Pileup
PL 10 (150)
Abilities (22)
STR 14 AGI 6 FIT 6 AWA 2
STA n/a DEX 0 INT 0 PRE 0
Powers (98)
hell on wheels: speed +5 (5)
mammoth car-bot: Growth +12 (extra: continuous +1, innate, flaw: permanent -1), immunity +40 (fort, mental effects), protection +2 (extra: impervious 14) (82
- separate: Morph +1 (6 cars, extra: metamorph +1) [6]
self repair: Regeneration +11 (11)
Advantages (2)
improved initiative, move-by action
Skills (12/24)
athletics +6
insight +6
perception +6
ranged combat: thrown +6
Defenses (16)
TOU +14 DODGE +6 FORT +n/a PARRY +6 WILL +6
complications
intellectual property: Amethyst Technologies wants to recapture and take apart pileup for study/improvements
guzzaline: Pileup requires a steady diet of gasoline and electricity to remain functional
motivation - Frankenstein's Monster: Pileup didn't ask to be made, but he's trying to survive in a world of humans
race queen: the heroine amethyst is indirectly responsible for pileup's creation, and tries to curb his rampages
shut up and drive: Pileup thinks like a collection of anthropomorphized cars
Total
abilities 22 + powers 98 + advantages 2 + skills 12/24 + defenses 16 = 150
Amethyst Technologies, following the ousting of Michelle Hong, their superheroic founder and CEO, decided to exploit her technological research, starting by using her software and technological designs to create a new line of cutting edge self-driven smartcars. But, to their shock, the 6 prototypes, upon activation during a publicized field test, proceeded to combine together to create a gigantic robot, dubbed Pileup after being described as "the 6 car pileup that walks like a man", which then proceeded to follow its assigned course through the city. thankfully, Ms. Hong was able to step in on the disaster before any real damage beyond the Silicon Alley campus, but in the process made Pileup self-aware. seeking escape, Pileup split into his component vehicles, each fleeing into the city, lost amid the traffic
Last edited by Kreuzritter; 10-26-2017 at 07:59 PM.
Moray
PL 10 (150)
Abilities (36)
STR 0 AGI 6 FIT 6 AWA 2
STA 8 DEX 0 INT 0 PRE 2
Powers (54)
aquatic: immunity +3 (cold, drowning, pressure), movement +1 (environmental adaptation-aquatic), senses +2 (accurate hearing), swimming +4 (11)
camoflaugue: Conealment +2 (normal sight) (4)
eelhair: Enhanced STR +6 (flaw: limited-hair only -1), damage +4 (str-based, extras: multiattack 10), elongation +4 (flaw: limited-hair only -1), extra limbs +5 (16 heads) (27)
eelskinsuit: Enhanced STA +6 (12)
Advantages (10)
ambidextierity, attractive, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2, uncanny dodge
Skills (28/56)
close combat: eelhair +4
deception +6
expertise: criminal +6
insight +6
intimidation +10
investigation +6
perception +6
sleight of hand +6
stealth +6
Defenses (22)
TOU +6/4 DODGE +12 FORT +10 PARRY +12 WILL +10
complications
capillum dentata: Moray's eelhair heads are always hungry and surly, but she treats them like her pets or children, depending on her mood
fire bad: Moray's eelskin reacts badly to fire
fish out of water: Moray must periodically immerse herself in seawater
motivation - greed: Moray is a professional theif
Total
abilities 36 + powers 54 + advantages 10 + skills 28/56 + defenses 22 = 150
Eliza mornay was a professional theif and industrial spy, hired to break into even the most secure facilities. Unfortunately for her, while casing a Grant Biopharma lab, she wound up covered with a symbiotic mutagenic 'living ooze', which bonded to her flesh and not only turned her amphibious, but gave her a collection of eel-like heads for hair. fleeing and finding the strength of will to retain most of her sanity, she resumed her larcenous ways as the villainous Moray
Rail Baron
PL 10 (150)
Abilities (40)
STR 4 AGI 4 FIT 4 AWA 2
STA 4 DEX 0 INT 0 PRE 2
Powers (53)
ghost eyes: senses +4 (accurate/actute/ranged detect spirits) (4)
Ghost trains: array (37)
- all aboard: flight +7 (affects others +1), immunity 5 (all environmental conditions, extra: affects others +1) [31]
- burning coal: Damage +10 (extras: affects insubstantial 2, cone area +1, range +1) [32]
- golden spikes: Damage +10 (extras: affects insubstantial 2, multiattack +1, range +1) [32]
- hitch and chain: Move object +10 (extra: affects insubstantial 2, damaging +1) [32]
- runaway train: Damage +10 (extra: affects insubstantial 2, line area +2) [32]
- workin on the railroad: Create +10 (extras: movable +1, stationary +0) [30]
steel drivin man: Enhanced STA +6 (12)
Advantages (3)
improved initiative, move-by action, ritualist
Skills (24/48)
expertise: trains +8
expertise: magic +8
insight +6
intimidation +10
perception +6
ranged combat: ghost trains +10
Defenses (30)
TOU +10 DODGE +10 FORT +10 PARRY +10 WILL +10
complications
high iron horse: the Rail Baron has grown proud and judgemental
motivation - Conductor: the Rail Baron is embittered by humanity, but keeps the peace between them and the spirit world
say that to my face: Rail Baron is easily angered and holds a grudge
spindly hand wavers: Rail Baron doesn't particular care for modern/mainstream magical traditions
true name: the Rail baron's true name is Alan Rails
Total
abilities 40 + powers 53 + advantages 3 + skills 24/48 + defenses 30 = 150
there are many kinds of magic in the world, and the Rail Baron is one of the world's few remaining Locomancers, those who wield the magic of the railways. but while he is a good man, the Rail Baron is proud and confrontational, prone to fighting those who could be allies
He also probably doesn't like Kylie Minogue very much.
Check out my new super hero/science fiction novel, Unbelievable: A Tale of the Exotica Chronicles.
Thing Kong
PL 11 (165)
Abilities (50)
STR 14 AGI 6 FIT 6 AWA 2
STA 14 DEX 2 INT 0 PRE 1
Powers (61)
blind rage: immunity +5 (interaction effects) (5)
brick tricks: array (22)
- groundstrike: Affliction +10 (dazed & vulnerable/stunned & defenseless, dodge resists, extras: extra condition +1, burst area +2, flaws: instant recovery -1, limited-only targets on ground -1, limited degree -1) [10]
- shockwave: damage +10 (extra: cone area +1) [20]
- thunderclap: affliction +10 (hearing impaired/disabled/unaware, extras: Perception area +1) [20]
stone giant: Growth +10 (extras: continuous +1, permanent -1), impervious TOU +14 (34)
Advantages (11)
all-out attack, assessment, chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, startle, takedown 2
Skills (16/32)
athletics +6
insight +4
intimidation +10
perception +8
ranged combat: thrown +4
Defenses (12)
TOU +14 DODGE +6 FORT +14 PARRY +6 WILL +6
complications
leave Thing alone: Thing Kong is pursued by the military
motivation - rampage: Thing Kong is little more than a wild animal on the loose
puny stretcho: Thing Kong blames Reed Richards for his state
too loud: Thing Kong is vulnerable to sonic effects
Total
abilities 50 + powers 61 + advantages 11 + skills 16/32 + defenses 12 = 150
another of the alternate Ben Grimms seen in One Thing After Another, in this version, Ben never fully calmed down from his initial rage at his transformation, with an attempted cure by Reed Richards only making things even worse by turning Ben into a gigantic version of himself, now so blinded by his rage that he became a rampaging monster like the Hulk. now it's up to a visiting 616-Ben to save Alicia Masters from a precarious perch atop the Empire State building, and void being swatted by the orange monster that is Thing Kong
Penny Polendina
PL 10 (150)
Abilities (34)
STR 8 AGI 6 FIT 6 AWA 2
STA n/a DEX 0 INT 0 PRE 0
Powers (73)
backpack of blades: (flaw: removable) (30)
- combat ready: array [32]
- fan of blades: Damage +10 (extras: burst area +1, selective +1) {30}
- hook and line: Move object +10 (extra: damaging +1) {30}
- singing swords: Damage +10 (extras: multiattack +1, range +1) {30}
- particle cannon: Damage +10 (extras: line area +3, flaw: distracting -1) {30}
- strings on me: movement +2 (swinging, safe fall) [4]
Atlesian puppet: Immunity +30 (fort), Protection +10, leaping +3 (43)
Advantages (5)
agile feint, improved initiative, move-by action, takedown 2
Skills (26/52)
acrobatics +10
close combat: blades +4
expertise: Military +6
investigation +4
insight +4
perception +10
ranged combat: backpack of blades +10
technology +4
Defenses (12)
TOU +8 DODGE +12 FORT n/a PARRY +12 WILL +10
complications
A minor hiccup: whenever Penny tells a lie, she hiccups
I am a normal meat person, just like you: Penny is very bad at pretending to be human
motivation - I'm combat ready: Penny's purpose is to protect the people of Remnant from the Creatures of Grimm
no strings on me: only a select few in the Atlas military know that Penny is an anroid
salutations: penny's best friend is trouble magnet Ruby Rose
Total
abilities 34 + powers 73 + advantages 5 + skills 26/52 + defenses 12 = 150
first appearing in the penultmate episode of RWBY, volume 1, Penny is a very strange young lady and totally-not-a-robot-you-guys-she is-a-normal-meat-person, representing the Academy, military and kingdom of Atlas in the upcoming Vytal Festival, butfirst brefriending Ruby Rose and helping her search for her friend and teammate, Blake Belladonna, and smashing a smuggling operation by recurring villain Roman Torchwick. In volume 2, Penny reveals to Ruby that she is in fact a sophisticated prototype android, the only one of her kind to possess aura, one of the proofs in-setting of having a soul. Sadly, Penny meets with misfortune in season 3 when she's seemingly destroyed, but given her nature, it's not unlikely Penny 2.0 will appear sometime in the near future, as conflict with Atlas looms heavy in the plot
Bo Constrictor
PL 10 (150)
Abilities (48)
STR 8 AGI 4 FIT 4 AWA 2
STA 12 DEX 4 INT 0 PRE 2
Powers (58)
bulletproof: impervious TOU +12 (12)
slithery stretch: Enhanced STR +4 (flaw: limited-lifting -1) Elongation +4, Damage +4 (str-based) (16)
snake-senses: immunity +1 (extreme heat), senses +5 (accurate/acute/range/tracking olfactory) (6)
superstrength: Enhanced STR +4, Enhanced STA +8 (24)
Advantages (8)
chokehold, fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2
Skills (22/44)
athletics +4
close combat: unarmed +4
expertise: criminal +6
insight +4
intimidation +10
perception +6
sleight of hand +4
stealth +6
Defenses (14)
TOU +12 DODGE +8 FORT +12 PARRY +8 WILL +8
complications
clod outside: Bo constrictor is ectothermic, making him very sensitive to temperature extremes
motivation - greed: Bo constrictor is a professional supervillain
Total
abilities 48 + powers 58 + advantages 8 + skills 22/44 + defenses 14 = 150
a petty thug, Bo Davis became a supervillain after his boss gave him snake powers in lieu of cash after a particular successful job
Horrorquin
PL 10 (150)
Abilities (40)
STR 10 AGI 4 FIT 4 AWA 2
STA 12 DEX 2 INT 2 PRE 4
Powers (53)
hideously deformed creature of superhuman size and strength: Ehanced STR +6, Enhanced STA +6, Growth +4 (extras: continuous +1, innate, flaw: permanent -1), impervious TOU +12, leaping +3 (48)
sharp claws: Damage +2 (str-based, extras: improved crit 2, precise) (5)
Advantages (11)
assessment, fascinate 2 (deception, intimidation), fast grab, improved grab, improved hold, improved initiative, move-by action, takedown 2, taunt
Skills (28/56)
deception +8
close combat: unarmed +4
expertise: criminal +8
insight +8
intimidation +8
investigation +6
perception +8
persuasion +6
Defenses (18)
TOU +12 DODGE +8 FORT +12 PARRY +8 WILL +8
complications
motivation - murderclown: Horrorquin plans to knock em all dead
spotlight: Horrorquin loves being the centre of attention, and will focus on keeping it rather than what's going on behind him
talentless hack: woe betide whoever steals attention away from horrorquin
you set me up: horrorquinn wants revenge on Falcon
Total
abilities 40 + powers 53 + advantages 11 + skills 28/56 + defenses 18 = 150
a buttonman for the Falcon, a Phoenix Bay crime boss, Quinn Matthews got a little too big for his britches when he started seeing his boss' mistress. In response, Falcon tipped off the cops on his payroll to one of Quinn's next jobs at a chemical plant, and Quinn seemingly met his end in a shootout and plunging into a vat of toxic chemicals
but he didn't die. instead he emerged from the toxic muck as a hideously deformed, vaguely clown-like creature of superhuman size and strength. dubbed the horrorquinn, he cut a swath of terror for his defeat. but the irony is? he found almost certain death to be a liberating experience. and now? he's a whole lot happier
Warduke
PL 12 (210)
Abilities (76)
STR 8 AGI 4 FIT 8 AWA 2
STA 8 DEX 0 INT 2 PRE 4
Powers (68)
demon shield: Deflect +10 (extras: reflect +1, redirect +1, flaw: range -1, easily removable) (12)
enchanted Adamantine armor: Protection +6 (extra: impervious 14, flaw: removable) (16)
fear gaze: affliction +6 (hindered & vulnerable/immobile & defenseless, will resists, extras: cumulative +1, extra condition +1, range +2, flaw: limited degree -1, sense dependent -1) (18)
fearsome eye: senses +2 (vision counters invisibility) (2)
Nightwind: Damage +6 (str-based, extras: affects incorporeal 2, improved crit 2, incurable, secondary effect 14, easily removable) (15)
Warduke's helm: senses +1 (low-light vision), immunity +5 (interaction effects) (flaw: removable) (5)
Advantages (12)
all-out attack, assessment, improved initiative, languages 2 (abyssal, infernal), move-by action, power attack, quick draw, startle, takedown 2, tracking, uncanny dodge
Skills (36/72)
athletics +6
close combat: swords +2
expertise: mercenary +8
expertise: riding +8
expertise: survival +10
insight +8
intimidation +12
perception +8
ranged combat: Demon shield +10
Defenses (22)
TOU +14/8 DODGE +10 FORT +12 PARRY +10 WILL +12
complications
light in the dark: Warduke may still love the fallen cleric, Raven
motivation - Soldier's boogeyman: Warduke lives for battle, brutality and conquest
my brother, my enemy: Warduke's greatest foe is the paladin Strongheart, once his brother in all but blood
spindly hand-waver: Warduke is often in the employ of the sorceror Kelek, and just as often plot to betray each other
Total
abilities 76 + powers 68 + advantages 12 + skills 36/72 + defenses 22 = 210
one of the earliest iconic characters of Dungeons & Dragons, Warduke was a pregen character for the module Quest for Hearthstone, then further elaborated in the supplement Shady Dragon Inn. more notably, he was the special guest villain for an episode of the D&D cartoon, and had his own action figure as part of the toyline. in 2003, Warduke was updated to 3.5 stats in Dungeon Magazine, where he was incorporated in the lore of Greyhawk, as part of the Horned Society
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