decent crimefighting investigator skills as well. Playing a guy who sounds like a young version of Drippy, Lord High Lord of the Faeries is a lot of fun.
            [I]Any sound can shake the air. My voice shakes the heart![/I]


            • #7

              EL CAMPEADOR (Power Level 8)

              Real Name: Miguel Young
              Height/Weight: 6'1/169 lbs
              Hair/Eyes: Black/Brown
              Place of Birth: Belmopan, Cayo, Belize (April 12th, 2002)

              Physical Description Miguel is a fairly tan boy, with hints of Mestizo heritage in his features, but someone uneducated about such things might just think he was a fairly dark skinned European. His hair is short on the sides but longer on the top, worn in a fairly high pompadour that requires careful attention and maintenance. He has only the barest hint of facial hair yet, but he keeps it close shaven anyway. His eyes are deep-set in his head, with wide almost feminine lashes, just above a short and sharp nose. His jawline is angular and prominent, his cheekbones high and proud.

              Miguel stands tall, his form lean, but not lanky-his muscles are prominent and well-defined in nearly every area. He typically wears sleeveless shirts and shorts, although he has been known to dress up in fancier clothes, usually of pastel hues and linen, when the occasion calls for it.

              Biography: Migeul's father, Joseph Young, is a second-generation citizen of Belize, whose own father came from England to sit on a board that owned many commercial interests in the nation, particularly sugar fields. His mother, Aleta came from a mestizo family, descended from the natives and the early Spanish settlers, and she was slated for an ordinary life, probably driving a taxi like her mother had. Until her Neo-Sapien powers manifested.

              For years, the young woman patrolled the streets of her hometown, Belize City. She happened to meet Joesph in her crime-fighting role as Irrompible when disgruntled former employees of his company tried to take him hostage. They soon began a passionate love affair that eventually blossomed into something long-lasting, and the two were wed in 1999.

              Following the birth of Miguel in 2002, his mother retired to focus on raising her son, with Joseph also spending less time at the office. Miguel was always an active boy, hiking, swimming, and even taking an interest in amateur rock-climbing. During one hike there was a mild earthquake, causing a landslide of rocks and debris that would have overtaken Miguel and some of his school mates. His powers manifested, protecting him from the smaller stones and allowing him to hurl the larger ones aside like beach balls. That was when he was fifteen, and his parents soon agreed that he needed to be sent somewhere to have special education on using his powers, so that he would have as many options open for his future as possible.

              Abilities Strength 30/16 (+10), Dexterity 18 (+4), Constitution 30/16 (+10), Intelligence 12 (+1), Wisdom 10 (+0), Charisma 12 (+1)

              Skills: Acrobatics 3 (+7), Bluff 6 (+7/+11), Climb 2 (+12), Intimidate 4 (+5), Knowledge (pop culture) 2 (+3), Language 5 (Kriol 2, Spanish 3-good fluency, native-English), Notice 5/9 (+9), Sense Motive 3 (+3), Stealth 3 (+7), Swim 3 (+14)

              Feats: Attack Specialization (unarmed), Attractive, Challenge:Motormouth (Can make Bluff checks as a move action without -5 penalty), Dodge Focus 2, Equipment, Improved Initiative, Takedown Attack, Ultimate Strength

              Equipment: Smartphone (phone, laptop, audio recorder, digital camera)

              Invulnerable Enhanced Constitution 14, Impervious Toughness 5
              Super-Strength Enhanced Strength 14, Super-Strength 5
              Strong Legs Leaping 3
              Swift Speed 1
              Keen Senses Super-Senses 2 (Extended vision, extended hearing), Enhanced Skills (Notice 4)

              Combat: Attack +4, +6 Unarmed (DC 25 unarmed), Defense 16, 12 flat-footed, Initiative +8

              Saves: Toughness 10, Fortitude +10, Reflex +7, Will +5

              Abilities 24+Skills 9+Feats 9+Powers 50+Combat 16+Saves 8=116

              Needler Miguel can't resist the opportunity to rib someone about their little flaws or mistakes, and while he generally doesn't mean any harm, the people he's making fun of don't always see it that way.
              Responsibility Miguel is not the responsible sort most of the time. However, he feels he has to live up to his parent's expectations and the legacy of both the Youngs and Irrompible.
              Prejudice As an SPB.

              Another 2E character, this one for an alt-universe New Vindicator story, Miguel is a very basic build and character. He's a rich, handsome boy who happens to be bulletproof and super strong.
              [I]Any sound can shake the air. My voice shakes the heart![/I]


              • #8

                The Leper-Con
                PL 10 150

                Strength 1, Stamina 11, Agility 1, Dexterity 1, Fighting 5, Intellect 2, Awareness 1, Presence 1

                Rotting Touch Progressive Weaken Stamina 10, linked to Fortitude Damage 10, Incurable, Improved Critical 52
                Magical Empowerment Enhanced Stamina 10

                Advantages: Language 1 (Irish), Seize Initiative, Startle, Ranged Attack 4, Takedown

                Skills: Athletics 4 (+5), Close Combat (unarmed) 5 (+10), Deception 4 (+5), Expertise (terrorist) 3 (+5), Expertise (magic) 1 (+3), Insight 4 (+5), Intimidation 9 (+10), Investigation 2 (+4), Perception 4 (+5), Sleight of Hand 4 (+5), Technology 4 (+6), Vehicles 4 (+5)

                Initiative +5
                Rotting Touch +10 Damage & Weaken 10

                Dodge 9 (8), Parry 9 (4)
                Toughness 11, Fortitude 13 (2), Will 7 (6)

                Abilities 26+Powers 72+Advantages 8+Skills 22+Defenses 20=150

                Transference of Pain The Leper-Con is rotting away, and he can only slow this process down by causing others to rot away with his powers.
                In Debt The Leper-Con owes his powers to a leprechaun, and while the fey being hasn't called in on this yet, its only a matter of time.
                Wanted Even before he got his powers, Shamus McDougal was a known criminal, now he's one of the most wanted men in Ireland and the UK.
                Hatred Of soldiers, police officers, and anybody English.

                •Back to 365 Supers, the Leper-Con used to be Shamus McDougal, member of the IRA and general waste of human potential when he was exposed to chemical weapons that gave him a degenerative skin disease. He was arrested, and was dying in a prison hospital when a real Leprechaun appeared. The being told Shamus he was descended from a line of Druids, and was thus fit for a magical empowerment, if he agreed to the terms. Shamus agreed and was given superpowers, but in return, he has to spread death through his rotting touch, otherwise his body will fall apart.

                •A terrifying figure in the Irish underworld, the Leper-Con is not the harmless theme villain his name would suggest. He is a mostly remorseless killer who can rot most non-superhuman apart with a few attacks. He's also supernaturally tough, but he's also in constant pain, unless he's recently killed someone and abated his degeneration. As such, he's become a kind of thrill killer, finding safety from his pain with all the death he causes and learning to find the most enjoyment in his periods of good health, usually the result of walking into a tavern and killing anybody he doesn't like-which is a lot of people.
                [I]Any sound can shake the air. My voice shakes the heart![/I]


                • #9

                  PL 11 165

                  Strength 0, Stamina 7, Agility 0, Dexterity 0, Fighting 3, Intellect 8, Awareness 8, Presence 2

                  Grigori Immunity 3 (Aging, disease, poison)
                  Cosmic Energy Control Blast 12
                  Cosmic Creations Create 11, Precise
                  Rejuvenation Healing 7, Energizing
                  Mind Scan Mind Reading 8 (Cumulative)
                  Hive Mind Communication 4 (Mental, Subtle)
                  Universal Translator Comprehend Languages 3 (Is Understood, Read all, understand all)
                  Cosmically Attuned Senses 10 (Radius Detect Life, Analytical, Acute, Extended 4, Accurate)

                  Advantages: Connected, Contacts, Diehard, Inventor, Ranged Attack 4, Well-Informed

                  Skills: Deception 2 (+4), Expertise (Science) 13 (+21), Insight 6 (+14), Investigation 4 (+12) Persuasion 4 (+6), Ranged Combat (energy blasts) 2 (+6), Technology 13 (+21), Treatment 2 (+10), Vehicles 2 (+2)

                  Initiative +0
                  Cosmic Energy Control +6 Damage 12

                  Dodge 6 (6), Parry 6 (3)
                  Toughness 7. Fortitude 8 (1), Will 14 ([i]6[i/])

                  Abilities 56+Powers 60+Advantages 9+Skills 23+Defenses 16=165

                  Responsibility The Continuum feel it is their duty to help 'lesser' species.
                  Arrogance The Continuum can sometimes be blinded by how they look down at other races.
                  The Covenant Though the Continuum has pledged to help others, they can not hand out advanced technology or knowledge recklessly.

                  •The Continuum are a group of Grigori who have long since left the rest of their race to operate openly in Lor Space. They give other races technology in small pieces, slowly guiding them to advancement. While their hearts are in the right place, they are not without fault, but owning up to those faults makes them much more likable than most of their fellow "advanced" alien races. Woefully undercapped, their strength is in their knowledge, not their powers, which are still fairly impressive.
                  [I]Any sound can shake the air. My voice shakes the heart![/I]


                  • #10

                    PL 12 240

                    Strength 3, Stamina 5, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 5

                    Momentum and Inertia Control Variable 12, for traits of the momentum, inertia, and kinetic descriptors
                    Kinetic Shield Protection 9, Impervious (Impervious only against physical attacks)
                    Momentum Boost Speed 5, Precise

                    Advantages: Accurate Attack, Benefit 5 (Status and Connections), Defensive Attack, Fascinate (Persuasion), Improved Critical (powers), Inspire 2, Leadership, Power Attack, Ranged Attack 5, Startle

                    Skills: Acrobatics 4 (+7), Athletics 3 (+6), Deception 4 (+9), Expertise (genetics) 6 (+8), Expertise (tactics) 5 (+7), Insight 8 (+12) Intimidation 7 (+12), Perception 4 (+8), Persuasion 8 (+13), Ranged Combat (powers) 4 (+12), Stealth 5 (+8), Technology 2 (+4)

                    Initiative +3
                    Unarmed +8 Damage 3

                    Dodge 10 (7), Parry 10 (2)
                    Toughness 14/5, Fortitude 8 (3), Will 13 (9)

                    Abilities 66+Powers 104+Advantages 19+Skills 30+Defenses 21=240

                    Wanted Kinematik is seen as a very dangerous supervillain, not just for his powers but for his status as a leader of anti-human, pro-metahuman forces.
                    Motivation Meta-human supremacy. Kinematik wants a world with superhumans and mutants on top, with himself as the overall leader.
                    Hatred Of pro-human bigots like the IHA and others.
                    Secret Kinematik is not from this world, but rather a parallel earth, and very few know this.
                    Relationship Kinematik wants all mutants to join him, but especially the twins Dauntless and Relentless, who he knows from his own Earth.

                    •Kinematik, once Estvhen Larris-but he hasn't gone by that name in years-was once a mutant superhero on his home planet, well liked and respected. When his world turned against psionics, he did nothing, his business was helping everybody, not politics. But then they turned on him too, and all other mutants. He became a guerilla leader, the last, best hope of mutant kind. But it wasn't enough, and rather than be captured or killed, he used an experimental device to transport himself to our Earth. Twisted by years of fighting, he has became a die-hard mutant supremacist, and in the wake of the Red King's fall, has became perhaps the most famous and influential pro-super

                    •Kinematik has a lot of powers, but they tend not to be too offensive. Still, he can do damage indirectly-causing inertia to shift and cause a building to collapse, turn someone's momentum against them and send them flying into a mountain, freeze people up altogether. In the Crinoverse, Kinematik has a lot of connections-even non political supervillains tend to like him, at least a little, because if he ever were to conquer the world, they wouldn't be outlaws or freaks, they'd be lauded as super-people. As such, while Kinematik himself is not a true team-beater, his charisma and supporters can let him go toe-to-toe with most hero teams as part of a large, dangerous plot.
                    [I]Any sound can shake the air. My voice shakes the heart![/I]


                    • #11

                      PL 10 128

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

                      Overdrive Enhancement (64 points, Dynamic) 73
                      Brick Enhanced Strength 12, Enhanced Stamina 12, Power Lifting 3, Impervious Toughness 13
                      Smarter Enhanced Intellect 12, Enhanced Awareness 12, Mental Quickness 4
                      More Persuasive Enhanced Presence 12, Ultimate Persuasion
                      Faster Enhanced Agility 12, Enhanced Dexterity 8, Speed 3, Evasion 2, Leaping 3
                      Better Fighter Enhanced Fighting 8, Enhanced Active Defenses 8

                      Advantages: Equipment, Ranged Attack 4

                      Equipment Armored Costume (Protection 3)

                      Skills: Acrobatics 2 (+3), Athletics 2 (+3), Deception 2 (+4), Expertise (criminal) 3 (+5), Intimidation 2 (+4), Investigation 3 (+5), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 1 (+2), Stealth 2 (+3),

                      Initiative +1
                      Unarmed +5 Damage 1

                      Dodge 5 (4), Parry 5
                      Toughness 4, Fortitude 5 (4), Will 5 (5)

                      Abilities 26+Powers 73+Advantages 5+Skills 11+Defenses 13=128

                      Arrogance Overdrive totally buys into the hype that as a metaman, he's better than most people.
                      Relationship Overdrive is a loyal follower of Kinematic
                      Identity After being in prison, its public knowledge that James Proudman is the super criminal Overdrive.
                      Prejudice Overdrive is a mutant, he's also a member of the Cheyenne people.
                      Weakness Overdrive's powers come from manipulating his own "life force", certain energies (like necromancy) can interfere with his powers and damage him more than others.
                      Sloth Overdrive is lazy, and constantly looking for the easy way out.

                      •Overdrive was once just James Proudman, a Cheyenne boy who was just naturally talented at everything. Until the day in highschool when they found out his talents weren't so natural-he was a metaman, using his power to enhance himself. Humiliated and shunned, he became a criminal, and was soon the supervillain Overdrive. Unfortunately, he was betrayed by a fellow criminal and arrested by UNISON. Shortly afterwards, he was freed when Kinematik raided the superprison he was in, and joined the man's cause. Since then, he's stayed by Kinematik, being a perfect number two-able to wear any role well, but with very little ambition or drive of his own.

                      •Overdrive's abilities weren't too tricky, once I figured out how I wanted to do it rather than just re-use 2E's "Wide" Extra. Typically, he'll adopt Strength, Fighting, and Stamina, with any points "left over" dumped into Speed and Intellect. If he knows he's not going to be doing any fighting, he can become very intelligent and charismatic, but since he's so lazy, he'd prefer to just beat people up because its usually faster. A neat little character who works great as a villain because of his whole "anything you can do, I can do better" thing.
                      [I]Any sound can shake the air. My voice shakes the heart![/I]


                      • #12

                        PL 10 206

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

                        Ossokinesis Move Object 6 (Limited to bones and beings with skeletons)
                        Break Bones Ranged Fortitude Damage 8, linked to Ranged Affliction 10 (Resisted by Fortitude, Impaired/Disabled/Transformed, Quirk-only affects beings with skeletons) 42
                        Mend Bones Healing 6 (Limited to bone injuries)
                        Bone Weapons Strength-based Damage 3, Improved Critical
                        Osseous Armor Sustained Protection 5, Reaction Damage 3 17
                        Animate Skeleton Summon 8 (General Type, Active) 40

                        Advantages: Agile Feint, Defensive Roll, Diehard, Improved Initiative, Languages 1 (English, base-Spanish), Move-by Action, Ranged Attack 3

                        Skills: Acrobatics 7 (+9), Athletics 4 (+6), Close Combat (bone weapons) 4 (+10), Intimidate 6 (+8), Perception 4 (+6), Ranged Combat (powers) 5 (+10), Stealth 6 (+8)

                        Initiative +6
                        Break Bones +10 Damage 8 & Affliction 10
                        Bone Weapons +10 Damage 5

                        Dodge 10 (8), Parry 10 (4)
                        Toughness 10/9, Fortitude 8 (4), Will 8 (6)

                        Abilities 42+Powers 115+Advantages 9+Skills 18+Defenses 22=206

                        Secret His true identity as Raimundo Alvarez.
                        Arrogant Fossil believes superhumans to be naturally superior to normal humans.
                        Wanted Fossil is a dangerous mutant criminal, known and hunted by heroes and law enforcement agencies.

                        •Another follower of Kinematik, Raimundo Alvarez was once just the humble son of migrant workers, until his mutant powers developed when he was six. Able to mend broken bones and similar injuries, he was taken in by a roaming minister and became part of a folk healing show. But a member of the Church of Seven Thunders showed up and accused him of being a mutant freak, organizing a lynch mob. Only the timely appearance of Kinematik saved him, and Fossil has become the man's most loyal follower.

                        •Fossil has relatively unique powers (which is a welcome sight in the hordes of Champions characters) which make for a neat visual and slight change of pace. His claws won't get through most force fields or magic barriers, but he could break a high-Toughness, low Fortitude character's bones without much effort. His Transform can leave people crippled, and is mostly there to be used on NPCs to give them lasting injuries. I could have saved points by giving his points an array, but why bother since he's an NPC anyway. Fossil wasn't always a bad sort, but he was treated with contempt and hatred just for his powers, and now he's been twisted...into someone who hates normal people for their lack of powers. Unlike some of the others (Overdrive for example, is just a jerk), Fossil is one of Kinematik's followers, like the man himself, who can be used for a story about fighting fire with fire can be a bad idea for Our Heroes.
                        [I]Any sound can shake the air. My voice shakes the heart![/I]


                        • #13

                          PL 11 160

                          Strength 0, Stamina 3, Agility 1, Dexterity 1, Fighting 7, Intellect 3, Awareness 4, Presence 3

                          Mental Override Mind Control 11
                          Neural Blocking Perception Weaken Abilities 10, Resisted by Will
                          Mindblast Mental Blast 10
                          Nervous System Override Perception Affliction 11, Resisted by Will, Dazed/Stunned/Incapacitated
                          Optic Nerve Override Perception Visual Dazzle 11, Resisted by Will
                          Mind Transfer Adds Extra to Mind Control, Merges with Subject, Quirk-Blindside's body is helpless ]10
                          Sensory Hitchiking Remote Sensing (all) 6, Limited-sees through other people's Senses, Feedback 18
                          Detect Minds Senses 6 (Radius Detect Minds, Accurate, Ranged, Extended)

                          Advantages: Defensive Roll, Equipment, Ranged Attack 3, Seize Initiative

                          Equipment: Armored Costume (Protection 3, Subtle)

                          Skills: Deception 4 (+7), Expertise (criminal) 3 (+6), Insight 6 (+10), Intimidation 3 (+6), Perception 2 (+6), Stealth 4 (+5)

                          Initiative +1

                          Dodge 7 (6), Parry 7
                          Toughness 7/6, Fortitude 6 (3), Will 12 (8)

                          Abilities 44+Powers 82+Advantages 6+Skills 11+Defenses 17=160

                          Disability Bryan is blind, and while he can use his powers to makeup for this, it still causes him problems.
                          Identity Bryan Lundquist's true identity as Blindside is public knowledge.
                          Mutant Supremacist Blindside is not a nice guy to most anybody, but he especially hates "norms"
                          Wanted Bryan is an international supercriminal and on many watch lists.
                          Greedy Bryan wants to live the high life, even more than he wants "norms" to suffer.
                          Weakness Bryan takes 50% more of the effect from mental Damage effects.

                          •Blindside is Bryan Lundquist, a guy who lost his eyesight and his parents to the same car accident when was 8. In and out of foster homes, he grew into a misanthrope, which wouldn't have been so bad had he not developed psionic powers. He soon became a supercriminal but was captured and spent three years in prison before Kinematik freed him and he joined his savior's cause.

                          •Blindside is the worst of Kinematik's followers, suspicious, rude, mean to everybody. However, he's fairly powerful and can make a lot of trouble for any hero without decent will. His powers range from outright mind control, to transferring his mind, to shutting down various parts of the brain to make his targets weaker, or blind (he particularly likes to do this and taunt people who now share his affliction), and he can get by by transferring other people's sense to his own, but this can confuse him in combat. Also, he can alter memories, but rather than add that as an AE, I figured it was just a function of Mind Control "Forget this ever happened", for example.
                          [I]Any sound can shake the air. My voice shakes the heart![/I]


                          • #14

                            PL 14 291

                            Strength 5, Stamina 7, Agility 3, Dexterity 3, Fighting 9, Intellect 3, Awareness 3, Presence 4

                            Cone Beam Damage 14, Cone Area
                            Homing Eyebeams Blast 16, Homing 1, Indirect 2

                            Energy Draining Weaken energy Powers 16, Broad, Simultaneous
                            Kinetic Manipulation Move Object 8
                            Kinetic Propulsion Flight 6
                            All-Sense Senses 9 (Radius Detect Physical Objects, Accurate, Radius Detect Energy, Ranged, Acute, Accurate)

                            Energy Conversion Immunity 40 (energy attacks, limited to half effect) Enhanced Stamina 8, Limited-must absorb energy first

                            Advantages: Benefit 4 (Wealth), Connected, Contacts, Equipment, Improved Initiative, Ranged Attack 6

                            Equipment: Armored Costume (Protection 2), Spiked Gauntlets (Strength-based Damage 2, Improved Critical)

                            Skills: Acrobatics 2 (+5), Athletics 6 (+11), Deception 10 (+14), Expertise (current events) 5 (+8), Intimidation 11 (+15), Persuasion 8 (+12), Ranged Combat (eyebeams) 3 (+12), Stealth 5 (+8), Technology 6 (+9)

                            Initiative +7
                            Gauntlets +9 Damage 7
                            Eyebeams +10 Damage 16

                            Dodge 11 (8), Parry 11 (2)
                            Toughness 17/9/7, Fortitude 17/9 (2), Will 10 (7)

                            Abilities 74+Powers 156+Advantages 14+Skills 28+Defenses 19=291

                            Secret Geoffrey Haganstone hides both the fact that he is a supervillain and that he is a mutant from everyone.
                            Temper If Geoff feels he's not being taken seriously, or is taunted, he can fly into a terrible rage.
                            Wanted Holocaust is a well known and feared supervillain.
                            No regard for life Holocaust kills others at his whims, even against his own interests.
                            Megalomaniac Holocaust is convinced of his superiority and right to rule the world.

                            •Geoffrey Haganstone has it all-money, looks, fame...and extremely dangerous superpowers. A metaman born to a pro-human politician, Geoff is considered to be a kind of pseudo-politician by many, he's got the brains and the money, but most aren't sure if he's got the instinct. Of course, Geoff would probably have more time to devote to politics if he wasn't trying to conquer the world as the supervillain Holocaust. With very powerful energy manipulating abilities, Holocaust is usually enough for the average superteam , and usually tries daring, "big splash" attacks like destroying the Empire State Building or Mount Rushmore, stuff that'll make him a real name. A pro-metaman, he has worked with other mutant criminals in the past like the Red King and Kinematik, but his ego ensures he'd never fully throw himself into such a cause unless he was the undisputed leader. A useful B-string master villain, he's no Dr. Destroyer, but he works just fine if your PCs aren't quite at the Justice League level.
                            [I]Any sound can shake the air. My voice shakes the heart![/I]


                            • #15

                              Turs Al-Sh'ab
                              PL 11 153

                              Strength 10, Stamina 13, Agility 2, Dexterity 2, Fighting 7, Intellect 0, Awareness 1, Presence 2

                              Indestructible Impervious toughness 13, Immunity 3 (poison, pressure, vacuum)
                              Strong Legs Leaping 4
                              Fast Healer Regeneration 1

                              Advantages: Assessment, Contacts, Improved Critical (unarmed), Improved Grab, Improved Hold, Language 2 (Armenian, English, base-Arabic), Power Attack, Ranged Combat 5, Takedown 2

                              Skills: Athletics 5 (+15), Close Combat (unarmed) 5 (+12), Deception 2 (+4), Expertise (criminal) 4 (+4), Expertise (soldier) 5 (+5), Insight 7 (+8), Intimidation 13 (+15), Perception 8 (+9), Technology 2 (+2), Vehicles 3 (+5)

                              Initiative +2
                              Unarmed +12 Damage 10

                              Dodge 9 (7), Parry 9 (2)
                              Toughness 13, Fortitude 13, Will 8 (7)

                              Abilities 74+Powers 21+Advantages 13+Skills 27+Defenses 16=153

                              Arrogance Zaid is very overconfident of his strength, willing to take on nearly all comers.
                              Wanted Zaid Kahil bin-Mahmoud is known as an international criminal, especially wanted by the US military.
                              Temper Zaid sees insults everywhere, and doesn't respond to them well.
                              Recognizable Zaid is heavily scarred, which can make concealing his appearance difficult.

                              •Zaid Kahil bin-Mahmoud is a former Iraqi soldier, who joined the military after school simply because he hoped to indulge his sadistic tendencies. While his psychology was off, his biology hit all the markers for a super-soldier program. Zaid was the only success, and even he was badly scarred. Hussein made him his personal bodyguard, giving him his code name, which means "The Shield of the People". Following the Iraq War, Turs was elsewhere when Hussein was captured, and spent the next few years on the run, killing Americans-and anybody else he didn't like-when he could. Eventually, he established a network of mercenary contacts, and continues to operate internationally to this day, sometimes even on US soil.

                              •Turs is a simple villain-he's an angry, super strong bully and cruel killer. Iron Age types should be happy tearing this guy apart, and even more 4-color heroes wouldn't think twice about dropping him in a hellish prison and calling it a day. He's a simple, but effective build not terribly strong as far as bricks go, but an effective grappler and able to Power Attack his way to rank 15 damage. He's tougher than he is strong, immune to small-arms fire, and is the kind of guy who will literally tear his way through a platoon of US troops, right before the PCs show up to stop him. No master villain, he can be used in connection with any foreign warlord type or domestic mercenary-anybody who has money and a violent job can hire Zaid.
                              [I]Any sound can shake the air. My voice shakes the heart![/I]