Proditor's Pad of Pop Culture and V&V. (NEW! Princess M'Krell and Singularity from Golden Heroes!)

Where in all of your character write ups will go.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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CAPTAIN FLOOP (Billy Floopinski)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Leader, Consumate Pro
Group Affiliations: The Floop Brothers

PL 163 (10)
STRENGTH 2 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+4)
Close Combat: Floop-Fu 2 (+10)
Deception 6 (+8)
Expertise: Science 4 (+11)
Insight 4 (+5)
Intimidation 4 (+6)
Investigation 2 (+9)
Perception 4 (+5)
Persuasion 4 (+6)
Ranged Combat: Flame Gun 4 (+6)
Stealth 2 (+4)
Technology 6 (+13)
Treatment 4 (+11)
Vehicles 2 (+4)

Advantages:
Benefit, Wealth 3 (millionare), Defensive Attack, Equipment 2, Improved Critical 2: Weapon Training, Improvised Tools, Leadership, Quick Draw, Ranged Attack 5, Skill Mastery: Technology, Teamwork, Well-informed

Powers:
"Floop Flame Gun" (Easily Removable)
  • Flame Blast: Line Area Blast 9 (DC 24; Line Area 2: 5 feet wide by 60 feet long, DC 19; Reduced Range: close)
    AE - Focused Blast: Blast 9 (Alternate; DC 24; Secondary Effect)
Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

"The Amazing Floop Wall" (Easily Removable)
  • Force Wall: Create 10 ((0 active, 0/46 PP, 5/r-4), Volume: 1000 cft., DC 20; Impervious, Movable, Selective; Activation: move action, Diminished Range 3)
    AE - Force Field: Protection 6 (Alternate; (0 active, 0/46 PP, 5/r-4), +6 Toughness; Affects Others, Impervious, Increased Range: ranged, Selective, Sustained; Activation: move action, Diminished Range 3)
Equipment:
Commlink, The Floop Complex

Offense:
Flame Blast: Line Area Blast 9 (DC 24), Focused Blast: Blast 9, +11 (DC 24), Unarmed, +10 (DC 17)
Initiative +2

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 7, Tou 2/6/12, Will 7

Complications:
Motivation: (Greed) It's all about the Benjamins baby.
Relationship: (Family) Feels he has a responsibility to take care of his family.


Total: Abilities: 52 / Skills: 50--25 / Advantages: 19 / Powers: 50 / Defenses: 17 (163)

-Billy Floopinski grew up in a maximum security orphanage (Geez, the V&V world is HARSH!) with his brothers. He was the first out into the real world, and he engaged in petty larcenaries and got sent to jail. Eventually, all of his brothers joined him in jail, and they then decided this was a good time to form a gang(?) They got their powers through various and sundry means (Billy made his, or got them as payment for jobs well done.) After surviving for years from one job to the next, Billy sat down and rethought their entire organization. If they were going to be Mercs, then they should be well-trained, well-equipped, highly paid Mercs. So Billy had the team kidnap some experts, and the rest, as they say, is history.

-Captain Floop is mobile artillery. He can provide protection to anyone in rough shape, or make moving hard cover if needed. His Flame gun gives him a variety of options, from room clearing to lingering damage. He's a solid 10 on defenses, and very versatile with them. Offensively, he's a 9, but that's not his job. That role belongs to his brother Butch...

And an added bonus..

THE FLOOP COMPLEX - PL 6

Toughness 12, Size Huge

Features:
Combat Simulator, Communications, Computer, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Secret 4, Security System 4, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 24 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5
Last edited by proditor on Mon Aug 21, 2017 6:57 pm, edited 3 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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BLASTIN' BUTCH (Butch Floopinski)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: The Bruiser, Dumb Strong Guy
Group Affiliations: The Floop Brothers

PL 10 (148)
STRENGTH 8 STAMINA 4 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+12)
Close Combat: Floop-Fu 2 (+12)
Deception 4 (+6)
Expertise: Criminal 8 (+8)
Intimidation 8 (+10)
Perception 4 (+4)
Ranged Combat: Blastin' Amulet Beams 6 (+8)
Sleight of Hand 2 (+4)
Stealth 4 (+6)
Technology 4 (+4)
Vehicles 2 (+4)

Advantages:
All-out Attack, Benefit, Wealth 2 (indepently wealthy), Chokehold, Equipment 2, Fast Grab, Improved Hold, Improved Initiative 2, Improved Smash, Interpose, Power Attack, Ranged Attack 2, Ultimate Effort: Toughness Resistance check, Uncanny Dodge

Powers:
Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

"Mystic Amulet" (Removable)
  • Blastin' Amulet Beams: Blast 10 (DC 25)
    AE - Deflect: Deflect 10
  • Mystic Defense: Impervious Toughness 8
  • Mystic Reactions: Enhanced Trait 2 (Advantages: Improved Initiative 2)
  • Mystic Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
  • Mystic Strength: Enhanced Strength 4 (+4 STR)
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)

Rapid Healing: Regeneration 5 (Every 2 rounds)

Equipment:
Commlink, The Floop Complex

Offense:
Blastin' Amulet Beams: Blast 10, +10 (DC 25), Grab, +10 (DC Spec 18), Unarmed, +12 (DC 23)
Initiative +10

Defenses:
Dodge 8 (DC 18), Parry 12 (DC 22), Fort 10, Tou 4/8, Will 6

Complications:
Motivation: (Greed) It's all about the Benjamins baby.
Relationship: (Family) Feels he has a responsibility to take care of his family.


Total: Abilities: 48 / Skills: 48--24 / Advantages: 15 / Powers: 44 / Defenses: 20 (148)

-Butch Floopinski is the eldest brother, and has been a career criminal. He got his powers from an amulet he stole from a pawn shop. No, seriously. Butch is functionally immune to small arms, and possesses a lot of raw power. He's also a trained and highly skilled hand to hand fighter, and while he loves blasting away with his power beams, he's truly deadly up close. Butch is the fighting backbone of the team, and almost all assault plans start with "Okay, once Butch is ready..."

-Blastin' Butch is rough. He's a solid 10 on HTH defense, 8 on ranged, but he has deflection. His toughness is all Impervious, so he's going to ignore cops. Regen means he's hard to keep down. And then there's the offense. He is a solid PL 10 on offense, either ranged or up close, and he can modify his caps to really up his damage even more or to ensure a hit. Paired with the Captain and his sharable Force Field, Butch locked on all out attack every round is fairly terrifying.
Last edited by proditor on Mon Aug 21, 2017 6:58 pm, edited 2 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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WHIPPET (Clark Floopinski)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Scout, Baby Speedster
Group Affiliations: The Floop Brothers

PL 9 (142)
STRENGTH 2 STAMINA 2 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat: Floop-Fu 2 (+9)
Expertise: Science 6 (+12)
Insight 2 (+2)
Perception 10 (+10)
Persuasion 4 (+4)
Ranged Combat: Ice Harness 2 (+6)
Stealth 6 (+10)
Technology 6 (+12)

Advantages:
Agile Feint, Beginner's Luck, Benefit, Wealth 2 (indepently wealthy), Defensive Roll, Equipment 2, Evasion 2, Improvised Tools, Instant Up, Inventor, Move-by Action, Ranged Attack 6

Powers:
"Dog Head Helmet" (Removable)
  • Enhanced Senses: Senses 9 (Accurate: Scent, Acute: Scent, Analytical: Scent, Extended: Scent 2: x100, Tracking: Scent 2: full speed, Ultra-hearing)
Dog Legs: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

"Ice Generating Harness" (Removable)
  • Ice Blast: Energy Control 6 (DC 21)
    AE - Ice Bonds: Affliction 6 (Alternate; 1st degree: Hindered, Impaired, 2nd degree: Disabled, Immobile, DC 16; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
    AE - Ice Sculptures: Create 11 (Alternate; Volume: 2000 cft., DC 21; Innate; Permanent, Proportional)
Equipment:
Commlink, The Floop Complex

Offense:
Ice Blast: Energy Control 6, +12 (DC 21), Ice Bonds: Affliction 6, +12 (DC Dog/Fort/Will 16), Unarmed, +9 (DC 17)
Initiative +4

Defenses:
Dodge 11 (DC 21), Parry 10 (DC 20), Fort 7, Tou 2/6/7, Will 6

Complications:
Motivation: (Greed) It's all about the Benjamins baby.
Relationship: (Family) Feels he has a responsibility to take care of his family.
Disability: (Dog Legs) He can cover them up if he wears bell bottoms, but that's a curse all on it's own (and it reduces his speed down to 1)

Total: Abilities: 50 / Skills: 50--25 / Advantages: 19 / Powers: 27 / Defenses: 21 (142)

-Yet again, science rears it's ugly head! Clark was the good guy in the family. He completed high school, and went to college where he ran into SCIENCE and it smacked his ass. Apparently he volunteered to be an experiment in a molecular rearranger (Where did he go to school, Reed Richards University???). Next thing ya know, BAM. Dog Legs. Instead of just having a psychotic break, Clark got morose and turned to a life of crime with his brothers. He serves as their scout in the field, and works with Billy (Captain Floop) in the lab to keep the Floop Brothers in high tech gadgetry.

-Whippet is PL9 on offense and defense, but his real strength is in his role as a scout. He's decently quick, pretty accurate with his powers, and possessed of a helmet full of uber-dog senses.
Last edited by proditor on Mon Aug 21, 2017 6:59 pm, edited 3 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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PSI-DEMON (Charles Floopinski)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Crazy Claws guy, Psychic
Group Affiliations: The Floop Brothers

PL 10 (155)
STRENGTH 6 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+10)
Athletics 2 (+8)
Close Combat: Floop-Fu 2 (+10)
Deception 6 (+8)
Expertise: Psychology 6 (+11)
Insight 3 (+6)
Intimidation 5 (+7)
Perception 2 (+5)
Ranged Combat: Telekinesis 6 (+8)
Stealth 2 (+4)
Treatment 4 (+9)

Advantages:
All-out Attack, Equipment 2, Improved Critical 3: Precise Aim, Improved Initiative, Power Attack, Uncanny Dodge

Powers:
Demon Claws: Strength-based Damage 3 (Removable, DC 24; Penetrating 5)

Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

Telekinesis: Move Object 6 (3200 lbs., DC 23; Damaging, Improvised Weapon 2)

Telepathy: Mental Area Communication 2 (Area)
  • Mind Scan: Mind Reading 10 (Alternate; DC 20; Feedback)
TK Shield: Force Field 4 (+4 Toughness)

Equipment:
Commlink, The Floop Complex

Offense:
Demon Claws: Damage 9, +10 (DC 24), Mind Scan: Mind Reading 10 (DC Will 20), Telekinesis: Move Object 6, +8 (DC 23), Unarmed, +10 (DC 21)
Initiative +6

Defenses:
Dodge 10 (DC 20), Parry 10 (DC 20), Fort 8, Tou 2/6/10, Will 4

Complications:
Motivation: Greed: It's all about the Benjamins baby.
Relationship: Feels he has a responsibility to take care of his family.
Temper: If Psi-Demon is attacked mentally and not removed from the fight, he will fly into a rage and try to kill the mentalist who attacked him.
Weakness: Successful Mental attacks add one degree of success automatically due to Psi-Demon's fractured mind.
Identity: (Raymond James) Charles has a false identity as a professor at the local commuter college.


Total: Abilities: 60 / Skills: 46--23 / Advantages: 9 / Powers: 46 / Defenses: 17 (155)

-Charles Floopinski was in jail when he ran face first into SCIENCE! Accepting a deal of a reduced sentence to be a guinea pig, Charles got injected with something that was supposed to make psi-warriors for the military. Of course it worked after turning him super-strong and psychotic, and he blasted his way out of the place. He now serves as a large part of the additional fighting power of the Floop Brothers.

-You may have noticed that Charles is remarkably vulnerable psychically compared to his brethren. Apparently in addition to having lowered defenses, he's also curious what a psi-attack will do to him, so he voluntarily lowers his barriers...yeah...well, I think the weakness reflects the consequences of doing something that stupid.

-On to the important bit though...this is hands down my favorite "not Wolverine" of all time. That costume is so spectacularly bad ass! I mean, he has an emblem of his own helmet on his chest, and somehow it works!
Last edited by proditor on Mon Aug 21, 2017 7:00 pm, edited 3 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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THE LODESTONE (Burt Hammond)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Very Specific Counter, Goon
Group Affiliations: The Floop Brothers

PL 10 (138)
STRENGTH 4 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+6)
Close Combat: Floop-Fu 2 (+8)
Deception 6 (+6)
Expertise: Criminal 6 (+6)
Expertise: Streetwise 6 (+6)
Intimidation 4 (+4)
Perception 4 (+4)
Ranged Combat: Grenade Gun 4 (+6)
Sleight of Hand 2 (+4)
Stealth 4 (+6)
Technology 4 (+4)

Advantages:
All-out Attack, Defensive Attack, Equipment 2, Ranged Attack 2

Powers:
Deaden Magic: Burst Area Nullify 10 (Counters: Magic, DC 20; Burst Area 2: 60 feet radius sphere, DC 20, Broad, Effortless, Simultaneous; Reduced Range: close)

Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

"Grenade Pistol" (Easily Removable)
  • Solid Shot: Blast 7 (Removable, DC 22)
  • AE - Smoke Cloud: Cloud Area Concealment Attack 2 (Alternate; Sense - Sight, DC 12; Cloud Area 2: 30 feet radius sphere, DC 12, Attack: Dodge)
Equipment:
Commlink, The Floop Complex

Offense:
Deaden Magic: Burst Area Nullify 10 (DC Will 20), Smoke Cloud: Cloud Area Concealment Attack 2 (DC Dodge 12), Solid Shot: Blast 7, +8 (DC 22), Unarmed, +10 (DC 19)
Initiative +2

Defenses:
Dodge 8 (DC 18), Parry 7 (DC 17), Fort 6, Tou 1/5, Will 5

Complications:
Hatred: Loser Superheroes
Motivation: (Greed) It's all about the Benjamins baby.


Total: Abilities: 30 / Skills: 44--22 / Advantages: 6 / Powers: 63 / Defenses: 17 (138)

-Burt Hammond started out as a punk, and then saw Captain Floop fighting some wizard guy. He got so angry at the cheezy wizard, that his previously unknown power of magic suppression surfaced! With his powers shut down, Captain Floop beat the wizard senseless, and then asked Burt to join the team. Apparently they didn't realize that based on their origins, they needed a guy who suppressed SCIENCE! LodeStone harmlessly absorbs and suppresses magic in the immediate area around him when his powers is active. To expand his repertoire, LodeStone has been equipped with a Grenade pistol to launch covering smoke screens or take pot shots at supers. He normally works in conjunction with Captain Floop, creating a magic dead zone while being shielded by the Captain's force field.

-This guy is a monster vs. magic...and not much else. Still, as a support character, he could be devastating. He just shuts down magic by being there.
Last edited by proditor on Mon Aug 21, 2017 7:01 pm, edited 2 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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ROCKET MA'AM (Ida Rollins)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Air Support
Group Affiliations: The Floop Brothers

PL 9 (133)
STRENGTH 1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 2 (+3)
Close Combat: Floop-Fu 2 (+8)
Deception 8 (+9)
Expertise: Criminal 6 (+8)
Expertise: Law Enforcement 6 (+8)
Insight 3 (+4)
Perception 5 (+6)
Persuasion 8 (+9)
Ranged Combat: Rocket Arsenal 2 (+5)
Stealth 4 (+7)
Technology 6 (+8)
Vehicles 4 (+7)

Advantages:
Accurate Attack, Benefit, Wealth 2 (indepently wealthy), Connected, Defensive Attack, Equipment 2, Evasion 2, Improved Aim, Move-by Action, Quick Draw, Ranged Attack 4, Teamwork

Powers:
Floop-Dex: Protection 4 (Removable, +4 Toughness; Impervious (2 ranks only))

"Rocket Arsenal" (Easily Removable)
  • Explosive Rocket: Burst Area Blast 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18)
  • AE - Illusory Rocket: Illusion 6 (Affects: Two Sense Types, Area: 125 cft., DC 16; Illusion Area, Independent)
  • AE - Knock-Out Gas Rocket: Burst Area Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
  • AE - Roman Candle: Blast 8 (DC 23; Multiattack)
  • AE - Smoke Cloud Rocket: Cloud Area Concealment Attack 6 (Extra Ranks 4, Sense - Sight, DC 16; Cloud Area 2: 30 feet radius sphere, DC 16, Attack: Dodge)
Rocket Pack: Flight 7 (Removable, Speed: 250 miles/hour, 0.5 miles/round)

Equipment:
Commlink, The Floop Complex

Offense:
Explosive Rocket: Burst Area Blast 8 (DC 23), Knock-Out Gas Rocket: Burst Area Affliction 8 (DC Fort 18), Roman Candle: Blast 8, +9 (DC 23), Smoke Cloud Rocket: Cloud Area Concealment Attack 6 (DC Dodge 16), Unarmed, +8 (DC 16)
Initiative +3

Defenses:
Dodge 9 (DC 19), Parry 6 (DC 16), Fort 6, Tou 2/6, Will 7

Complications:
Disability: Hideously scarred.
Identity: Ida Rollins, police dispatcher.
Motivation: Greed: It's all about the Benjamins baby.


Total: Abilities: / Skills: -- / Advantages: / Powers: / Defenses: ()

-Okay, so this one is just a horrific workplace accident. Ida started working in a fireworks factory, where she discovered her husband was messing around with the secretaries (plural. Quite the cad). So instead of a quick plan, she began to franitcally study fireworks until she became the head of development. She then blew her cheating husband up. He somehow managed to throw some handy molten tar in her face, and Ida was fired from her job even though she covered up the murder. So she took a job as a dispatcher for the local police, and created her criminal identity to fulfill her obsession with pyrotechnics. At some point, she met the Floops and signed on as a mercenary for hire.

-Rocket Ma'am (GREAT name) is interesting. Her main use is flying and lobbing fireworks all over the place. Assuming she sticks to this plan, she should be decently hard to hit, and able to support her team quite well. If she gets in hand to hand, or is on the ground for a while, she is in big trouble. She isn't staggeringly powerful, but she is very versatile. It would be pretty easy to overlook her and then have one of her special rockets bite you in the butt later.
Last edited by proditor on Mon Aug 21, 2017 7:02 pm, edited 2 times in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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FLOOP BROTHERS POWER ARMOR
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Support
Group Affiliations: The Floop Brothers

PL 7 (72)
STRENGTH 2/7 STAMINA 2 AGILITY 1
FIGHTING 2 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 4 (+11)
Expertise: Business 4 (+4)
Expertise: Criminal 2 (+2)
Expertise: Current Events 2 (+2)
Expertise: Streetwise 4 (+4)
Intimidation 4 (+3)
Stealth 2 (+3)
Vehicles 4 (+5)

Advantages:
Equipment 1

Powers:
"Floop Power Armor" (Removable)
  • Armor Plating: Protection 8 (+8 Toughness; Impervious)
  • Exoskeleton: Enhanced Strength 5 (+5 STR)
  • Quick run: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
  • Sensor Suite: Senses 3 (Extended: Visual 1: x10, Infravision, Low-light Vision)
  • Weapon Suite (Removable)
    • Flame Thrower: Cone Area Blast 6 (DC 21; Cone Area: 60 feet cone, DC 16; Reduced Range: close)
      Flame Thrower: Line Area Blast 6 (DC 21; Line Area: 5 feet wide by 30 feet long, DC 16; Reduced Range: close)
      Machine Gun: Blast 5 (DC 20; Multiattack)
Equipment:
Commlink

Offense:
Flame Thrower: Cone Area Blast 6 (DC 21), Flame Thrower: Line Area Blast 6 (DC 21), Machine Gun: Blast 5, +1 (DC 20), Unarmed, +2 (DC 22)
Initiative +1

Defenses:
Dodge 3 (DC 13), Parry 4 (DC 14), Fort 6, Tou 2/10, Will 0

Complications:
Disability (Motor Control): This is basically a Power lifter without the finesse and more armor plating
Power Loss (Fuel): The Armor can only run for about 20 minutes before it runs out of fuel


Total: Abilities: 14 / Skills: -- / Advantages: 1 / Powers: 36 / Defenses: 8 (72)

-This is the Floop Brothers Power Armor is worn by one of their sundry minions. They have five (5) suits of this armor secreted around the Floop complex. Why don't they use it on missions? Well, it has no movement beyond running, it only has 20 minutes of fuel, and it has the fine motor control of a wrecking ball. It is very good at helping defend the Floop Complex, but beyond that, it doesn't see a lot of use.
Last edited by proditor on Tue Nov 15, 2016 6:04 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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B.A.D.
The Brotherhood of Amoral Dudes

Starting out as a bunch of drinking buddies (Wait...really? Like nothing in the backgrounds of the characters even hints at this! Anyway...) who gained super-powers, then have been organized under the leadership of Auntie Phil into a mid-tier criminal organization. They specialize in carefully orchestrated robberies and auto theft. Recently they have branched out into narcotics, both traditional and some more cutting edge. Their latest enterprise is wire-heading; stimulating pleasure centers with electronic gadgetry. While not yet illegal, it has the same side effects of hardcore narcotics, and the same general fallout among the user populace.

B.A.D. has it's headquarters under a crummy office building in the city. Several members live there, along with a small contingent (20 or so) of thugs.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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AUNTIE PHIL (Phillicia Barton)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Deceptive Leader, Kindly old lady, Steel fist in the velvet glove
Group Affiliations: B.A.D.

PL 9 (140)
STRENGTH 0 STAMINA 1 AGILITY 2
FIGHTING 3 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Athletics 2 (+2)
Close Combat: Unarmed 2 (+5)
Deception 6 (+10)
Expertise: Criminal 7 (+12)
Insight 6 (+10)
Intimidation 6 (+10)
Perception 4 (+8)
Persuasion 8 (+12)
Ranged Combat: Energy Luger 2 (+5)
Stealth 2 (+4)
Technology 4 (+9)

Advantages:
Assessment, Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Daze (Deception), Equipment 4, Fascinate (Persuasion), Leadership, Quick Draw, Ranged Attack 4, Set-up 5, Skill Mastery: Persuasion, Speed of Thought

Powers:
Energy Luger: Blast 8 (Easily Removable, DC 23)

Persuasion: Progressive Mind Control 5 (DC 15; Insidious, Progressive, Subtle 2: undetectable; Limited: Must be able to continuously talk to the target)

Equipment:
B.A.D. Headquarters, Commlink

Offense:
Energy Luger: Blast 8, +9 (DC 23), Persuasion: Progressive Mind Control 5 (DC Will 15), Unarmed, +5 (DC 15)
Initiative +5

Defenses:
Dodge 5 (DC 15), Parry 3 (DC 13), Fort 3, Tou 1, Will 8

Complications:
Motivation: Greed: Auntie Phil wants two things: Power and money.
Relationship: DeathKite is her son.


Total: Abilities: 42 / Skills: 50--25 / Advantages: 24 / Powers: 38 / Defenses: 9 (140)

-Phillicia Barton was the strong arm in women's prison, where she refined her ability to manipulate and control others. Once she got out, she formed B.A.D. to allow her to stay behind the scenes and gather the power and wealth she desires. In addition to her persuasive abilities, she's a crack shot and a surprisingly capable HTH combatant for her age.

-Honestly, if it comes down to her trying to out Wushu your heroes, something has gone dramatically wrong. Auntie Phil is a devious and insidious threat that should be uncannily good at slipping the blame and avoiding conviction. Being a decent shot is icing on the cake.

Bonus!! I forgot the base, so here it is!

B.A.D. Headquarters - PL 9

Toughness 10, Size Large

Features:
Communications, Computer, Concealed 4, Deathtraps, Fire Prevention System, Infirmary, Living Space, Personnel, Security System 3

Powers
Defense Blaster: Blast 10 (DC 25)

Offense
Defense Blaster: Blast 10, +7 (DC 25)

Power Points
Abilities 2 + Powers 1 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
Last edited by proditor on Mon Aug 21, 2017 7:02 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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DEATHKITE (Melvin Barton)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Air Support, Barely helpful goober
Group Affiliations: B.A.D.

PL 8 (94)
STRENGTH 3 STAMINA 3 AGILITY 1
FIGHTING 6 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 4 (+5)
Athletics 4 (+7)
Close Combat: Unarmed 2 (+4)
Deception 4 (+4)
Expertise: Criminal 6 (+6)
Perception 8 (+8)
Sleight of Hand 4 (+5)
Stealth 4 (+5)
Technology 4 (+4)

Advantages:
Defensive Roll 2, Equipment 1, Evasion, Move-by Action, Teamwork

Powers:
Anti-Grav Harness: Flight 7 (Removable, Speed: 250 miles/hour, 0.5 miles/round; Wings)

Hawk Helmet: Senses 3 (Removable, Extended: Visual 1: x10, Infravision, Low-light Vision)

Sonic Scream: Cone Area Affliction 8 (Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 18; Alternate Resistance (Dodge), Cone Area 2: 120 feet cone, DC 18)

Equipment:
Commlink

Offense:
Sonic Scream: Cone Area Affliction 8 (DC Dog/Fort/Will 18), Unarmed, +8 (DC 18)
Initiative +1

Defenses:
Dodge 7 (DC 17), Parry 7 (DC 17), Fort 5, Tou 3/5, Will 4

Complications:
Motivation: Acceptance: Melvin wants to be accepted as a real supervillain.
Motivation: Greed: DeathKite wants to live the good life.
Relationship: Auntie Phil is his mom


Total: Abilities: 28 / Skills: 40--20 / Advantages: 6 / Powers: 27 / Defenses: 13 (94)

-Melvin Barton is Auntie Phil's son. His devices have made him somewhat helpful, but he still isn't trusted to be competent and is not allowed out on his own. His non-combat skills and training are proving to be of more use than his DeathKite persona. Unfortunately for B.A.D. Melvin wants to be accepted as a super-villain, not a well trained thug.

-He's got an okay affliction, and that's about it really. Any decent SWAT team is probably going to mess him up pretty good. The flight and the cone attack do make up for a lot of deficiencies, but he's still not exactly setting the super villain world on fire.
Last edited by proditor on Mon Aug 21, 2017 7:03 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

Post by proditor »

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THE AMAZING KUDEBUCK (Khiam Disshu)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Mentalist, Oddball
Group Affiliations: B.A.D.

PL 9 (150)
STRENGTH 2 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 4 PRESENCE 2

Skills:
Close Combat: Unarmed 2 (+8)
Deception 8 (+10)
Expertise: Philosophy 6 (+10)
Insight 4 (+8)
Perception 4 (+8)
Persuasion 2 (+4)
Sleight of Hand 6 (+8)
Stealth 6 (+12)

Advantages:
Daze (Deception), Defensive Roll 2, Eidetic Memory, Fascinate (Deception), Skill Mastery: Deception

Powers:
Dwarfism: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)

Illusory Self: Morph 2 (+20 Deception checks to disguise; Narrow group)

Living Nightmares: Illusion 10 (Affects: Three Sense Types - Auditory, Olfactory, and Visual, Area: 1000 cft., DC 20; Independent)

Tower of Iron Will: Enhanced Trait 8 (Traits: Will +8 (+12))

Equipment:
Commlink

Offense:
Grab, +6 (DC Spec 12), Unarmed, +8 (DC 17)
Initiative +2

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 6, Tou 4/6, Will 4/12

Complications:
Disability: Khiam is an ebony black little person, and has trouble leading a normal life.
Motivation: (Greed) Money makes it easier to live in a world with specialized needs.
Prejudice: Khiam is twisted and disfigured and has trouble being accepted


Total: Abilities: 52 / Skills: 38--19 / Advantages: 6 / Powers: 67 / Defenses: 6 (150)

-Khiam Disshu came here hoping to find work in a circus, but apparently was too ugly. He went to a temple in Tibet, and as ya do, unlocked the hidden sections of his mind, gaining massive mental powers. He decided that this would allow him to revenge himself on those who spurned him before, and entered the country illegally. He joined B.A.D. and is now their live-in expert on philosophy and disguise. His own disguise is a typical, forgettable, everyman.

-The Amazing Kudebuck. Where to begin? Well, his illusions and staggering mental resilience make him pretty formidable. Combine that with a decent skill and advantage set, and he makes a strong out of combat encounter, or a very strong support player in the field.
Last edited by proditor on Mon Aug 21, 2017 7:04 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

Post by proditor »

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COSMIC ZOOM (Roger Ford)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Brick, Front-line Muscle
Group Affiliations: B.A.D.

PL 10 (105)
STRENGTH 2/10 STAMINA 3/11 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+8)
Close Combat: Bastard Sword 2 (+8)
Expertise: Criminal 6 (+8)
Expertise: Deep Sea Diver 6 (+8)
Intimidation 6 (+6/+10)
Perception 6 (+6)
Stealth 6 (+8/+0)
Technology 6 (+8)

Advantages:
Chokehold, Equipment 1, Improved Critical: Bastard Sword: Strength-based Damage 2, Improved Grab, Improved Smash, Takedown, Teamwork, Weapon Break

Powers:
Bastard Sword: Strength-based Damage 2 (Easily Removable, DC 19/27; Penetrating 4)

Crazy Undersea Armored Costume (Removable)
  • Reinforced Suit: Protection 4 (+4 Toughness; Impervious)
  • Renewable Air Supply: Immunity 2 (Suffocation (All))
The Cosmic Zoom!: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks)
  • AE - Shrinking: Shrinking 8 (Alternate; -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks)
Equipment:
Commlink

Offense:
Bastard Sword: Strength-based Damage 2, +8 (DC 19/27), Grab, +6 (DC Spec 12/20), Unarmed, +6 (DC 17/25)
Initiative +2

Defenses:
Dodge 7/3 (DC 17/13), Parry 6/2 (DC 16/12), Fort 6/14, Tou 3/7/15, Will 4

Complications:
Motivation: Greed
Power Loss: Must sacrifice a living creature every 28 days to maintain his powers.


Total: Abilities: 34 / Skills: 44--22 / Advantages: 8 / Powers: 29 / Defenses: 12 (105)

-Roger Ford was a deep-sea driver for an oil company when he discovered an undersea ruin that housed something odd. After being recovered by the support crew, Roger lapsed into a coma for three weeks. Suddenly possessed of super-powers, he woke up and escaped, joining B.A.D. as Cosmic Zoom. He functions as the heavy muscle, but also as the infiltration specialist for the team.

-Cosmic Zoom...sounds vaguely dirty. I want to make some joke about getting a Rusty Venture. Anyway, Cosmic Zoom is a defensive Juggernaut. While not particularly accurate, if he does connect, it's going to be bad for his target. The sword almost seems like overkill, but I have to say, the look is definitely unique.
Last edited by proditor on Mon Aug 21, 2017 7:05 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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ZAIROBS (Jake Gummins)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Scrapper, Walking Status Effect
Group Affiliations: B.A.D.

PL 9 (144)
STRENGTH 3 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 8 (+12)
Athletics 6 (+9)
Deception 4 (+7)
Expertise: Criminal 4 (+4)
Expertise: Spy 4 (+4)
Insight 4 (+4)
Perception 6 (+6)
Sleight of Hand 4 (+8)
Stealth 6 (+10)

Advantages:
Accurate Attack, Close Attack 2, Defensive Attack, Defensive Roll 3, Equipment 1, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Power Attack, Takedown, Taunt

Powers:
Stigmata: Cumulative Perception Area Affliction 8 (3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Cumulative, Reaction 3: reaction; Limited: Flee in Panic, Limited Degree (third only))

Equipment:
Commlink

Offense:
Stigmata: Cumulative Perception Area Affliction 8 (DC Will 18), Unarmed, +14 (DC 18), Grab, +14 (DC Spec 13)
Initiative +8

Defenses:
Dodge 11 (DC 21), Parry 12 (DC 22), Fort 6, Tou 3/6, Will 6

Complications:
Disability: Batshit insane. Currently thinks he's a space hero.
Motivation: Thrills: To infinity, and the out house!
Identity: Jake teaches self-defense at the local YMCA.

Total: Abilities: 58 / Skills: 46--23 / Advantages: 15 / Powers: 32 / Defenses: 16 (144)

-Jake Gummins started out as an apprentice spy who was captured by a hostile country and offered a way out all of the prison and torture if he served as a guinea pig FOR SCIENCE! It went the way these things apparently always go in V&V land, and it gave him fabulous super powers and a raging case of the crazies. Renaming himself Zairobs, he joined B.A.D. to serve as part of their front line fighters.

-Zairobs is an odd build. He's a decent HTH guy with the ability to modify some of his caps, and a bunch of status effects in addition to his power. His actual power is very much a last ditch defense. In battle, he normally wears an easy tear away costume so he can expose his markings if needed, but keep them from always affecting his teammates.
Last edited by proditor on Mon Aug 21, 2017 7:07 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

Post by proditor »

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SWARMASTER (Samuel "Buzz" Harding)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Air Support, Crowd Control
Group Affiliations: B.A.D.

PL 8 (139)
STRENGTH 6 STAMINA 2 AGILITY 1
FIGHTING 6 DEXTERITY 1
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+8)
Close Combat: Unarmed 2 (+8)
Deception 4 (+5)
Expertise: Criminal 6 (+8)
Expertise: Science 4 (+6)
Intimidation 6 (+7)
Perception 6 (+7)
Technology 6 (+8)

Advantages:
Equipment 1, Improved Hold, Improved Smash, Ranged Attack, Teamwork

Powers:
Chitin Armor: Protection 6 (Removable, +6 Toughness; Impervious)
Flight Device: Flight 5 (Removable, Speed: 60 miles/hour, 900 feet/round; Wings)

"Insect Control Helmet"
  • Insect Communication
    • Communication: Mental Communication 2 (Limited: by species)
    • Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Insects Only)
  • Summon Swarm: Summon 3 (Horde, Multiple Minions 3: 8 minions, Type (General): Insect Swarms, Notes: GMG pg 135)
Stingers: Cone Area Affliction 8 (Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone, DC 18)

Equipment:
Commlink

Offense:
Stingers: Cone Area Affliction 8 (DC Fort 18), Unarmed, +8 (DC 21), Grab, +6 (DC Spec 16)
Initiative +1

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 7, Tou 2/8, Will 5

Complications:
Motivation: Greed


Total: Abilities: 40 / Skills: 36--18 / Advantages: 5 / Powers: 58 / Defenses: 18 (139)

-Samuel Harding has no background, and no one knows how he got his battlesuit or his super-strength. Fortunately B.A.D. isn't all that discerning, and they are perfectly happy to have him in the mix as SWARMaster.

-He's middlin' as a HTH fighter, a one trick pony as a ranged fighter, but he shines with the swarm summoning. It lets him manage the battlefield better and then contribute with his other powers as needed.
Last edited by proditor on Mon Aug 21, 2017 7:07 pm, edited 1 time in total.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

Post by proditor »

Tarot Masters

This group is still building. Formed by Mr. Noman (The Magician), they have begun to recruit and train individuals for what will eventually be a fairly large organization. Based on the Tarot deck of fortune telling cards, the Tarot Masters seek to rule the future! They exist as a cult-like brotherhood with secret laboratories working away at items to equip the soldiers of the Minor Arcana, while Mr. Noman himself consults the cards to find those who should fill out the Major Arcana.

Organization: There are two wings to this group, the Minor and Major Aracana. The Major Arcana is a group of super-villains, each themed like an aspect of the Tarot Major Arcana. The Minor Arcana is organized like the suit cards of the same name, so there are four divisions: Cups, Swords, Pentacles, and Wands, and 13 members of each division. This consists of troops number 2 through 10, and the nobility of the Page, Knight, Queen, and King. Eventually four Aces will be recruited to lead the Minor Arcana.

History: Since their formation, the Tarot Masters have engaged in one truly ambitious plot; taking over another world. Utilizing a dimension hopping machine, the Masters allied with one kingdom and used them as cannon fodder along with their super-powered muscle and a stolen experimental Assault Tank to try and topple all of the other governments and take over the world of Vine. Fortunately, their plans were foiled by Superhero intervention, and they have gone quiet to lick their wounds and plot for the future.
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