Levander's General Gallery of Goons (Chainmail, Captain Nemo, One-Punch Man)

Where in all of your character write ups will go.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Levander's General Gallery of Goons (Chainmail, Captain Nemo, One-Punch Man)

Post by Levander »

Hello! This is mostly a dumping ground for whatever M&M 3e builds I feel like making of original or existing characters in between my other projects, but I'll also be trying to craft them into a consistent setting, partially inspired by Thorp's unified Thorpacoverse. I'm a big history nerd (and indeed a history major), so you can expect a lot of historically inspired or even historical era characters, and I'll also be giving more representation to the world outside the U.S., being Finnish myself. A lot of characters from other fiction will be liberally reinterpreted to fit in with the setting.

For my other build thread, see Gensokyo Chronicles - Levander's Touhou Builds.


CHARACTER INDEX

Original
Origins of Superpowers
Status of Superhumans
Arctos (PL 10)
Brother Black (PL 9)
Captain Nemo II (PL 9)
Chainmail (PL 10)
Comrade Steel I (PL 10)
HeartStopper (PL 9)
Hecatian (PL 10)
Hecaton (PL 11)
Longscout (PL 10)
The Swan (PL 10)
White Death (PL 9)

Attack on Titan
Angel Aaltonen (PL 6)
Project Tartaros
-- Beast Titan (PL 12)
-- Rod Reiss (PL 16)
Shrike (PL 9)
Wyvern (PL 9)
-- Sidewinders (PL 6)

Durarara!!
Headless Rider (PL 9)

The Incredibles
Mr. Incredible (PL 11)
Elastigirl (PL 10)
Ultraviolet (PL 11)
The Dash (PL 10)
Jack-of-All (PL 12)
Syndrome (PL 13)

One-Punch Man
Beefcake (PL 12)
Crablante (PL 6)
Hero Association
Vaccine Man (PL 13)
Last edited by Levander on Mon Oct 15, 2018 4:18 pm, edited 41 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

White Death

Post by Levander »

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WHITE DEATH
PL 9 (115)


OPL: 9; DPL: 8
Identity: Simo Häyhä (public)
Status: Dead of natural causes
Nationality: Finland
Languages: Finnish, Russian
Affiliation: Finnish Defense Forces
Special Traits: Master marksman

ABILITIES:
STRENGTH 1, AGILITY 3, FIGHTING 6, AWARENESS 4
STAMINA 4, DEXTERITY 5, INTELLECT 1, PRESENCE 0

SKILLS:
Athletics 4 (+5), Expertise (Army Sniper) 12 (+13), Perception 6 (+10/+18*), Ranged Combat (Firearms) 6 (+13), Stealth 6 (+9)

ADVANTAGES:
Defensive Roll 2, Diehard, Equipment 4, Favored Environment (Forest), Favored Foe (Soldiers), Fearless, Great Endurance, Improved Aim, Improved Critical 4 (Rifle), Improved Initiative, Luck 3, Evasion, Power Attack, Precise Attack 2 (Ranged Cover & Concealment), Quick Draw, Ranged Attack 2, Second Chance (explosions), Takedown, Ultimate Effort (Aim)

POWERS:
“Scopeless Sniper”
Senses 1: Visual (Extended) [1]
Enhanced Perception 8 (Limited to vision -1) [2]

EQUIPMENT:
“Infantry Winter Gear” Survival gear, cold weather clothes, skis etc. (1)
“Winter Camouflage” +5 to Stealth in snowy terrain (1)
“Suomi KP/-31 SMG” Ranged Damage 4 (Multiattack) (12)
AE: “Pystykorva M/28 Rifle” Ranged Damage 5 (Extended Range 2 [500/1000/2000 ft.]) (1)
AE: “Lahti L-35 Pistol” Ranged Damage 3 (1)
AE: “Knife” STR-based Damage 1 (Improved Critical) (1)

OFFENSE:
Unarmed +6 (Tough DC 16), Knife +6 (Tough DC 17)
Firearms +13 (Tough DC 18-20)
(FE [Forest] +2)

DEFENSES:
Dodge 10 (DC 20), Parry 6 (DC 16) (FE [Forest] +2)
Toughness +4 (D.Roll +6), Fortitude +7, Will +8

Abilities 48 + Skills 17 + Advantages 33 + Powers 3 + Defenses 13 = 115

COMPLICATIONS:
Fame: During the war, Simo became a reluctant national icon and propaganda tool. After it, his fame would make him a constant subject of speculation and general fanboyism.
Enemy: During the war, the White Death was notorious enough with the Red Army to get several counter-snipers and even artillery barrages all targeted at him specifically.
Responsibility: Simo is a Second Lieutenant of the Finnish Defense Forces (later honorably discharged) and very dutiful in nature.


Simo Häyhä was born in 1905 in Rautjärvi, Finland, into a large family of eight children. Living in the countryside, he took up fishing and hunting as hobbies, proving very good at the latter. He won various championships, joined the volunteer militia and later the army, and received a formal training as a sniper. He was 33 years old when the Soviet Union’s invasion of Finland in late November ’39 began what would be known as the Winter War.

Serving in combat for the first time, Simo’s phenomenal marksmanship finally came into real use. Over the course of just three months, he would rack up a combined body count of over 500 enemy soldiers, split evenly between rifle and submachine gun. His enemies soon gave him the flattering moniker “The White Death”, which the Finns were happy to adopt, quickly making him into a propaganda tool in his own country and granting him several highly-publicized awards. His utilitarian wool mask, intended to just keep his face warm, made for an unintentionally frightful visage.

Simo is famous for his meticulousness, such as using water to freeze the snow around him, shoving snow in his mouth to keep his breath invisible, and especially refusing to use a scope which would fog up, reflect sunlight, and force him to hold his head higher out of cover. He made do with iron sights even at several hundred yards, all the while evading dedicated artillery barrages with nary a scratch. However, he was also very modest in public, feeling bothered by his fame and answering that his success came from one thing only: “Practice”.

In February ’40, Simo came face-to-face with the first Soviet superhuman to be deployed in war: the first Comrade Steel. They had multiple encounters over the course of the month, Simo taking a few shots at him but eventually learning to just evade the power-armored hulk… until their last battle in early March, when Simo had half his face blown off by Steel’s cannon, only to maintain consciousness, put a rifle round through Steel’s eye, and drag himself back to base before finally collapsing. He’d wake up a week later, the very day that peace was signed and the Winter War ended in Finland’s defeat after 105 days of combat.

Ongoing complications from Simo’s injury stopped him from serving in the Continuation War in ’41, against his own request. He would contently live out his days as a farmer, giving the occasional interview despite having no interest in flaunting his fame, typically answering that he “only did what he was told, as well as he could”. He eventually died of natural causes at the age of 96. Some enthusiasts have given him the title of Finland’s first superhero, having served in the period when widely publicized superhumans were really becoming a thing, and his three-month career having left a massive legacy indeed. Even his self-professed lack of powers is debated by some.

---

A bit of a weird one to start, but I couldn’t resist a little wankery while on the topic of European supers. Häyhä is a real historical figure who has gotten a second life on the internet’s various “Real-Life Badass” types of lists, even though the exact details of his lethality remain debated among historians, and I find the whole cult business quite silly to be honest. Everything in his bio is true, though… except Comrade Steel’s involvement, obviously. It was an enemy sniper and a direct hit from an explosive round.

Somewhat exaggerated (or is it?), this version of Häyhä is tough as a nail (though still human) and certainly the most skilled sniper the world has ever seen. Of course, M&M’s minion rules make sniping pretty trivial in general, but a base accuracy of +10 at 2000 ft. in forest terrain lets him safely and leisurely pick off anyone not in total cover.
Last edited by Levander on Sun Mar 31, 2019 11:00 am, edited 14 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Comrade Steel I

Post by Levander »

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COMRADE STEEL I
PL 10 (135)


OPL: 9; DPL: 10
Identity: Grekov Timurovich (public)
Status: Killed in action by Brother Black
Nationality: Soviet Union
Languages: Russian
Affiliation: Red Army, Patriot Program
Special Traits: Super-soldier physique, tank-like power armor

ABILITIES:
STRENGTH 5 [10], AGILITY 2, FIGHTING 7, AWARENESS 0
STAMINA 5 [8], DEXTERITY 0, INTELLECT -1, PRESENCE 0

SKILLS:
Expertise (Soldier) 7 (+7), Intimidate 10 (+11), Perception 6 (+6), Stealth (-1), Vehicles 4 (+4)

ADVANTAGES:
All-Out Attack, Benefit 1 (Military Officer), Diehard, Fearless, Great Endurance, Ranged Attack 7, Startle

POWERS:
“First-Gen Patriot Procedure”
Regeneration 1 [1]
Speed 1: 8 mph [1]
Immunity 2: Poison, disease (Limited to half effect -1) [1]

“Warhorse Armor” [Removable: 58 total, -11 cost (Restricted to super-strong individuals 1)]
Growth 3: +3 Str/Sta, +1 Intimidation, -1 Dodge/Parry, -3 Stealth (10 ft., 1,600 lbs.) [6]
Enhanced Strength 2 [4]
Protection 5 (Impervious 11) [16]
Immunity 2: Cold, integrated gas mask [2]
“Flamethrower”
Damage 7 (Line Area +2 [60 ft.], Secondary Damage +1) [28]
  • AE: “Chainblade”
    Damage 11 (Improved Critical 2, Penetrating 8) [1]
  • AE: “Tank Cannon”
    Ranged Damage 10 (7 ranks of Burst Area +1 [30 ft.]) [1]
  • AE: ”Heavy Machine Gun”
    Ranged Damage 8 (Accurate, Multiattack +1) [1]
OFFENSE:
Unarmed +7 (Tough DC 25), Chainblade +7 (Tough DC 26)
Heavy Machine Gun +9 (Tough DC 23)
Tank Cannon +7 (Tough DC 25; Dodge DC 17, Tough DC 22)
Flamethrower (Dodge DC 17, Tough DC 22)

DEFENSES:
Dodge 5 (DC 15), Parry 7 (DC 17)
Toughness +13 (Imp. 11), Fortitude +10, Will +7

Abilities 44 + Skills 14 + Advantages 13 + Powers 52 + Defenses 12 = 135

COMPLICATIONS:
Ammunition: Due to being based on tank weaponry yet mounted on a man-sized chassis, the ammunition and fuel used in the Warhorse’s heavy weaponry can run out relatively quickly.
Disability: Grekov used to be a highly educated and intelligent officer, but was never the same after the White Death put a bullet in his brain. After a lot of conditioning and rehabilitation, he can once again perform his role as a soldier, but is otherwise mentally disabled.
Responsibility: Grekov was always loyal to his nation and military, but now he couldn’t really disagree if he wanted to.
Weakness: Built with WW2 era technology, albeit cutting-edge, the Warhorse still has certain mechanical weak parts such as eye slits, hydraulics, munition stores, ventilation ports and hinges that have been armored to the engineers’ best ability but can still be exploited with some effort. Such weaknesses have proven critical on several occasions.


Grekov Timurovich was born in Perm, Russia, in 1924, and grew up into a loyal Soviet citizen. He was conscripted at age 21, and due to his health and intellect he was deemed a good candidate for the fledgling Patriot Project, which he volunteered for at the suggestion of his commanding officer. He underwent intense physical and mental training, as well as medical experimentation. Unlike so many of his comrades who were forced to drop out or just quietly disappeared, Grekov ended up being one of the Project’s first successes.

While all the Patriots received special prestigious assignments, Grekov was allowed to wear the experimental Warhorse armor. Although rudimentary by modern standards, it’s considered one of the first examples of true powered armor by historians today and actually employed some of the best technology at the time. His first assignment came in February 1940, when he was sent to participate in the great push meant to break through Finnish resistance and end the Winter War that was quickly becoming an embarrassment for the Soviet leadership. He found success on the battlefield, but soon became distracted with hunting down the White Death, an elusive Finnish sniper his fellow soldiers basically considered a monster.

After countless fruitless attempts, during which the White Death kept dropping Grekov’s comrades like flies, their game of cat and mouse finally ended when Grekov enlisted help from the air force, which agreed to drop him down as part of a bombing run and thus ambush the sniper. Grekov managed to land a near-direct hit with his armor’s cannon, but the White Death responded with a rifle round through his eye slit, left unarmored due to visibility issues. The wounded White Death escaped and Grekov was recovered in comatose condition.

Comrade Steel had already been hyped up as a Soviet national hero, and the authorities refused to admit his defeat. Grekov’s condition was kept secret while he was placed into an extensive and experimental rehabilitation program. The Winter War soon ended in Soviet victory, but when Germany invaded the Soviet Union in ’41, a replacement Patriot was sent out in Grekov’s suit while he was still recovering (Pyotr Perevalov, Comrade Steel II). By late ’42, Grekov had made a full physical recovery, and his brain damage had been compensated with mental conditioning that made him an effective soldier but left him otherwise disabled. He returned to the battlefield as Comrade Steel, wearing an improved Warhorse, while Pyotr was rebranded as “Commissar”. Superhumans were becoming more prevalent on all sides by this time in the war, but Grekov managed to distinguish himself in combat against the Germans.

Near the end of the war, Grekov was assigned to Estonia, where he fought against the Forest Brothers, an anti-Soviet guerrilla group. As such, he soon came to blows with Brother Black, a local hero figure who would’ve kindled some memories of the White Death if Grekov hadn’t long since become a single-minded war machine. The war ended, but the guerrillas kept fighting. In their last fight in ’49, Brother Black managed to use explosives to dislodge the armor on one of the Warhorse’s air vents and toss in a Molotov cocktail, cooking Grekov to death inside his own suit.

There would be two more Comrade Steels after Grekov, but the Warhorse line was discontinued in the 1950s to be replaced with a newer model, and the Comrade Steel name died with it - but not without leaving behind a notable if controversial legacy.

---

I wasn’t originally planning to use a picture of “Brotherhood of Steel” power armor for “Comrade Steel” and it wasn’t really my inspiration, but man, Google isn’t being good to me today… At least I managed to find a Soviet-themed version.

The thread as a whole isn’t going to be specifically WW2-themed or anything, I just happened to feel like it for this first crop of characters. The Forest Brothers are a real historical guerrilla group, by the way.
Last edited by Levander on Sun Mar 31, 2019 10:59 am, edited 3 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Brother Black

Post by Levander »

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BROTHER BLACK
PL 9 (160)


OPL: 9; DPL: 9
Identity: Kunnar Kask (secret, known by some comrades)
Status: Undead and undercover
Nationality: Estonia
Languages: Estonian, German, Russian
Affiliation: Forest Brothers
Special Traits: Undead guerrilla

ABILITIES:
STRENGTH 6, AGILITY 3, FIGHTING 9, AWARENESS 2
STAMINA 9, DEXTERITY 2, INTELLECT 1, PRESENCE 1

SKILLS:
Athletics 2 (+8), Expertise (Guerrilla) 10 (+11), Perception 4 (+6), Ranged Combat (Firearms) 6 (+11), Stealth 6 (+9), Treatment 2 (+3), Vehicles 4 (+6)

ADVANTAGES:
Close Attack 1, Daze (Intimidation), Equipment 4, Favored Foe (Soldiers), Fearless, Improved Aim, Ranged Attack 3, Set-Up, Startle, Takedown, Teamwork

POWERS:
“Implacable Revenant”
Immunity 15: Biological effects [15]
Regeneration 2 (Regrowth) [3]
Immortality 12: 15 minutes [24]
Speed 1: 8 mph [1]

“Spectral Sight”
Senses 7: Visual (Darkvision), Mental (Detect Life; Accurate, Acute, Ranged) [7]

EQUIPMENT:
“Molotov Cocktail” Ranged Damage 4 (Cloud Area +1 [15 ft.], Secondary Damage +1; Diminished Range 2 [100 ft.]) (14)
  • AE: “Frag Grenade” Ranged Damage 5 (Burst Area +1 [30 ft.]; Diminished Range 2 [125 ft.]) (1)
  • AE: “Submachine Gun” Ranged Damage 4 (Multiattack) (1)
  • AE: ”Silenced Pistol” Ranged Damage 3 (Subtle) (1)
  • AE: “Bayonet Blade” STR-based Damage 2 (Improved Critical) (1)
OFFENSE:
Unarmed +10 (Tough DC 21), Bayonet Blade +10 (Tough DC 23)
Firearms +11 (Tough DC 18-19)
Molotov Cocktail (Dodge DC 14, Tough DC 19), Frag Grenade (Dodge DC 15, Tough DC 20)

DEFENSES:
Dodge 9 (DC 19), Parry 9 (DC 19)
Toughness +9, Fortitude +9, Will +7

Abilities 66 + Skills 17 + Advantages 16 + Powers 50 + Defenses 11 = 160

COMPLICATIONS:
Hatred: Kunnar has a burning hatred of both Nazis and Communists. Though he mostly recognizes that both regimes are already long gone, he has devoted himself to hunting down any remnants, and his prejudice may occasionally extend to Germans and Russians in general.
Monstrous: Kunnar is obviously an undead monstrosity, making it impossible for him to blend into normal society even if he covers his face.
Phylactery: Kunnar could hypothetically be killed for good if his still-beating heart was dug out of the collapsed bunker it’s buried in and burnt in a suitably blessed flame.
Undying Depression: Feeling like he has no more purpose in life – or in fact a life at all – has left Kunnar noticeably depressed and aimless, even falling into an apathetic “sleep” for over 60 years before his rest was disturbed.


Kunnar Kask was born in Tartu, Estonia in 1918, the year that the country first separated from the former Russian Empire. However, when it was re-occupied by the Soviets in 1940 – in accordance with the secret deal made between the Soviets and Nazi Germany – he and his fellow youngsters quickly grew agitated with the intolerable state of things. When Estonia was subsequently counter-re-occupied by the German invasion in ’41, Kunnar was one of several thousand Estonians to volunteer for the German army, having little sympathy for the Nazi ideology but hoping for renewed independence.

Kunnar served on the front for a while, fighting the Soviets like any other infantryman until the day he was included in a randomly selected batch of soldiers forcibly moved to Germany as part of their Übermensch Initiative, meant as a counter to the Soviets’ Patriot Program. The Initiative meant to test its dangerous methods on inferior races before risking what it considered valuable elite soldiers. It was also the only one of the period’s various super-soldier programs to experiments with magical means, that being the division Kunnar was soon sent to.

The Übermensch Initiative was attempting to recreate various rituals by taking the imperfect instructions it’d dug up and filling the gaps with empirical research, which basically meant a whole lot of human sacrifice in the name of trial and error. Kunnar spent a long time in a holding cell under horrible conditions until his turn finally came, which meant being tied to an altar to have his heart scooped out and placed in a specially prepared metal box. Kunnar only died for a while, though: he soon came back to life as an undead monster. Exactly what the Initiative wanted – the magical branch’s first success.

Whatever security systems they had in place proved insufficient, though, as Kunnar eventually regained his senses, busted his way out of the transport train he'd been placed in and fought his way back to Estonia in an undying frenzy. His former comrades initially reacted with understandable terror, but he soon managed to convince them to join him in forming a resistance movement to sabotage both enemies at once while fighting for an independent Estonia. When the Germans were pushed back and the Soviets returned once again in ’44, his group joined forces with the wider Forest Brother movement. His notoriety grew, and despite (or perhaps thanks to) his terrifying appearance, he became something of a symbol for the whole movement. The other guerrillas could only act with utmost care, but “Brother Black” could take on entire companies of soldiers and come out on top. Near the end of the war, most Übermensch facilities were destroyed to hide their secrets, including Kunnar's, burying his heart in a demolished bunker that remains unexplored to this day.

His most famous rivalry was with the Soviet hero Comrade Steel, sent to the area to stamp out Kunnar and his little friends. They clashed often over the years, both of them landing some good blows – Kunnar even “died” a few times, only to reform good as new. In ’49, he happened to catch the perfect opportunity, sneaking up on Steel to blow a hole in his mechanical armor with a plastic explosive before tossing a Molotov cocktail into the gap, finally killing Steel.

However, unlike Kunnar, the rest of the Brothers were very much mortal, and their once-successful movement dwindled over the years. Kunnar himself grew disillusioned not just with their odds, but his own undead nature as well, falling deeper and deeper into depression. In ’53, he asked his distraught comrades to bury him in an unmarked grave in the woods, hoping to fall into an eternal sleep. Out of respect for their leader, they very reluctantly complied, and Brother Black fell off the map.

Sleep he did, peacefully or not, until in 2015 a member of the Neo-Nazi group Imperium discovered his grave after a lot of detective work, hoping to research one of the former Initiative’s most groundbreaking projects. However, the instant he opened it up, his throat was crushed by the enraged Kunnar. He rose out of his grave and surveyed his situation. He was delighted to find out that Estonia was independent once more, but more aware than ever that he had no place in it. Since then, he has been lurking around Eastern Europe, seeking out any further authoritarian splinter groups he could fight to fill the hole where his heart should be.

---

A little mechanical note: rather than give unliving creatures' no Stamina and Immunity 30 (Fortitude effects), I prefer to keep their Stamina as is and give them Immunity 15 (Biological effects), basically covering all effects dependent on organic physiology but leaving them open to things that could still conceivably affect them in the realm of comic book physics.
Last edited by Levander on Sun Mar 31, 2019 11:06 am, edited 5 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Mr. Incredible

Post by Levander »

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MR. INCREDIBLE
PL 11 (145)


OPL: 11; DPL: 11
Origin: The Incredibles
Identity: Robert Parr (secret, known by officials)
Status: Dead of natural causes
Nationality: United States
Languages: English
Affiliation: The Incredibles
Special Traits: Superhuman strength and durability, danger sense

ABILITIES:
STRENGTH 12, AGILITY 3, FIGHTING 8, AWARENESS 2
STAMINA 12, DEXTERITY 0, INTELLECT 2, PRESENCE 2

SKILLS:
Acrobatics 4 (+7), Close Combat (Unarmed) 2 (+10), Expertise (Insurance Clerk) 6 (+8), Expertise (Superhero) 8 (+9), Perception 4 (+6), Ranged Combat (Throwing) 4 (+8), Vehicles 6 (+6)

ADVANTAGES:
Diehard, Equipment 10 (The Incredibile), Extraordinary Effort, Great Endurance, Improved Initiative*, Interpose, Ranged Attack 4, Skill Mastery (Athletics), Takedown, Teamwork, Uncanny Dodge*

POWERS:
“Mega Strength”
Power-Lifting 1: 200 tons [1]
Speed 1: 8 mph [1]
Leaping 3: 60 ft. [3]

“Near Invulnerability”
Protection 2 (Impervious 11) [13]

“Danger Sense”
Senses 1: Mental (Danger Sense) [1]
Enhanced Advantage 2: Improved Initiative, Uncanny Dodge [2]

EQUIPMENT:
Vehicle: “The Incredibile”
Size – L, Strength – 6, Speed – 6 (250 mph) (AE: Swimming 6, AE: Flight 5 [Limited to just off the ground -1]), Defense – 8, Toughness – 12 (15)
Powers: Impervious Toughness 9, Ranged Damage 6 (Burst Area +1) (27)
Features: Autopilot, Communications, Computer, Disguise, Ejector Seats, Remote Control, Security System (Voice Recognition) (7)
Cost: 15+27+7 = 49

OFFENSE:
Unarmed +10 (Tough DC 27)
Ranged +4, Throwing +8

DEFENSES:
Dodge 6 (DC 16), Parry 8 (DC 18)
Toughness +14 (Imp. 11), Fortitude +12, Will +8

Abilities 78 + Skills 17 + Advantages 21 + Powers 20 + Defenses 9 = 145

COMPLICATIONS:
Pride: Very aware of his position as a high-class hero, Bob is bad at stepping back and letting others take the spotlight. During his period undercover, he had trouble letting go of his past and regularly went out to fight crime in secret.
Relationships: Bob is the husband of Helen Parr and the father of Violet, Dash and Jack-Jack. He’s also good friends and crimefighting partners with Lucius Best.
Temper: Bob is quick to snap and raise his voice when angered, occasionally overusing his strength on innocent furniture.


Robert “Bob” Parr was born in 1929 in Chicago, USA. Already in his childhood it became apparent that he had natural superpowers, which he struggled to hide during his occasional outbursts, forcing his family to move around a lot. They eventually ended up in San Francisco, where Bob grew up and became a superhero in ‘47 under the name Mr. Incredible, just around the same time as the surge of superhumans returning from WW2 had caused a massive upsurge in the number of heroes and villains alike.

Bob made a name for himself and became one of the most famous heroes on the West Coast. He frequently cooperated with fellow hero Elastigirl (Helen Truax) and they eventually married. However, despite an initially positive attitude, the public had growing concerns about the dangers to life and property caused by rampaging supers, in addition to a lot of opportunists raising frivolous lawsuits just for the money. The government had its own reasons to want to regulate the great number of superhumans, and sped along by this public demand, an act was signed and the Superhero Relocation Program began in ’54, outlawing superheroics while placing former heroes under a witness protection program of sorts.

Bob settled down and formed a family with Helen, having three superpowered children and working a depressing desk job as an insurance clerk, but he chafed under the limitations of the law and continued his hero work in secret, rescuing people from burning houses, stuff like that. However, one day in ’69 – fifteen years after the ban – he was contacted by people wanting to hire him for some real heroics, and he was more than happy to comply. However, this turned out to be a scheme by his old wannabe-sidekick turned villain Syndrome, wanting to eliminate him and other remaining supers while setting up himself as a new hero. The rest of Bob’s family had to get involved to rescue him, but by their combined efforts, Syndrome was defeated.

After some further misadventures, superheroes managed to reestablish their relevance and trustworthiness, and the ban was lifted later the same year. As the kids grew up a bit, the Parr family formed a more established hero team as “The Incredibles”, active on the West Coast of the US primarily in the seventies and early eighties. Bob and Helen would eventually retire due to old age, leaving their kids to run the team, which had by then gathered a lot of hangers-on and inspired many other heroes.

---

I watched The Incredibles 2 and the next feeling I got after the first fit of nostalgia was a want to build some of them – I mean, mainly characters from the first film for now, but still.

Their superheroes seem to be relatively low-powered compared to most superhero settings, but I want to include them in mine, so in order to maintain Bob’s narrative status as a high-tier powerhouse, he gets a bit of a boost. He’s a very cheap and straight-forward jumping brick, but surprisingly skilled at what he does, and has a pretty sweet ride as well.

I moved the dates a bit to dodge the question of Bob serving in WW2 (even if that has some potential), especially as the creators have confirmed that the 1962 date shown in the first film was just a random detail anyway and not actually intended as canon lore. This set-up also lets the superhero ban coincide with the real-life forming of the Comics Code Authority. But yes, it is now canon in this setting that superheroes were illegal in America between ‘54-‘69.
Last edited by Levander on Sun Sep 30, 2018 11:36 am, edited 6 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Elastigirl

Post by Levander »

Image Image

ELASTIGIRL
PL 10 (165)


OPL: 8; DPL: 10
Origin: The Incredibles
Identity: Helen Parr (secret, known by officials)
Status: Dead of natural causes
Nationality: United States
Languages: English
Affiliation: The Incredibles
Special Traits: Elastic stretching and shapeshifting

ABILITIES:
STRENGTH 3, AGILITY 8, FIGHTING 8, AWARENESS 3
STAMINA 3, DEXTERITY 2, INTELLECT 3, PRESENCE 2

SKILLS:
Acrobatics 4 (+12), Athletics 2 (+5), Close Combat (Unarmed) 4 (+12), Expertise (Homemaker) 4 (+7), Expertise (Superhero) 6 (+9), Investigation 4 (+7), Perception 2 (+5), Ranged Combat (Throwing) 2 (+8), Sleight of Hand 4 (+6), Technology 4 (+7), Vehicles 6 (+8)

ADVANTAGES:
Agile Feint, Chokehold, Equipment 3 (Elasticycle), Evasion, Fast Grab, Improved Hold, Ranged Attack 4, Set-Up, Takedown, Teamwork

POWERS:
“Full Body Elasticity”
Enhanced Strength 2, Agility 4, Fighting 4 [20]
Elongation 4 (120 ft.) [4]
Insubstantial 1 (Precise) [6]
Movement 3: Safe Fall, Slithering, Swinging [6]
Leaping 3: 60 ft. [3]

“Elastic Toughness”
Protection 4 [4]
Immunity 20: Bludgeoning damage (Limited to half effect -1) [10]

“Stretch Strike”
Enhanced STR Damage 1 [1]

“Pulley”
Enhanced Strength 6 (Limited to lifting/pulling with leverage -1) [6]
  • AE: “Slingshot”
    Enhanced Strength 6 (Limited to throwing -1) [1]
  • AE: “Glider”
    Flight 3: 30 mph (Gliding -1) [1]
  • AE: “Parachute”
    Movement 1: Safe Fall (Affects Others +1) [1]
EQUIPMENT:
Vehicle: “Elasticycle”
Size – M, Strength – 1, Speed – 6 (250 mph), Defense – 10, Toughness – 10
Features: Communications, Computer, Splits in half to enable stretching
Cost: 12+3 = 15

OFFENSE:
Unarmed +12 (Tough DC 19)
Ranged +6, Throwing +8

DEFENSES:
Dodge 13 (DC 23), Parry 13 (DC 23)
Toughness +7, Fortitude +7, Will +8

Abilities 48 + Skills 21 + Advantages 15 + Powers 62 + Defenses 19 = 165

COMPLICATIONS:
Power Loss: Helen is unable to stretch her body in conditions of intense or extreme cold without great risk of tearing and injuring herself.
Relationships: Helen is the wife of Bob Parr and the mother of Violet, Dash and Jack-Jack.


Helen Truax was born in Los Angeles, United States in 1929. In ’48 she moved to San Franscisco and took up superheroics as Elastigirl, utiziling her natural power to freely stretch and shape her body. She married Mr. Incredible (Bob Parr) and took his surname. When the Superhero Relocation Program forced them to retire in ‘54 and live normal lives, she stayed home to raise their three children.

She was frustrated by Bob’s nighttime antics and sneaking out to play hero, but the greatest shock came in ’69, when she briefly believed Bob to be cheating on her, only to find out that he’d been hired to do hero work for a mysterious employer. She tracked him down, only to discover that he'd been lured into a trap, getting the whole family involved to save him and take down Syndrome.

Helen would go on to become a central figure in the successful campaign to lift the ban on heroes. Despite Bob usually acting like the leader of the Incredibles, Helen tended to be the brains behind the operation, being more skilled at detective work and technology, and notably causing a lot less collateral damage with her M.O.

---

A lot weaker than Bob on the offense but a lot more mobile and flexible (heh). The Incredibles’ true nature as a Fantastic Four homage starts to raise its head, even making stretchy Helen the “smart one” of the crew, even if not really a tech genius on the level of Richards.
Last edited by Levander on Sun Sep 30, 2018 11:37 am, edited 3 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Ultraviolet

Post by Levander »

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ULTRAVIOLET
PL 11 (155)


OPL: 11; DPL: 11
Origin: The Incredibles
Identity: Violet Parr (secret, known by officials)
Status: Alive at age 64
Nationality: United States
Languages: English, Spanish
Affiliation: The Incredibles, California Corps
Special Traits: Invisibility and forcefield generation

ABILITIES:
STRENGTH 1, AGILITY 3, FIGHTING 6, AWARENESS 3
STAMINA 3, DEXTERITY 0, INTELLECT 4, PRESENCE 2

SKILLS:
Acrobatics 2 (+5), Athletics 4 (+5), Expertise (Superhero Leader) 8 (+12), Insight 2 (+5), Investigation 6 (+10), Perception 2 (+5), Persuasion 4 (+6), Ranged Combat (Forcefields) 4 (+8), Stealth 6 (+9), Technology 4 (+8)

ADVANTAGES:
Benefit 2 (Status & Resources – California Corps), Extraordinary Effort, Interpose, Leadership, Ranged Attack 4, Teamwork, Well-Informed

POWERS:
“Invisibility”
Concealment 4: All vision (Limited to body and special materials -0.5) [6]

“Forcefield Generation”
Enhanced Dodge 4, Parry 4 (Sustained +0) [6]
Protection 4 (Sustained +0) [4]

“Globe of Force”
Create 14 (Impervious +1, Movable +1; Limited to hollow globes -1; Dynamic) [43]
  • DAE: ”Force Slam”
    Move Object 12 (Accurate, Damaging +1, Indirect 4; Concentration -1) (28) [2]
  • DAE: “Force Levitation”
    Flight 4: 60 mph (Affects Others +1) (12) [2]
  • DAE: “Boosted Personal Field”
    Protection 5 (Impervious 11; Sustained +0) (16) [2]
OFFENSE:
Unarmed +6 (Tough DC 16)
Globe of Force +8 (Dodge DC 24)
Force Slam +10 (Tough DC 27)

DEFENSES:
Dodge 10 (DC 20), Parry 10 (DC 20)
Toughness +7/12*, Fortitude +6, Will +11

Abilities 44 + Skills 21 + Advantages 11 + Powers 65 + Defenses 14 = 155

COMPLICATIONS:
Confidence: She may not break down the way she used to, but if everything really starts going against Violet, she has a tendency to bunker up and be stuck with decision paralysis.
Relationships: Violet is the older sister of Dash and Jack-Jack.
Responsibility: On behalf of the California Corps, Violet is responsible to the U.S. government and has certain duties as a state-licensed hero.


Violet is the daughter of Bob and Helen Parr, born in 1955 in San Francisco, United States, while her parents were laying low as part of the Superhero Relocation Program. Growing up with the pressure of her and her families’ secret powers contributed to her becoming a very moody but shy and reserved teen. In the year ’69, she was 14 years old when the events caused by her father’s harkening back to the good old days dragged the rest of the family into the mess, and she was both permitted – and forced – to use her powers in combat for the first time.

However, becoming an active superhero helped her grow in confidence. When the whole family became a hero team, she took a lot of responsibility for her younger brothers, and her sharp intellect also got many chances to shine in the field. Even as her parents eventually retired, the siblings stayed in action, and after hopping around some other teams, eventually formed the base of the state-licensed California Corps in ’95. She has remained a de facto leader of the group ever since with only some brief drama and other breaks in between, her powers showing little sign of weakening with age.

---

Violet is the most obvious FF reference, invisibility and forcefields being a suspiciously specific and unrelated combination of powers. This build is my interpretation of an older version, with more control over her powers and years or decades of experience in the superhero business. The kids are still active in the modern day, so I have more interest in being speculative with their stats. Violet as seen in the movies is more of a PL 6-7 with little to no skills or advantages.

It looks like teams and organizations are going to be happening on a “first come, first served” basis, with heroes I build at this early phase having a higher chance to end up as leader figures or otherwise significant. However, I do enjoy the idea of an aged but more confident and still very powerful Violet in charge of a superhero group on the oft-ignored West Coast, so there you go. She prefers a defensive, supportive role, though her fields have the downside of not being Selective. At least she can still deal Damage 12 if she feels like it.

Her hero name courtesy of me is extremely unsubtle (it’s basically like naming yourself Super-Steve), but hey, it works for someone who can turn invisible and create violet force fields. As for this artist drawing the grown-up Incredibles, I otherwise don’t mind his style, but the generic tattoos and scars slapped on all of them are a bit much…
Last edited by Levander on Mon Oct 01, 2018 3:08 pm, edited 6 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

The Dash

Post by Levander »

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THE DASH
PL 10 (171)


OPL: 10; DPL: 10
Origin: The Incredibles
Identity: Dashiell Parr (badly kept secret)
Status: Active at age 60
Nationality: United States
Languages: English
Affiliation: The Incredibles, California Corps
Special Traits: Superhuman speed and reflexes

ABILITIES:
STRENGTH 2, AGILITY 4, FIGHTING 11, AWARENESS 1
STAMINA 3, DEXTERITY 0, INTELLECT 0, PRESENCE 1

SKILLS:
Acrobatics 2 (+6), Athletics 6 (+8), Close Combat (Unarmed) 4 (+15), Expertise (Superhero) 8 (+8), Perception 4 (+5), Stealth 4 (+8)

ADVANTAGES:
Improved Disarm, Improved Trip, Move-By Action, Ranged Attack 4, Set-Up, Teamwork

POWERS:
“Superhuman Speed & Reflexes”
Speed 9: 2000 mph [9]
Leaping 8: 1,800 ft. (Limited to running start -1) [4]
Quickness 6 (Limited to physical tasks -1) [3]
Enhanced Fighting 6 [12]
Enhanced Dodge 6 [6]
Enhanced Advantage 14: Agile Feint, Defensive Attack, Evasion 2, Great Endurance, Improved Defense, Improved Initiative 2, Instant Up, Power Attack, Quick Draw, Seize Initiative, Takedown 2, Uncanny Dodge [15]
Movement 3: Wall-Crawling 2, Water-Walking (Limited to while running -1) [3]

“Enhanced Durability”
Protection 2 [2]
Immunity 8: Speed side effects, own slam damage, falling damage [8]

“Improved Evasion”
Immunity 20: Area effects (Limited to successfully Dodged attacks -1) [10]

“Omnipunch”
STR-based Damage 3 (5 ranks of Burst Area +2 [60 ft.], No Dodge Check +1, Selective +1) [23]
  • AE: “Rapid-Fire Fisticuffs”
    STR-based Damage 3 (5 ranks of Multiattack +1) [1]
OFFENSE:
Unarmed +15 (Tough DC 17), Rapid-Fire Fisticuffs +15 (Tough DC 20)
Omnipunch (Tough DC 20)
Ranged +4

DEFENSES:
Dodge 15 (DC 25), Parry 15 (DC 25)
Toughness +5, Fortitude +7, Will +8

Abilities 32 + Skills 14 + Advantages 9 + Powers 96 + Defenses 20 = 171

COMPLICATIONS:
Identity: Dash still wears a mask, but has always been horrible at maintaining a secret identity, and him being Dashiell Parr is pretty obvious to anyone doing the slightest bit of research. He just slapped "The" in front of his civilian nickname! This also tends to compromise his siblings’ identities.
Reckless: Especially in his young adult years, Dash was a real adrenaline junkie and something of a loose cannon, often jumping the gun to the detriment of the rest of the team or taking unnecessary risks. He’s calmed down since, but is still impatient to leap at any challenge.
Relationships: Dash is the brother of Violet and Jack-Jack.
Responsibility: As a founding member and Violet’s brother, Dash has a somewhat unofficial role in the California Corps leadership, which he tries to downplay for fear of being tied down further. Being a state-licensed superhero also brings with it certain duties.


Dash is the son of Bob and Helen Parr, born in 1959 in San Francisco, United States. He already had a lot of control over his powers by age 10, but started acting up, using his powers in public and chafing against the insistence that he keep them secret. He finally got the chance to use them for real starting in ’69, becoming an active superhero along with the rest of his family.

Despite being fundamentally good-hearted, jovial and devoted to the cause, Dash’s personality tended to cause trouble with his teammates and the authorities alike. The fact that he was just doing his best only made him lash out more easily, causing even more drama. Still, he remained close with his siblings, despite bickering with Violet quite often and sometimes struggling to take care of the much younger Jack-Jack. He even left for a while after their parents’ retirement, “pursuing other projects”, before eventually returning to found the California Corps with Violet.

---

Yeah, seriously. Dash’s canonical first name is “Dashiell”. I know it’s a real name, but in context it definitely feels like something approaching the level of “Blackagar”… He’s a blatant homage to the Flash, but in the FF comparison, he fills the Human Torch’s role as the team’s reckless youngster.

Anyhow, adult Dash is a competent speedster on a level slightly below the likes of Quicksilver, though it’s notable that he lacks Quicksilver’s degree of mental quickness, and his superspeed really is just plain “going fast” rather than also perceiving the world at a different rate. The setting probably won’t have many speedsters at a level higher than this, and I’m relegating the seldom-used “cyclone” etc. effects into power stunts rather than obligating myself to slap them onto every speedster I build.

All in all, Dash at his peak is a highly accuracy-shifted melee combatant (albeit with Power Attack) especially good at goon-sweeping, but superspeed finds even more uses in other heroics outside simple combat. He’s the most expensive Incredible so far thanks to the sheer number of individual effects. Depending on what view you prefer of aging superheroes (age equals badassery vs. you know, actually getting old) 60-year-old Dash may be a bit slower.

For the record, “No Dodge Check +1” is basically shorthand for “Perception Range +2, Limited to adjacent -1”.
Last edited by Levander on Mon Oct 01, 2018 3:08 pm, edited 6 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Jack-of-All

Post by Levander »

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JACK-OF-ALL
PL 12 (240)


OPL: 12; DPL: 12
Origin: The Incredibles
Identity: John Jackson Parr (secret)
Status: Active at age 51
Nationality: United States
Languages: English, Spanish
Affiliation: The Incredibles, California Corps (nominally)
Special Traits: Molecular shifting and telekinesis

ABILITIES:
STRENGTH 8, AGILITY 4, FIGHTING 9, AWARENESS 2
STAMINA 8, DEXTERITY 0, INTELLECT 6, PRESENCE 1

SKILLS:
Expertise (Physics) 10 (+16), Expertise (Superhero) 2 (+8), Insight 4 (+6), Investigation 6 (+12), Perception 4 (+6), Ranged Combat (Energy Blasts) 4 (+10), Technology 6 (+12)

ADVANTAGES:
Benefit 1 (Wealth & Status - World-Famous Scientist), Close Attack 1, Diehard, Jack-of-All-Trades, Interpose, Ranged Attack 6, Takedown, Teamwork

POWERS:
“Telekinesis”
Move Object 6: 3,200 lbs. (Perception Range +1, Precise, Subtle; Concentration -1) [14]

“Molecular Renewal”
Immunity 1: Aging [1]
Immunity 12: Life support, transformation effects (Sustained +0) [12]
Regeneration 2 (Persistent +1, Regrowth) [5]

“Molecular Shifting” [see bottom of post]
Feature 1: Quick Change [1]
Variable 10: 50 points to spend on molecular powers (Move Action +1) [80]

OFFENSE:
Unarmed +10 (Tough DC 23)
  • Demon Form/Metal Form +10 (Tough DC 27)
  • Giant Form +10 (Tough DC 29)
Ranged +6, Energy Blasts +10
  • Laser Vision +10 (Tough DC 29)
DEFENSES:
Dodge 9 (DC 19), Parry 9 (DC 19)
Toughness +8, Fortitude +14, Will +8

Abilities 76 + Skills 18 + Advantages 13 + Powers 113 + Defenses 17 = 240

COMPLICATIONS:
Fame: Jack’s expertise in molecular physics and parallel dimensions is famous around the world, and unfortunately it happens to be a field that often draws villainous attention as well.
Identity: Jack would like to focus on his career as a researcher and professor at Caltech, which means he has little time to spend on heroics and is very protective of his secret identity. He is only summoned for the most important of missions.
Relationships: Jack is the younger brother of Violet and Dash Parr.
Weakness: Jack’s laser vision and similar energy blasts are trivially reflected by any sufficiently shiny surface, such as a simple mirror, even at full power.


John Jackson Parr, called Jack or J.J. by friends and Jack-Jack by family, was born in 1968 in San Francisco, United States to Bob and Helen Parr. He was only a year old when his polymorphic powers started to manifest, around the same time that the rest of his family was getting back into the hero business, occasionally placing him in the line of fire as well. A lot younger than his siblings, he remained a small child throughout most of the period that the Incredibles were active, and though his family took good care of him, this resulted in him growing a bit distanced from the hero side of things.

Jack still joined the Incredibles in earnest around the time he was in his teens, but seemed more interested in pursuing a different way of life. He was a very gifted child, and not just in the power department, but academically as well. His family was supportive enough, though the continued distractions they caused just drove Jack even further away, and he moved away to study at the first opportunity, only rarely joining them on their missions. He later became a professor at Caltech and a world-famous physicist specialized in molecular physics and parallel dimensions, aided by his powers allowing him to research them first-hand. He doesn't resent his powers or dislike heroics, but doesn't want to devote himself to them.

Jack’s control over his own molecular structure allows him a great variety of powers (once thought to be a smattering of entirely separate ones) that pre-Parr physics could hardly even comprehend, but it also seems to have the effect of slowing or even stopping the aging of his cells. He still looks about as young as he did at 30, a fact which he tries to hide by changing his appearance in other ways, and it remains to be seen if he is in fact functionally ageless.

---

In the movies, Jack-Jack is obviously just a baby with a bunch of powers (some have actually called him the team’s Franklin Richards), leaving me the liberty to do whatever I want, and that’s exactly what I did. I thought about what his narrative role in the setting would be, though, and went for something a bit different. Having a plot device gamebreaker following your team around is just dull; a plot device gamebreaker who doesn’t follow you around can be interesting when handled well, and adds a bit of variety to my Incredibles set-up. I generally like the idea of scientist heroes who are actually known as revolutionary in their field. :P

Anyway, J.J. here is pretty much this setting’s equivalent of an Omega-level mutant (however inflated that term may be these days), having a fundamentally physics-breaking power with great power and versatility. He can only alter his own structure, though, making him somewhat less ridiculous than a lot of similar characters. Still, with his Variable, he can hit all his caps however the heck he pleases and give practically any other human on the planet a decent fight.

I actually rather like the hero name I made up (which is probably the intended pun to begin with).
SAMPLE MOLECULAR POWERS
  • ”Demon Form”
    Enhanced Dodge 3, Parry 3 [6]
    Enhanced Strength 2 [4]
    STR-based Damage 2 (Improved Critical 2) [4]
    Speed 2: 16 mph [2]
    Leaping 3: 60 ft. [3]
  • ”Dimension Shift”
    Movement 2: Dimension Travel 2 (scientific dimensions) [4]
  • ”Duplication”
    Summon 4: Nonpowered duplicates [Horde +1, Multiple Minions +8 [12 minions]) [44]
  • ”Fiery/Electric Halo”
    Damage 6 (Reaction to touch +3) [24]
  • ”Giant Form”
    Growth 10: +6 Str/Sta, +5 Intimidation, -5 Dodge/Parry, -10 Stealth (50 ft., 12 tons; Protection instead of Stamina; 4 ranks don't add to Abilities -1) [16]
  • ”Incorporeality”
    Insubstantial 3 (Precise, Subtle) [17]
  • “Laser Vision”
    Ranged Damage 14 [28]
  • ”Levitation”
    Flight 6 (Subtle) [13]
  • ”Metal Form”
    Enhanced Strength 4 [8]
    Protection 6 (Impervious 13) [19]
    Feature 3: Increased Mass (1,600 lbs.) [3]
  • ”Mimicry”
    Morph 4: Any form [20]
  • ”Phasing”
    Movement 3: Permeate 3 [6]
  • ”Teleportation”
    Teleport 10: 4 miles/1000 miles (Change Direction, Change Velocity, Extended +1) [32]
  • ”Vibration”
    Immunity 5: Entrapment effects [5]
Last edited by Levander on Sun Mar 31, 2019 11:12 am, edited 7 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Syndrome

Post by Levander »

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SYNDROME
PL 13 (150)


OPL: 13; DPL: 7
Origin: The Incredibles
Identity: Buddy Pine (secret)
Status: Dead by jet turbine, courtesy of Mr. Incredible
Nationality: United States
Languages: English, Spanish, French, Latin
Affiliation: --
Special Traits: Genius inventor

ABILITIES:
STRENGTH 1, AGILITY 1, FIGHTING 4, AWARENESS 1
STAMINA 2, DEXTERITY 2, INTELLECT 8, PRESENCE 1

SKILLS:
Expertise (Business) 6 (+14), Expertise (Engineering) 10 (+18), Investigation 4 (+12), Perception 4 (+5), Ranged Combat (Energy Blasts) 4 (+10), Technology 10 (+18), Vehicles 8 (+10)

ADVANTAGES:
Benefit 5 (Wealth – Billionaire Arms Dealer), Contacts, Defensive Roll 2, Equipment 6, Improved Initiative, Inventor, Ranged Attack 4, Skill Mastery (Technology), Well-Informed

POWERS:
“Zero-Point Gauntlets” [Removable: 44 total, -9 cost]
“Tractor Beam”
Move Object 16: 25 tons (Multiattack +1; 6 ranks Limited to DC increase -1) [42]
  • AE: “Blasting Beam”
    Ranged Damage 12 (Multiattack +1) [1]
  • AE: “Miniature Bomb”
    Ranged Damage 12 (Burst Damage +1 [30 ft.]) [1]
“Miniature Drone” [Removable: 7 total, -2 cost]
Summon 3: Life-Scanner Drone (Communication Link) [7]

“Jet Boots” [Removable: 18 total, -4 cost]
Flight 5: 120 mph [10]
Enhanced Parry 2, Dodge 6 [8]

EQUIPMENT:
“Comms Bracer” Commlink, Computer (2)
Headquarters: “Nomanisan Island”
Size – A, Toughness – 14, Features – Communications, Computer, Defense System, Dock, Fire Prevention System, Garage, Grounds, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Living Space, Personnel, Power System, Security System 2, Workshop (28)

OFFENSE:
Unarmed +4 (Tough DC 16)
Tractor Beam +10 (Strength DC 26), Blasting Beam +10 (Tough DC 27)
Miniature Bomb (Dodge DC 23, Tough DC 28)

DEFENSES:
Dodge 10 (DC 10), Parry 6 (DC 16)
Toughness +2 (D.Roll +4), Fortitude +5, Will +7

Abilities 40 + Skills 21 + Advantages 22 + Powers 54 + Defenses 12 = 150

COMPLICATIONS:
Motivation: Buddy seeks revenge against the superheroes that rejected him, especially Mr. Incredible, whom he used to adore. His hatred is strong enough that he’s willing to murder dozens in cold blood to reach his goal and still laugh about the whole thing.
Petty: Buddy’s whole motivation is founded on pettiness, but his inability to know when to give up ends up being his downfall when he tries to kidnap the infant Jack-Jack as one last jab against the Incredibles.
”You got me monologuing!”: Buddy really loves to hear himself talk, and like any good villain, can’t resist gloating a bit when he thinks he has his foe incapacitated. He’s generally excitable and easily distracted.


Buddy Pine was born in 1943 in San Francisco, United States. Already as a child he proved not only a fervent fan of superheroes, as many do, but also a real engineering savant. He particularly admired Mr. Incredible, the top hero of the city, and wanted to become his sidekick as IncrediBoy. However, Incredible continued to reject him, even after he introduced his homemade jet boots at age 10. Buddy generally caused more and more trouble by getting in his way, adding his own little contribution to the property damage and lawsuits that led to the superhero ban in ‘54.

Buddy had grown bitter, though, and started to hate superheroes. He rushed ahead in his studies, perfecting his technological talent without any official higher education and becoming a massively successful arms dealer by age 20, selling his inventions to questionable buyers. By the time he could afford to construct his massive facility on the remote Nomanisan Island in the Pacific Ocean, it was time for his master plan, Operation Kronos. He dubbed himself Syndrome (as in “hero syndrome”, causing disasters just so you can resolve them) while luring hero after hero to their doom by preying on their will to continue their work despite the ban. They were used as test subjects against the Omnidroids, his line of killer robots, either dying in battle or providing useful data for the next version and losing sooner or later.

Syndrome’s ultimate goal was to make an Omnidroid capable of defeating Mr. Incredible, and once that was done, fake an attack on San Francisco that he could then stop to get himself lauded as a hero. He succeeded in the first part in '69, but Elastigirl managed to track Mr. Incredible to the island, inadvertently bringing their children along as well, at which point Syndrome shot down their plane. He ended up launching his attack on the city, only for the Incredibles to follow him. His actual mistake, though, was allowing the self-teaching Omnidroid v.10 to break free of his remove control and knock him out. During the time that the Incredibles were fighting the Omnidroid, he made his way to their house in a last-ditch attempt to kidnap their infant son Jack-Jack. However, one last gloating monologue allowed Mr. Incredible to toss a car at Syndrome’s escaping plane, knocking out the door and allowing his cape to snag in the jet turbine, grinding him into a fine paste.

The villain Syndrome never made headlines, having both worked and died in secrecy, but still became posthumously notorious with those who somehow stumbled upon records of him. He is one of the most accomplished “hero killers” in history, having managed to kill 21 veteran superheroes on his Nomanisan Island, as well as create some extremely advanced technology for his own use, including not only the Omnidroids, but also his gauntlets that allegedly utilized zero-point energy. Despite his final shortcomings, for other villains he's still something to aspire to. However, rumor is that the island was subsequently cleaned up by the U.S. government, which would mean that all that tech is now hidden somewhere on the continent…

---

Syndrome’s only really PL 13 with his ridiculously effective tractor beam, capable of grabbing even Mr. Incredible with little effort. Defensively he’s only PL 7 and a total wuss in melee, being just an unpowered nerd. Like a lot of similar villains, his true power lies in his inventions, resources and minions – first and foremost the Omnidroids, which can still cause plenty of trouble even after Syndrome himself is out of the game.
Last edited by Levander on Sun Sep 30, 2018 11:37 am, edited 4 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Angel Aaltonen

Post by Levander »

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ANGEL AALTONEN
PL 6 (120)


OPL: 6; DPL: 6
Origin: Attack on Titan
Identity: Anssi “Angel” Aaltonen (public)
Status: Active at age 37
Nationality: Finland
Languages: Finnish, Swedish, English, German
Affiliation: Sidewinders (tech support)
Special Traits: Genius inventor

ABILITIES:
STRENGTH 1, AGILITY 3, FIGHTING 6, AWARENESS 6
STAMINA 3, DEXTERITY 4, INTELLECT 6, PRESENCE 3

SKILLS:
Expertise (Criminal) 4 (+10), Expertise (Engineering) 10 (+16), Expertise (Metallurgy) 10 (+16), Insight 6 (+12), Investigation 4 (+10), Perception 6 (+12), Persuasion 6 (+8), Technology 10 (+16)

ADVANTAGES:
Benefit 2 (Wealth 2 – Invention Profits), Connected, Contacts, Eidetic Memory, Equipment 4, Improved Defense, Improved Disarm, Improvised Tools, Inventor, Skill Mastery 2 (Perception, Technology), Weapon Bind, Well-Informed

POWERS:
“Sharpened Hearing”
Senses 4: Auditory (Accurate, Danger Sense, Extended) [4]
Enhanced Advantage: Improved Initiative, Uncanny Dodge [2]

EQUIPMENT:
“Blast Pistol” Ranged Damage 6 (Accurate, Improved Critical; Diminished Range 1 [90/150/300]) (13)
“Reinforced Cane” STR-based Damage 2 (Improved Critical, Subtle), Enhanced Parry 3 (7)

OFFENSE:
Unarmed +6 (Tough DC 16), Reinforced Cane +6 (Tough DC 18)
Blast Pistol +6 (Tough DC 21)

DEFENSES:
Dodge 6 (DC 16), Parry 9 (DC 19)
Toughness +3, Fortitude +5, Will +7

Abilities 64 + Skills 28 + Advantages 17 + Powers 5 + Defenses 6 = 120

COMPLICATIONS:
Disability: No matter how sharp his other senses may be, Angel is still completely blind, and thus unable to do things like read non-braille text, differentiate colors, use a computer without text-to-voice, drive a car or wear his own Angel Harness.
Fame: Angel is famous as an equal-opportunity businessman, the inventor of the distinctive Angel Harness, and overall one of the best in his field.
Pride: Angel takes great pride in his technical knowledge, particularly the way that his inventions are based almost entirely on mechanical components, unlike all the electronic and other hi-tech stuff going around these days. He wants to keep it that way, and the most he’s ever agreed to add is an electrical motor to run the mechanism (in place of compressed gas).
Relationships: Angel cares deeply for Maria Karlstedt and keeps an eye (ear?) on her, despite Maria wanting nothing to do with him and his criminal dealings. Kenny and Levi Ackermann are both long-time customers of his, though their relationship is strictly business.


Angel was born in in 1981 in Turku, Finland, and orphaned at a young age when his parents died in a car accident. He was raised in a children’s home, where he made particularly close friends with the slightly older Maria Karlstedt and Sören Hurme, who became something of a replacement family. Already at a young age, Angel showed great interest and talent in tinkering, crafting complex devices from simple parts, and he went on to study engineering at Aalto University.

Angel kept in touch with his friends, but Sören fared a bit worse than him, getting involved in international crime and eventually dragging Angel in with him. Angel initially acted as just the local tech support, but ended up garnering attention with his talents. His most notable invention was the Angel Harness, a masterful device that allowed its wearer to rappel around with great speed and agility, though the gang’s activities were a bit too low-key, and no one other than Angel could actually master the extremely finicky machine. In 2004, Angel and Sören were stationed in Lithuania when an enemy group attacked their hideout, causing a gas explosion that killed Sören and permanently blinded Angel.

Angel was distraught over his “brother’s” death, but actually took his blindness surprisingly well. He had always been sharp, but soon discovered that with a little practice, he could continue his mechanical work based on touch and hearing alone. He struck out on his own, and soon came into touch with Kenny Ackermann and his gang, with whom he made a deal: he gave them harnesses and the training to use them, and in exchange, they hunted down the gang that killed Sören. He later provided a harness for Kenny's nephew-slash-nemesis Levi as well.

Today, Angel is living in Cologne, Germany, making good money with both legal and illegal work. Though his peculiarities limit his scope a bit, he’s a still a charismatic and sought-after expert, well accustomed to navigating the European underworld. "Angel Steel" is basically a brand onto itself, making for some of the best blades and mechanisms in the world. Maria, working as a nurse in Finland, wants nothing to do with the business that damaged her brothers in such a way, but Angel still keeps an eye on her through a few agents.

---

Enough Incredibles for now, but apparently I still feel like doing established characters rather than originals. Angel is a setting-important yet obscure character from Attack on Titan background materials who invented much of the series’ iconic technology. It always really amused me that he has a Finnish surname for no discernable reason (the Finnish first name is my addition), and when I had some ideas to include other AoT characters, I decided to throw him in as well. Can’t have enough underground tech brokers in a superhero setting, right? Titans would make for a great Nazi project, too…

Attack on Titan as a whole obviously isn’t canonical to the setting – it’s a bit too radically different to say the least – but I decided to just rip off a few interesting characters and transplant them to the “real” world. In Angel’s case, most stuff apart from his blindness, mechanical genius and some of his background is just made up by me, but anyway. He’s a retired badass who can still hold his own against a minion or two, but mostly a supporting character. Those are surprisingly fun to build for some reason - there's just something about "regular humans" who are still good at what they do.
Last edited by Levander on Sun Mar 31, 2019 11:13 am, edited 7 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
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Wyvern

Post by Levander »

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WYVERN
PL 9 (140)


OPL: 9; DPL: 9
Origin: Attack on Titan
Identity: Kenny Ackermann (public)
Status: Active at age 52
Nationality: Germany
Languages: German, English, Polish
Affiliation: Sidewinders
Special Traits: Minor superhuman physique, use of Angel Harness

ABILITIES:
STRENGTH 4, AGILITY 8, FIGHTING 10, AWARENESS 2
STAMINA 4, DEXTERITY 3, INTELLECT 4, PRESENCE 2

SKILLS:
Acrobatics 2 (+10/+18*), Athletics 4 (+8), Close Combat (Blades) 2 (+12), Deception 6 (+8), Expertise (Criminal) 8 (+12), Insight 4 (+6), Intimidation 6 (+8), Investigation 6 (+10), Perception 4 (+6), Vehicles 4 (+7)

ADVANTAGES:
Agile Feint, Defensive Attack, Diehard, Equipment 8, Evasion, Extraordinary Effort, Favored Environment (Airborne), Great Endurance, Improved Defense, Leadership, Move-By Action, Power Attack, Ranged Attack 7, Skill Mastery (Acrobatics), Startle, Takedown, Teamwork, Uncanny Dodge, Well-Informed

POWERS:
“Ackermann Power”
Speed 1: 8 mph [1]
Regeneration 1 [1]

EQUIPMENT:
“Angel Steel Knives” STR-based Damage 2 (Improved Critical 2) (4)
“Blast Pistols” Ranged Damage 6 (Accurate, Improved Critical, Split; Diminished Range 1 [90/150/300]) (14)
  • AE: “Grapnel Shot” Ranged Damage 4 (Improved Critical, Subtle) (1)
“Angel Harness”
Protection 2 (2)
Enhanced Dodge 4 (4)
Enhanced Acrobatics 8 (4)
Speed 4: 60 mph (stacks with above for 120 mph) (Limited to swinging -1) (2)
Movement 3: Safe Fall, Swinging, Wall-Crawling (6)

OFFENSE:
Unarmed +10 (Tough DC 19), Angel Steel Knives +12 (Tough DC 21)
Blast Pistols +12 (Tough DC 21), Grapnel Shot +10 (Tough DC 19)
(FE [Airborne] +2)

DEFENSES:
Dodge 12 (DC 22), Parry 10 (DC 20) (FE [Airborne] +2)
Toughness +6, Fortitude +9, Will +7

Abilities 74 + Skills 22 + Advantages 32 + Powers 2 + Defenses 10 = 140

COMPLICATIONS:
Enemy: Kenny's nephew Levi Ackermann has ended up becoming his personal nemesis, something he finds endlessly amusing.
Motivation: Kenny is motivated by simple thrill-seeking and material greed, mixed with a healthy dose of sadistic bloodlust.
Relationships: Kenny doesn't care about Angel Aaltonen as a person (though he does sort of like him), nor the rest of his Sidewinders, but takes any threats against his royal supplier or organization quite seriously.
Sociopathy: Kenny is a criminal sociopath without a care for the feelings of others, which understandably makes him unpleasant to deal with. On the flipside, he also couldn't care less about personal slights against him.
Weakness: The fact that the Angel Harness's grapnel hooks and pistols are part of the same device places some limitations on their use, such as leaving a blind spot in the back while moving. Trained wearers learn to compensate for this vulnerability, but someone who recognizes it has a +5 bonus on checks made to use Agile Feint (or similar) against them.


Kenny Ackermann was born in 1966 in Dresden, East Germany. His parents were both Holocaust survivors who’d gotten stuck on this side of the Iron Curtain, but tried to make the best of it and not cause any trouble. However, as his father put it, trouble and “Ackermann Power” both flow in their blood, almost half the people on his side of the family being minor superhumans. As a combination of harsh conditions and perhaps some natural predilection, Kenny ended up growing quite twisted, and in his early twenties he started putting his power to use by becoming a notorious serial killer, murdering over a hundred Stasi (secret police) officers and never getting caught. He wasn’t motivated by ideology or even personal resentment, but simple thrill-seeking and sadistic glee.

He predictably grew more distant from his family, but in ’90 he was contacted by his younger sister Kuchel, who had become a prostitute and gotten pregnant from a client. The child Levi was already four years old, but now Kuchel was dying of a venereal disease and had made the questionable decision of asking Kenny to take care of Levi, rather than reveal her secret to her parents. Oddly enough, Kenny took a liking to the little boy, oddly mature (and dark) for his age, and decided to adopt him.

After Kuchel’s death, Kenny raised Levi and taught him a lot about the criminal business, as well as fighting skills. However, around ’96, 10-year-old Levi got into a fight with several older boys and trounced them so thoroughly that Kenny was convinced he possessed the Ackermann Power as well. He’d grown tired of the daddy business anyway, so he thought it’d be more amusing to leave Levi to fend for himself… and that’s what he did, going his own way.

In 2004, Kenny encountered the newly-blind Angel Aaltonen, and agreed to hunt down the people who had disabled him and killed his friend, in exchange for Angel building him one of his fancy Angel Harnesses and teaching him how to use it. Both kept their end of the deal. This was the shift that turned him from Kenny Ackermann the petty gangster into Wyvern the villain, and he soon had more harnesses made for the rest of his gang, turning them into the Sidewinders, his personal mercenary company.

Some time later, when Kenny heard that Angel had made a custom harness for Levi to allow him to fight Kenny, he thought it was absolutely hilarious and didn’t mind in the slightest. Since then, he has remained an illegal mercenary in Europe and around the world, being hired by corrupt businessmen or fellow villains in between his own heists, all the while clashing with Levi over and over again.

---

Basically this whole idea sprung from the realization that the maneuvering gear used in AoT would make for a pretty neat villain gimmick. The “3D Maneuver Gear” is one of the most iconic traits of the series, and definitely one of the things that caught people’s attention and allowed it to show off its great animation, basically turning everyone in the show into “Spider-Man with swords”. Rather than me explaining how it works, a video is worth a thousand words; watch a clip if you haven’t already.

Kenny here wears a different version of the gear that replaces the swords with oversized handguns, though he still carries knives of his own. The grapnel hooks themselves have a lot of power behind them and function as surprise weapons in a pinch. I decided to make the “Angel Harness” Equipment instead of a Device, because Angel can and has mass-produced as many as he wants, they just take a lot of practice to use. This obviously also gives it a meta-advantage by making it cheaper than the hi-tech stuff Angel so disdains.

Also... correct me if I'm wrong, but how the hell are there no established Marvel or DC characters named Wyvern!?
Last edited by Levander on Sun Sep 30, 2018 11:37 am, edited 10 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Sidewinders

Post by Levander »

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SIDEWINDERS
PL 6 (60)


OPL: 6; DPL: 6 (Minion)
Origin: Attack on Titan
Identity: Mercenary group
Status: Active
Nationality: Various, mostly European
Languages: Various, English
Affiliation: Sidewinders
Special Traits: Use of Angel Harness

ABILITIES:
STRENGTH 2, AGILITY 4, FIGHTING 5, AWARENESS 1
STAMINA 2, DEXTERITY 1, INTELLECT 0, PRESENCE 0

SKILLS:
Acrobatics (+4/+12*), Expertise (Criminal) 6 (+6), Insight 2 (+3), Perception 4 (+5), Vehicles 4 (+5)

ADVANTAGES:
Agile Feint, Close Attack 1, Equipment 7, Evasion, Improved Defense, Move-By Action, Ranged Attack 3

EQUIPMENT:
“Blast Pistols” Ranged Damage 6 (Accurate, Improved Critical, Split; Diminished Range 1 [90/150/300]) (14)
  • AE: “Grapnel Shot” Ranged Damage 4 (Improved Critical, Subtle) (1)
“Angel Harness”
Protection 2 (2)
Enhanced Dodge 4 (4)
Enhanced Acrobatics 8 (4)
Speed 4: 60 mph (Limited to swinging -1) (2)
Movement 3: Safe Fall, Swinging, Wall-Crawling (6)

OFFENSE:
Unarmed +6 (Tough DC 17)
Blast Pistol +6 (Tough DC 21), Grapnel Shot +4 (Tough DC 19)

DEFENSES:
Dodge 8 (DC 18), Parry 5 (DC 15)
Toughness +4, Fortitude +6, Will +4

Abilities 30 + Skills 7 + Advantages 15 + Powers 0 + Defenses 8 = 60

COMPLICATIONS:
Responsibility: To the Sidewinder Company and their leader, Wyvern.
Weakness: The fact that the Angel Harness's grapnel hooks and pistols are part of the same device places some limitations on their use, such as leaving a blind spot in the back while moving. Trained wearers learn to compensate for this vulnerability, but someone who recognizes it has a +5 bonus on checks made to use Agile Feint (or similar) against them.


The Sidewinders are a ragtag bunch of criminals and ex-soldiers recruited by Kenny Ackermann and trained in the use of the Angel Harness, giving them speed and mobility unparalleled by any conventional law enforcement. They lack the Ackermann Power or Kenny’s sheer experience, though, having a notable turnover rate. They specialize in outrunning their competition, but can still be a real threat in combat, especially in numbers.
Last edited by Levander on Sun Sep 30, 2018 11:37 am, edited 4 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Shrike

Post by Levander »

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SHRIKE
PL 9 (135)


OPL: 9; DPL: 9
Origin: Attack on Titan
Identity: Levi Ackermann (public)
Status: Active at age 32
Nationality: Germany
Languages: German, English
Affiliation: Hunter Wing (formerly)
Special Traits: Minor superhuman physique, use of Angel Harness

ABILITIES:
STRENGTH 3, AGILITY 9, FIGHTING 10, AWARENESS 3
STAMINA 4, DEXTERITY 3, INTELLECT 4, PRESENCE 1

SKILLS:
Acrobatics 2 (+11/+19*), Athletics 4 (+7), Close Combat (Blades) 2 (+12), Expertise (Vigilante) 6 (+10), Insight 4 (+7), Intimidation 8 (+9), Investigation 4 (+8), Perception 4 (+7), Technology 2 (+6)

ADVANTAGES:
Agile Feint, Defensive Attack, Diehard, Equipment 8, Evasion, Extraordinary Effort, Favored Environment (Airborne), Fearless, Great Endurance, Improved Defense, Improved Disarm, Move-By Action, Power Attack, Ranged Attack 5, Skill Mastery (Acrobatics), Takedown 2, Uncanny Dodge, Weapon Bind

POWERS:
“Ackermann Power”
Speed 1: 8 mph [1]
Regeneration 1 [1]

EQUIPMENT:
“Sword Throw” Ranged Damage 6 (Improved Critical 3, Penetrating 4, Split; Diminished Range 1 [90/150/300]) (19)
  • AE: “Angel Steel Swords” STR-based Damage 3 (Improved Critical 3, Penetrating 4, Split, Weapon Break) (1)
  • AE: “Grapnel Shot” Ranged Damage 4 (Improved Critical, Subtle) (1)
“Angel Harness”
Enhanced Dodge 4 (4)
Enhanced Acrobatics 8 (4)
Speed 4: 60 mph (stacks with above for 120 mph) (Limited to swinging -1) (2)
Movement 3: Safe Fall, Swinging, Wall-Crawling (6)

OFFENSE:
Unarmed +10 (Tough DC 18), Angel Steel Swords +12 (Tough DC 21)
Sword Throw +8 (Tough DC 21), Grapnel Shot +8 (Tough DC 19)
(FE [Airborne] +2)

DEFENSES:
Dodge 13 (DC 23), Parry 11 (DC 21) (FE [Airborne] +2)
Toughness +4 (D. Roll +5), Fortitude +8, Will +9

Abilities 72 + Skills 18 + Advantages 32 + Powers 2 + Defenses 11 = 135

COMPLICATIONS:
Ammunition: Levi must use his Sword Throw very sparingly or risk, well, running out of swords.
Enemy: Levi originally became a hero to hunt down Wyvern, his uncle Kenny Ackermann. When he eventually started to have second thoughts, Wyvern made damn sure he’d stay motivated, and these days they both take turns showing up to harass the other.
Lethality: Though a decent unarmed combatant, Levi specializes in ultra-sharp swords and doesn’t hesitate to kill when necessary… even when some might disagree, which tends to cause problems for a hero.
Quirk: Levi is a notorious clean freak, often forcing others to share in his obsession.
Trauma: Despite his taciturn demeanor, Levi’s past is full of personal tragedy and hardship, which is occasionally drudged up from the depths of mind. It mostly serves to make him furious at whoever reminded him, though. He’s also very reluctant to join any sort of team, remembering damn well what happened to the last one.


Levi Ackermann was born in Berlin, East Germany, in 1986. His mother Kuchel was a prostitute who’d gotten pregnant from one of her clients but decided to raise the baby, only to catch a fatal illness some years later and leave Levi with his alienated uncle Kenny Ackermann in ’90. Levi was already a strange and disturbed child, but Kenny’s twisted and often outright abusive parenting didn’t help things. He told Levi that all his relatives were dead, hiding the existence of his grandparents, and was more interested in teaching him fighting skills and his own criminal ways.

Levi’s inherited Ackermann Power awakened at 10 years old, when he got into a fight with a group of older children, snapped and utterly beat them all. Kenny decided that this was as a good a time as any to abandon him. Despite leaving Levi an orphan once and for all, it may have been for the better, given Kenny’s track record. He raised himself, only discovering his grandparents by total coincidence at 20 years old, at which point they told him more about Kenny – they’d known about his serial killing all along, but never had the courage to come out with it.

Intent on tracking down Kenny and bringing him to justice, or at least making him explain himself, Levi’s search eventually brought him to Angel Aaltonen, who revealed that he’d built Kenny the equipment that allowed him to form the Sidewinders. Levi threatened to turn him in if he didn’t get him a harness as well, but Angel called his bluff and noted that he was Levi’s only chance of getting to Kenny. Angel thus began very openly double-dealing between Levi and Kenny, providing both with equipment and maintenance but keeping all the details confidential. Levi objected, obviously, but eventually grew to grudgingly accept this set-up.

Levi started fighting against Kenny and the Sidewinders, chasing them around Europe. In one of their first fights, he had his first and last chance to kill Kenny, only to give him mercy and accidentally let him escape; Kenny similarly refused to kill Levi on several occasions because of how much he enjoyed tormenting him instead. With funding from a previous employer Kenny had betrayed, Levi founded his own harness-wielding squad named Hunter Wing, slowly growing very close with his comrades. Eventually they started shifting away from dedicated Kenny-hunting and more towards general crimefighting. Kenny of course would have none of that, luring Hunter Wing into an intricate trap to brutally murder them all, only leaving Levi unscathed and making damn sure that he’d keep seeking revenge.

Since then, Levi has indeed continued his hunt for Kenny, very much aware that it isn’t really going anywhere. He still engages in the occasional crimefighting, particularly distinguishing himself in battle against the Imperium’s revived Project Tartaros, but the possibility of Kenny starting to “miss him” and lashing out again is always there in the back of his head.

---

In the series, Levi is a major protagonist and perhaps the greatest human fighter. Here he’s largely a mirror-image hero of Kenny, being slightly more agile and Defense-shifted, better in melee but worse at range, and lacking the Weakness on Kenny’s gun-harness. He can cut a swath through the Sidewinders and fight Kenny on relatively even odds, though Kenny prefers to play it smart. They have the same Favored Environment, too, which effectively cancels out.

On that note, since FE (Airborne) is so easily exploitable for most people who have it, my own houserule file states that it “only applies when you’re clearly off the ground and have ample space to maneuver (more than almost any indoor spaces), or when you and your opponent are both off the ground.”

Levi’s bio combines a bunch of separate plot threads from the series, and he also couldn't really care less about Kenny, but I think this version of the character ended up a pretty neat high-street-level antihero.
Last edited by Levander on Sun Sep 30, 2018 11:37 am, edited 5 times in total.
Levander
Posts: 91
Joined: Thu Aug 23, 2018 9:49 am
Location: Finland

Hecaton

Post by Levander »

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HECATON
PL 11 (230)


OPL: 11; DPL: 11
Identity: Calista Athanasiou (public)
Status: Active at age 28
Nationality: Greece
Languages: Greek, English
Affiliation: The Olympians
Special Traits: Hundredfold physical strength, speed and endurance

ABILITIES:
STRENGTH 9, AGILITY 9, FIGHTING 11, AWARENESS 2
STAMINA 11, DEXTERITY 3, INTELLECT 1, PRESENCE 4

SKILLS:
Acrobatics 6 (+15), Athletics 6 (+15), Close Combat (Unarmed) 2 (+13), Expertise (Superhero) 6 (+7), Insight 2 (+4), Perception 4 (+6), Ranged Combat (Throwing) 4 (+11)

ADVANTAGES:
Agile Feint, All-Out Attack, Chokehold, Diehard, Equipment 4, Extraordinary Effort, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Interpose, Move-By Attack, Power Attack, Prone Fighting, Ranged Attack 4, Set-Up, Skill Mastery 2 (Acrobatics, Athletics), Takedown

POWERS:
“Olympic Flame”
Environment 1: 30 ft., Light 2 [2]

“Hundredfold Speed”
Speed 7: 500 mph [7]
  • AE: Leaping 7: 900 ft. [1]
  • AE: Swimming 7: 120 mph [1]
“Hundredfold Endurance”
Regeneration 2 [2]
Impervious Toughness 11 [11]
Immunity 2: Suffocation (Limited to holding breath for two hours -1) [1]
Immunity 12: Fatigue effects, poison, disease, cold, heat, high pressure, radiation, vacuum [12]
Immunity 80: Toughness effects (Limited to half effect -1) [40]

EQUIPMENT:
“Javelin” Ranged Damage 7 (Improved Critical) (15)
  • AE: “Discus” Ranged Damage 6 (Ricochet 2) (1)
OFFENSE:
Unarmed +13 (Tough DC 24)
Javelin +11 (Tough DC 22), Discus +11 (Tough DC 21)

DEFENSES:
Dodge 11 (DC 21), Parry 11 (DC 21)
Toughness +11 (Imp. 11), Fortitude +13, Will +9

Abilities 100 + Skills 15 + Advantages 27 + Powers 77 + Defenses 5 = 230

COMPLICATIONS:
Fame: Calista is a professional and very much public hero, recognized by everyone in her country.
Olympic Flame: Calista is surrounded by a bright (but heatless) fiery aura whenever she uses her enhanced strength or speed, making her quite conspicuous.
Responsibility: Calista is a central figure in the current Olympians and has certain duties as a state-licensed hero. She also gets bossed around by Zeus every now and then, or alternatively bothered by people who have a bone to pick with her patron.
Rivalry: With fellow Greek hero Hecatian, for mostly rather petty reasons.
Weakness: Magical effects bypass any immunities on Calista’s part, and she also takes a -5 on Toughness or Fortitude checks against them.


Calista Athanasiou was born in 1990 in Athens, Greece. She grew up like any other nonpowered child, though showing talent in sports. She eventually became a professional long jumper, even getting to represent Greece in the London Olympics of 2014. However, a horrible accident occurred just as her event was about to begin: the villain Tokamak fired a blast at the outer wall of the stadium to cause a distraction and escape from his battle with the heroes of Union Force. Against her better judgment, Calista instinctively rushed into the quickly collapsing stands, hoping to save whoever she could. However, it quickly became apparent that not only would she fail to help anyone, she’d just get crushed herself.

Much to her surprise, she emerged from the rubble unscathed, shining with a bright fiery light. She heard a booming voice in her head telling her that she was a very, very distant descendant of the demigod Perseus, son of Zeus. That much is true for millions of people and usually never becomes apparent, but given her display of selfless heroism under the light of the Olympic flame, Zeus – the ancient patron of the Olympics – arbitrary as he is, decided to bless her with his divine power. Her previous strength, speed and endurance had been multiplied hundredfold, making her very much superhuman.

Calista was quite baffled by the whole thing, obviously very happy to survive but quite bummed out that she’d be banned from further participation in professional sports. However, once the Greek officials found out what had happened at the stadium, they approached her with an unusual offer: they wanted her to become the new face of Greece’s national superhero team, the Olympians, struggling and practically defunct for the last few years. Apparently a young, fetching, actual literal Olympian like her was perfect for the role… after a little training. Even more baffled, Calista nonetheless accepted, wanting to do good with her newfound gifts.

She only had pure power, though, lacking any combat training or experience. Luckily, she took to it extremely quickly, training in wrestling and other hand-to-hand combat. Once she was deemed ready, she took the name Hecaton – meaning “Hundred” and inspired by the mythical hecatoncheires – and was formally added to the team. Some friction was caused by public attempts to imply her as the team’s new leader, but she eventually managed to convince her teammates that this wasn’t the case. There has also been some controversy about the team’s funding, given Greece’s economic situation at the time, and whether the team was being reinforced to help alleviate the increase in crime or, as some radicals believed, intimidate the populace. Calista had no interest in such things, only wanting to do her job.

That’s what she’s been doing for the past three years, surviving with the help of her powers while trying to gather more experience and grow less dependent on them. A somewhat strange rivalry has arisen between her and the non-Olympian hero Hecatian, a sorceress mad at Calista for effectively stealing her name. They actually ended up coming to blows, Calista learning the hard way that her hundredfold endurance doesn’t apply against magic. Since then, their relationship has stabilized into a more passive-aggressive grudge, though even more spiteful than before.

---

Inspired by a bit of a thought experiment, playing around with M&M’s numbers. It turns out that hundredfold strength is pretty middling by superhero standards, speed is decent, and durability is… weird. In real life you could probably measure that in terms of force endured or something, but in M&M terms, Toughness merely represents the percentage chance you have of not being injured by an attack, measured in increments of 5%, so “hundredfold” is pretty weird to define. I found some armchair math on Yahoo suggesting that 30x stronger skin is already enough to stop bullets. Of course, durability is weird in comics in general, and generally a lot “flatter” than physical strength: people with magnitudes of difference in lifting strength can still meaningfully grapple and trade blows with each other.

As such, while Heca here only got a +7 boost to Strength and Speed, I opted for outright half-Immunity to Damage to make her stand out a bit, with Superman’s weakness to magic because why not. This makes her a lot tougher than you might expect from PL 11… and pretty expensive, but not all that versatile beyond running and punching stuff. Any clue if partial Immunity to Damage is applied before or after checking Impervious?
Last edited by Levander on Mon Oct 01, 2018 3:08 pm, edited 3 times in total.
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