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

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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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THE MAGICIAN (Mr. Noman/Oliver Daniels)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Arcane leader
Group Affiliations: Tarot Masters

PL 10 (192)
STRENGTH 3 STAMINA 4 AGILITY 1
FIGHTING 7 DEXTERITY 1
INTELLIGENCE 3 AWARENESS 6 PRESENCE 5

Skills:
Deception 6 (+11)
Expertise: Business 6 (+9)
Expertise: Criminal 7 (+10)
Expertise: Current Events 6 (+9)
Expertise: History 7 (+10)
Expertise: Magic 10 (+13)
Insight 4 (+10)
Intimidation 4 (+9)
Perception 4 (+10)
Persuasion 4 (+9)
Ranged Combat: Ivory Wand 2 (+3)
Sleight of Hand 6 (+7)

Advantages:
Artificer, Assessment, Benefit, Wealth 2 (indepently wealthy), Defensive Roll 3, Eidetic Memory, Equipment 1, Inspire 3, Leadership, Ranged Attack 6, Ritualist, Set-up 3, Skill Mastery: Expertise: Magic

Powers:
Ivory Wand (Easily Removable)
  • Transformation: Affliction 11 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 21; Increased Duration 3: continuous, Increased Range: ranged)
  • AE - Creation: Create 11 (Alternate; Volume: 2000 cft., DC 21; Increased Duration: continuous, Innate)
  • "Weather Control"
    • Dazzling Strike: Cumulative Affliction 10 ([0 active, 0/32 PP, 3/r], 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
    • Dense Fog: Burst Area Concealment Attack 4 ([0 active, 0/32 PP, 7/r], All Visual Senses, DC 14; Burst Area 4: 250 feet radius sphere, DC 14, Attack: Dodge, Selective)
    • Downdraft: Burst Area Affliction 10 ([0 active, 0/32 PP, 3/r], 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
    • Glacier
      • Cold: Environment 2 (Linked; [0 active, 0/32 PP, 2/r], Cold, Impede Movement (1 rank), Radius: 60 feet)
      • Ice Mass: Create 9 (Linked; [0 active, 0/32 PP, 3/r+1], Volume: 500 cft., DC 19; Increased Duration: continuous, Innate)
    • Lightning Bolt: Blast 10 ([0 active, 0/32 PP, 2/r+3], DC 25; Indirect 3: any point in fixed direction or fixed point in any direction)
    • Stormy Weather: Environment 10 ([0 active, 0/32 PP, 3/r], Cold, Impede Movement (1 rank), Visibility (-2), Radius: 2 miles)
    • Tornado: Burst Area Damage 10 ([0 active, 0/32 PP, 3/r], DC 25; Burst Area 2: 60 feet radius sphere, DC 20)
    • Whirlwind: Burst Area Move Object 10 ([0 active, 0/32 PP, 3/r], 25 tons; Burst Area: 30 feet radius sphere, DC 20)
Equipment:
Commlink

Offense:
Dazzling Strike: Cumulative Affliction 10, +9 (DC Fort 20), Dense Fog: Burst Area Concealment Attack 4 (DC Dog 14), Downdraft: Burst Area Affliction 10 (DC Fort 20), Lightning Bolt: Blast 10, +9 (DC 25), Tornado: Burst Area Damage 10 (DC 25), Whirlwind: Burst Area Move Object 10 (DC 20), Transformation: Affliction 11, +9 (DC Will 21), Unarmed, +7 (DC 18)
Initiative +1

Defenses:
Dodge 8 (DC 18), Parry 7 (DC 17), Fort 7, Tou 4/7, Will 10

Complications:
Quirk: If Noman loses morale (his side take 50% casualties, he suffers a major intimidate check, etc.) he must make a DC 20 Will check or sit int he corner for 2d6 hours with a greasy and tattered Tarot deck as he tries to divine meaning from the cards. Any attacks snap him out of it instantly.
Identity (Oliver Daniels) Mr. Noman is a creation meant to confuse any search for information about the head of the Tarot Masters.


Total: Abilities: 60 / Skills: 66--33 / Advantages: 24 / Powers: 61 / Defenses: 14 (192)

-Oliver Daniels is a man of mystery. There is speculation that he is a gypsy, a witch, both, neither. No one knows for sure, but none deny his magical prowess. As the Magician, he serves as a member of the Major Arcana and the leader of the Tarot Masters. He cultivates an aura of mystery and menace.

The Magician is extremely powerful on offense. Really, this is a master villain in the making. He is gathering his cronies and increasing his own power, soon he'll ascend to the ranks of other world beaters. Offensively he throws around a lot of damaging AOE attacks in addition to his powerful Transformation and Creation powers. Of course, without his wand, he's really just a smart guy, so that remains a massive Achilles heel.
Last edited by proditor on Mon Aug 21, 2017 7:08 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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DIABLO (James Keeler)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Durable Blaster
Group Affiliations: Tarot Masters

PL 9 (126)
STRENGTH 5 STAMINA 3 AGILITY 1
FIGHTING 8 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+9)
Expertise: Criminal 6 (+7)
Expertise: Science 8 (+9)
Intimidation 6 (+8)
Perception 6 (+6)
Ranged Combat: Flame Powers 4 (+5)
Technology 8 (+9)

Advantages:
All-out Attack, Chokehold, Equipment 1, Improved Smash

Powers:
Fiery Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Fire Adaptation: Immunity 1 (Environmental Condition: Heat)

Flame Powers: Energy Control 8 (DC 23)
  • Fire Shield: Energy Aura 4 (Alternate; [0 active, 0/16 PP, 4/r], DC 19)
  • Flame Punch: Strength-based Damage 4 (Alternate; [0 active, 0/16 PP, 1/r], DC 24)
Flame Shield: Force Field 4 (+4 Toughness)

Invulnerability
  • Resilient: Impervious Toughness 8
  • Tough: Enhanced Trait 3 (Traits: Toughness +3 (+10))
Equipment:
Commlink

Offense:
Fire Shield: Energy Aura 4, +8 (DC 19), Flame Powers: Energy Control 8, +5 (DC 23), Flame Punch: Damage 9, +8 (DC 24) Unarmed, +8 (DC 20)
Initiative +1

Defenses:
Dodge 5 (DC 15), Parry 8 (DC 18), Fort 8, Tou 3/6/10, Will 4

Complications:
Motivation: (Greed)

Total: Abilities: 42 / Skills: 42--21 / Advantages: 4 / Powers: 46 / Defenses: 13 (126)

-James Keeler was a grad student doing research on force fields (Oh crap, it's SCIENCE again, this can't end well) that wasn't going well. It kept turning the mice into blazing balls of plasma. So he turned it on himself, cuz sometimes you have to help SCIENCE destroy your life apparently. After that, it was a cinch he'd join a supervillain team somewhere, and hey, the Tarot Masters were hiring!

-Diablo is interesting more for how durable he is than for anything else. Otherwise he's a fairly typical blaster who is pretty devastating in HTH.
Last edited by proditor on Mon Aug 21, 2017 7:10 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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JUSTICE AVENGER (Lucy Douglas)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Redeemable villain, Naive fan service
Group Affiliations: Tarot Masters

PL 9 (156)
STRENGTH 1 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 6 PRESENCE 2

Skills:
Acrobatics 6 (+8)
Athletics 4 (+5)
Close Combat: Electro-Sword 2 (+10)
Deception 2 (+4)
Expertise: Popular Culture 4 (+8)
Insight 6 (+12)
Perception 6 (+12)
Persuasion 4 (+6)
Treatment 4 (+8)

Advantages:
Accurate Attack, Agile Feint, Attractive 2, Beginner's Luck, Defensive Attack, Defensive Roll 5, Equipment 1, Evasion 2, Improved Initiative 2, Speed of Thought, Uncanny Dodge

Powers:
Cosmic Awareness: Senses 8 (Postcognition, Precognition)

Electro-Sword: Strength-based Damage 6 (Easily Removable, DC 22; Penetrating 4, Secondary Effect)

I see your attack before you make it (Advantages: Defensive Roll 5, Evasion 2, Improved Initiative 2, Speed of Thought, Uncanny Dodge)

Telepathy
  • Receive: Cumulative Mind Reading 6 (DC 16; Cumulative, Sensory Link)
  • Send: Mental Area Communication 2 (Area)
Equipment:
Commlink

Offense:
Electro-Sword: Damage 7, +10 (DC 22), Receive: Cumulative Mind Reading 6 (DC Will 16), Unarmed, +8 (DC 16)
Initiative +12

Defenses:
Dodge 8 (DC 18), Parry 9 (DC 19), Fort 6, Tou 2/7, Will 8

Complications:
Motivation: (Doing Good) Lucy believes she has been given her powers for a reason, and that reason is to help others
Motivation: (Justice) Noman has managed to trick Lucy into thinking that there is no justice following the rules


Total: Abilities: 54 / Skills: 38--19 / Advantages: 7 / Powers: 63 / Defenses: 13 (156)

-Lucy is apparently a precognitive mutant, something Mr. Noman divined with the Tarot. He recruited her, but was unable to get past her extremely strong moral stance. Loathe to lose out on her power, he convinced her the Tarot Masters we're trying to save the world in spite of itself, not take it over. How much longer this works is anyone's guess, but in the interim, he keeps trying to subvert her more fully to the cause.

-If Lucy sees it coming, she is pretty capable, with an electro-sword to back her up offensively. How she can't see she's being flim-flammed, I'm not sure. She does provide great roleplay possibilities as a genre convention of the villain who is really a good guy, but just needs to be shown the right way. Lucy is an interesting twist on this as she genuinely thinks she is already doing good, and that the heroes she encounters are the ones who are misguided.
Last edited by proditor on Mon Aug 21, 2017 7:11 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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Moonflash (Shiela Marx)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Airborne Support
Group Affiliations: Tarot Masters

PL 9 (130)
STRENGTH 0 STAMINA 0 AGILITY 2
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 6 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise: Magic 5 (+13)
Insight 5 (+11)
Perception 2 (+8)
Persuasion 4 (+8)
Ranged Combat: Magic Spells 4 (+6)
Sleight of Hand 6 (+8)

Advantages:
Accurate Attack, Attractive, Equipment 1, Evasion, Ranged Attack 3, Ritualist, Skill Mastery: Expertise: Magic, Speed of Thought, Uncanny Dodge

Powers:
Healing Moon: Regeneration 5 (Every 2 rounds; Source: Moonlight)

"Magic Spells"
  • Glamour: Mind Control 9 (DC 19; Subtle: subtle; Limited Degree)
  • Lightning Web
    • Bolt: Blast 5 (DC 20; Penetrating 5)
    • Web: Affliction 8 (1st degree: Hindered, Impaired, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
Mystic Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Limited: Speed 4 if not in Moonlight (30 mph))

Equipment:
Commlink

Offense:
Bolt: Blast 5, +9 (DC 20), Glamour: Mind Control 9 (DC Will 19), Web: Affliction 8, +9 (DC Dog/Fort/Will 18), Unarmed, +0 (DC 15)
Initiative +8

Defenses:
Dodge 8 (DC 18), Parry 5 (DC 15), Fort 6, Tou 0, Will 10

Complications:
Phobia: Refuses to go into direct sunlight unless she can also see the moon.
Power Loss: Direct sunlight causes Moonlight to lose confidence in her abilities. She must make a DC 25 Will check to successfully activate her Magic Spells array for each use.


Total: Abilities: 44 / Skills: 30--15 / Advantages: 11 / Powers: 39 / Defenses: 21 (130)

-Shiela's entire background is basically "she inherited her powers". She is trying to increase her raw power due to the drawbacks she perceives as existing on her magic. If she ever figures out how to get past her own issues, she'll be staggeringly powerful, as the only thing holding her back, is herself. She's one of the most knowledge occultists in the Tarot Masters, rivaling Mr. Noman himself.

-Talk about a glass cannon! You could knock out Moonflash with a damp hankie. Her offense is decent, but man, her defense is just practically non-existent. The regeneration helps, right up until you realize she needs moonlight, and it's day time or something. Super-fragile build
Last edited by proditor on Mon Aug 21, 2017 7:12 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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PRIESTESS (Jackie Houston)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role:
Group Affiliations: Tarot Masters

PL 10 (160)
STRENGTH 2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 10 AWARENESS 1 PRESENCE 0

Skills:
Athletics 6 (+8)
Close Combat: Death Touch/Unarmed 2 (+8)
Deception 8 (+8)
Expertise: Current Events 1 (+11)
Expertise: Law Enforcement 2 (+12)
Expertise: Magic 1 (+11)
Expertise: Military 2 (+12)
Expertise: Science 1 (+11)
Insight 8 (+9)
Intimidation 8 (+8)
Perception 6 (+7)
Persuasion 8 (+8)
Stealth 5 (+8)

Advantages:
Artificer, Equipment 1, Fearless, Speed of Thought, Well-informed

Powers:
Magical Wards: Protection 8 (+8 Toughness; Impervious (6 ranks only))

Revivication: Healing 12 (Resurrection)
  • AE - Death Touch: Damage 12 (Alternate; DC 27; Alternate Resistance: Fortitude)
Equipment:
Commlink

Offense:
Death Touch: Damage 12, +8 (DC Fort 27), Unarmed, +8 (DC 17)
Initiative +10

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 8, Tou 3/11, Will 8

Complications:
Motivation (Greed)
Quirk (Sullen and Morose)
Hatred (Moonflash) She'd like to break the little goth witch in two.

Total: Abilities: 56 / Skills: 58--26 / Advantages: 5 / Powers: 51 / Defenses: 19 (160)

-Jackie Houston was an undercover agent for military intelligence infiltrating a cult when it was raided. The entity, Dooron (or pick one you like, this guy's name never shows up again in V&V) killed everyone in the compound except Jackie, who it turned into his High Priestess. She joined the Tarot Masters to start her own power base, and plans to take over the organization in the future.

-Now we're cooking with gas. Tough as nails, and she has a lot of raw power, plus a staggering amount of support power if she decides she doesn't want to be on the front line. Priestess is one of the more powerful Arcana, and pays for it, being a slightly overcost PL10.
Last edited by proditor on Mon Aug 21, 2017 7:13 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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THE FOOL (Ernest Fitzson)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Comic Relief, Possibly horrific idea
Group Affiliations: Tarot Masters

PL 7 (139)
STRENGTH 2 STAMINA 1 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 4 (+6)
Deception 10 (+12)
Expertise: Criminal 6 (+8)
Perception 4 (+8)
Persuasion 6 (+8)
Sleight of Hand 8 (+11)
Stealth 6 (+10)

Advantages:
Agile Feint, Animal Empathy, Benefit, Ambidexterity, Daze (Deception), Defensive Roll 3, Equipment 1, Evasion, Fascinate (Deception), Set-up 5

Powers:
Emotion Control: Progressive Mind Control 6 (DC 16; Progressive, Subtle 2: undetectable; Limited: Emotions Only (Overwhelming Trust), Reduced Range 2: close)

Horde of Puppies: Summon 1 (Horde, Multiple Minions 7: 128 minions)

Equipment:
Commlink

Offense:
Emotion Control: Progressive Mind Control 6, +8 (DC Will 16), Unarmed, +8 (DC 17)
Initiative +4

Defenses:
Dodge 10 (DC 20), Parry 8 (DC 18), Fort 5, Tou 1/4, Will 4

Complications:
Motivation: Acceptance
Motivation: Greed


Total: Abilities: 52 / Skills: 50--25 / Advantages: 15 / Powers: 37 / Defenses: 10 (139)

-Ernest Fitzson worked in a circus with his trained dog act when he was recruited by Mr. Noman. Trained by some of the best in the business, he has become an exceedingly capable con man, and helps funnel buckets of money into the Tarot Masters. He possesses a gift for getting people to trust him almost to the point of foolhardiness. Additionally he always has a horde of trained dogs somewhere nearby to get underfoot and frustrate attempts to catch him.

-Now here is the horrific idea. Make him 1 point more expensive. Just one point. Use that point to buy the flat 1 pt adder of Sacrifice on his summon. Suddenly Horde of Puppies is now Shield of Puppies, and all of your players are crying and demanding to know how you could be so twisted.
Last edited by proditor on Mon Aug 21, 2017 7:11 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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TOWER (Rahmen Mahad)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Beat stick
Group Affiliations: Tarot Masters

PL 10 (110)
STRENGTH 4/8 STAMINA 6/10 AGILITY 1
FIGHTING 6 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 0 PRESENCE 3

Skills:
Athletics 2 (+6)
Close Combat: Huge Club 2 (+8)
Expertise: Science 8 (+9)
Intimidation 6 (+11)
Perception 4 (+4)
Ranged Combat: Throw 6 (+7)
Technology 6 (+7)
Treatment 8 (+9)

Advantages:
All-out Attack, Equipment 1, Improved Grab, Improved Hold, Improved Smash, Languages 1, Takedown

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

Huge Club: Strength-based Damage 4 (Easily Removable, DC 23/27; Multiattack, Reach (melee): 5 ft.)

Tough: Impervious Toughness 6

Equipment:
Commlink

Languages
Arabic, English

Offense:
Huge Club: Strength-based Damage 4, +8 (DC 23/27), Grab, +6 (DC Spec 14/18), Throw, +7 (DC 19/23), Unarmed, +8 (DC 19/23)
Initiative +1

Defenses:
Dodge 5/3 (DC 15/13), Parry 8/6 (DC 18/16), Fort 6/14, Tou 4/10, Will 6

Complications:
Disability: Rahmen is permanently gigantic and cannot lead a normal life.
Motivation: Greed


Total: Abilities: 44 / Skills: 42--21 / Advantages: 7 / Powers: 20 / Defenses: 18 (110)

-Any guesses how Rahmen got so huge? Did you say SCIENCE? Well you would of course be right. Rahmen was a biochemist working on growth additives for plants and farming, when he got sprayed with the stuff and shot up to his ridiculous new height. He ran off to join the Tarot Masters (or more accurately, Mr. Noman was waiting, cards n hand, as he came running out) and is trying to find a way to be of more use to the team. He is aware that he is not a true heavy hitter, so he supplements his strength with a large club. He's gotten good at overhead slams that with stunning force, and sweeping attack that hit multiple targets.

-Growing guys are big targets of course, but they also are pretty cheap for a lot of ouch. While not as tough or as damaging as even some lower PL bricks we've seen so far, the club adds a lot of versatility form reach, the multiattack, and getting Tower back into the damage class he needs to be in to compete. He remains a severely undercosted PL 10 however.
Last edited by proditor on Mon Aug 21, 2017 7:13 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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PENTACLE SOLDIER (Kane, Roland, Russell, Barr, Houston, Whyte, Jasmine, Joachim, & Petrov)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Cannon Fodder
Group Affiliations: Tarot Masters

PL 6 (54)
STRENGTH 1 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat: Unarmed 2 (+5)
Expertise: Tarot Masters 4 (+4)
Intimidation 2 (+2)
Perception 4 (+4)
Ranged Combat: Pentacle Weaponry 4 (+5)

Advantages:
Equipment 3, Interpose

Powers:
Body Armor: Protection 4 (+4 Toughness)

Pentacle Disk (Easily Removable)
  • Disintegration Attack: Blast 7 (DC 22; Diminished Range 2)
    • AE - Pentacle Block: Deflect 10 (Alternate; Reduced Range: close)
Equipment:
Blaster Pistol, Commlink, Flash Goggles

Offense:
Blaster Pistol, +5 (DC 20), Disintegration Attack: Blast 7, +5 (DC 22), Unarmed, +5 (DC 16)
Initiative +1

Defenses:
Dodge 5 (DC 15), Parry 5 (DC 15), Fort 5, Tou 1/5, Will 5

Complications:
Motivation (Greed)


Total: Abilities: 14 / Skills: 20--10 / Advantages: 4 / Powers: 11 / Defenses: 15 (54)

-So the Deflect is interesting. Also they are literally jumping in front of their commanders to keep the plan going. Man, when you get a good cultist, you get a good cultist!
Last edited by proditor on Mon Aug 21, 2017 7:17 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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PENTACLE PAGE (Gregory)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Scout
Group Affiliations: Tarot Masters

PL 7 (76)
STRENGTH 1 STAMINA 1 AGILITY 2
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat: Unarmed 2 (+5)
Expertise: Tarot Masters 4 (+4)
Intimidation 2 (+2)
Perception 4 (+8/+4)
Ranged Combat: Pentacle Weaponry 4 (+6)
Stealth 4 (+6)

Advantages:
Equipment 3, Interpose

Powers:
Body Armor: Protection 4 (+4 Toughness)

"Comm Helmet" (Removable)
  • Sensor Suite
    • Exotic: Senses 4 (Accurate: Detect Life Signs, Detect: Life signs 2: ranged)
    • Hearing: Senses 2 (Radio, Ultra-hearing)
    • Sensor refinements: Enhanced Trait 2 (Traits: Perception +4 (+8))
    • Vision: Senses 2 (Infravision, Ultravision)
Jet Pack: Flight 5 (Removable, Speed: 60 miles/hour, 900 feet/round)

Pentacle Disk (Easily Removable)
  • Disintegration Attack: Blast 7 (DC 22; Diminished Range 2)
    • AE - Pentacle Block: Deflect 10 (Alternate; Reduced Range: close)
Equipment:
Blaster Pistol, Commlink, Flash Goggles

Offense:
Blaster Pistol, +6 (DC 20), Disintegration Attack: Blast 7, +6 (DC 22), Unarmed, +5 (DC 16)
Initiative +2

Defenses:
Dodge 6 (DC 16), Parry 5 (DC 15), Fort 5, Tou 1/5, Will 5

Complications:
Motivation (Greed)


Total: Abilities: 18 / Skills: 24--12 / Advantages: 4 / Powers: 27 / Defenses: 15 (76)
Last edited by proditor on Mon Aug 21, 2017 7:15 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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PENTACLE KNIGHT (Saladin)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Battlefield Commander, Front line fighter
Group Affiliations: Tarot Masters

PL 8 (122)
STRENGTH 1/5 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+9)
Close Combat: Unarmed 2 (+8)
Expertise: Tactics 4 (+7)
Expertise: Tarot Masters 4 (+7)
Intimidation 2 (+4)
Perception 4 (+4)
Ranged Combat: Pentacle Weaponry 4 (+6)

Advantages:
Equipment 4, Interpose, Leadership, Ranged Attack 2

Powers:
"Battle Armor" (Removable)
  • Exoskeleton: Enhanced Strength 4 (+4 STR)
  • Plating: Protection 6 (+6 Toughness; Impervious)
  • Sealed Systems: Immunity 10 (Life Support)
Jet Pack: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round)

Laser Rifle: Blast 8 (Easily Removable, DC 23; Extended Range, Penetrating 6)

Pentacle Disk (Easily Removable)
  • Disintegration Attack: Blast 8 (DC 23; Diminished Range)
    • AE - Pentacle Block: Deflect 12 (Alternate; Reduced Range: close)
Equipment:
Blaster Pistol, Commlink, Flash Goggles, Sword

Offense:
Blaster Pistol, +8 (DC 20), Disintegration Attack: Blast 8, +8 (DC 23), Laser Rifle: Blast 8, +8 (DC 23), Sword, +6 (DC 23), Unarmed, +8 (DC 20)
Initiative +2

Defenses:
Dodge 6 (DC 16), Parry 7 (DC 17), Fort 5, Tou 1/7, Will 3

Complications:
Motivation (Thrills)
Motivation (Greed)


Total: Abilities: 34 / Skills: 24--12 / Advantages: 8 / Powers: 56 / Defenses: 12 (122)
Last edited by proditor on Mon Aug 21, 2017 7:15 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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PENTACLE QUEEN (Louise)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Undercover expert
Group Affiliations: Tarot Masters

PL 8 (98)
STRENGTH 1 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 1
INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat: Unarmed 2 (+5)
Deception 4 (+4)
Expertise: Business 4 (+9)
Expertise: Criminal 4 (+9)
Expertise: Tarot Masters 4 (+9)
Intimidation 2 (+2)
Perception 4 (+4)
Ranged Combat: Pentacle Weaponry 4 (+5)

Advantages:
Attractive, Equipment 3, Interpose

Powers:
Force Shield: Force Field 5 (Removable, +5 Toughness; Impervious)

Laser Wand: Blast 9 (Removable, DC 24; Accurate: +2, Penetrating 3)

Pentacle Disk (Easily Removable)
  • Disintegration Attack: Blast 7 (DC 22; Diminished Range 2)
    • AE - Pentacle Block: Deflect 10 (Alternate; Reduced Range: close)
Equipment:
Blaster Pistol, Commlink, Flash Goggles

Offense:
Blaster Pistol, +5 (DC 20), Disintegration Attack: Blast 7, +5 (DC 22), Laser Wand: Blast 9, +7 (DC 24), Unarmed, +5 (DC 16)
Initiative +1

Defenses:
Dodge 5 (DC 15), Parry 5 (DC 15), Fort 5, Tou 1/6, Will 5

Complications:
Motivation (Greed)
Motivation (Thrills)


Total: Abilities: 24 / Skills: 32--16 / Advantages: 5 / Powers: 32 / Defenses: 15 (92)
Last edited by proditor on Mon Aug 21, 2017 7:14 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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PENTACLE KING (Otto)
Created By: Stefan Jones
First Appearance: The Pentacle Plot
Role: Leader
Group Affiliations: Tarot Masters

PL 8 (134)
STRENGTH 1/5 STAMINA 1 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+9)
Close Combat: Unarmed 2 (+7)
Expertise: Tactics 6 (+9)
Expertise: Tarot Masters 4 (+7)
Intimidation 2 (+4)
Perception 4 (+8/+4)
Ranged Combat: Pentacle Weaponry 4 (+6)

Advantages:
Equipment 3, Interpose, Leadership, Ranged Attack 2

Powers:
"Battle Armor" (Removable)
  • Exoskeleton: Enhanced Strength 4 (+4 STR)
  • Plating: Protection 6 (+6 Toughness; Impervious)
  • Sealed Systems: Immunity 10 (Life Support)
"Comm Helmet" (Removable)
  • Sensor Suite
    • Exotic: Senses 4 (Accurate: Detect Life Signs, Detect: Life signs 2: ranged)
    • Hearing: Senses 2 (Radio, Ultra-hearing)
    • Sensor refinements: Enhanced Trait 2 (Traits: Perception +4 (+8))
    • Vision: Senses 2 (Infravision, Ultravision)
Gravity Pressor: Move Object 8 (Removable, 6 tons, DC 23; Damaging; Limited Direction: Up and Down only)

Jet Pack: Flight 6 (Removable, Speed: 120 miles/hour, 1800 feet/round)

Pentacle Disk (Easily Removable)
  • Disintegration Attack: Burst Area Blast 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18; Diminished Range)
    • AE - Pentacle Block: Deflect 12 (Alternate; Reduced Range: close)
Equipment:
Blaster Pistol, Commlink, Flash Goggles

Offense:
Blaster Pistol, +8 (DC 20), Disintegration Attack: Burst Area Blast 8 (DC 23), Gravity Pressor: Move Object 8, +4 (DC 23), Unarmed, +7 (DC 20)
Initiative +2

Defenses:
Dodge 6 (DC 16), Parry 5 (DC 15), Fort 5, Tou 1/7, Will 5

Complications:
Motivation (Greed)
Responsibility (Tarot Masters)
Responsibility (Pentacle Suit) He feels responsible for his troops and will try to not expend them needlessly.


Total: Abilities: 32 / Skills: 26--13 / Advantages: 7 / Powers: 69 / Defenses: 13 (134)
Last edited by proditor on Mon Aug 21, 2017 7:14 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 »

V.I.L.E.
Villains in Larcenous Enterprise

As supers continued to proliferate across the world, most criminal organizations realized that they had to get some for themselves if they wanted to compete. V.I.L.E. is no different, and what started as a simple recruitment drive for muscle, has fundamentally changed the operations of the organization. They still undertake standard grifts, cons, robberies, narcotics trafficking, prostitution and the like, but now they also supplement this with strong-arm scams, and outright super-powered actions. Starting small with members like Jovia and Boosterman, they grew to include the mystical with Dr. Wraithman, the mental with Sir Lemur, and the alien with Proditor Cappela. The last name is still a sore subject within V.I.L.E. Proditor added muscle and capability to the team in the early days and when they finished making R.A.M. 101, they thought nothing would stop them. Surprisingly though, it took an alien invasion to prove them wrong. The Cappelans enhanced their agent on Earth, but lost control of him at the same time. He helped stop the invasion, and then dismantled the existing structure of V.I.L.E. It took them time to rebuild, but they are finally back to where they were before their group was gutted. Now, they are looking to add an entire new sub-group to work in concert with the main group of villains they have already. Recruiting is going carefully and slowly so that they don't get any new surprises. The new villains will likely assist the normal operations for a while until they have enough of them to make a new team.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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BOOSTERMAN (Blake Sagle/Milton Wendeston)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Wild Card
Group Affiliations: V.I.L.E.

PL 10 (172)
STRENGTH 3 STAMINA 3 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 6 (+8)
Athletics 2 (+5)
Close Combat: Unarmed 2 (+10)
Deception 6 (+9)
Expertise: Criminal 6 (+8)
Expertise: Current Events 4 (+6)
Expertise: Science 6 (+8)
Expertise: Streetwise 4 (+6)
Insight 2 (+3)
Investigation 6 (+8)
Perception 4 (+5)
Ranged Combat: Repulsor Rifle 2 (+4)
Stealth 4 (+6)
Technology 6 (+8)
Vehicles 8 (+10)

Advantages:
Accurate Attack, Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 2, Equipment 8, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-by Action, Ranged Attack 6

Powers:
"Boosting"
  • Enduring
    • Defense Effect (Saving Throw: Toughness; Impervious [5 extra ranks])
    • Enhanced Ability: Enhanced Stamina 6 (+6 STA, Advantages: Diehard, Great Endurance)
  • High Speed, Low Drag
    • Enhanced Ability: Enhanced Agility 6 (+6 AGL, Advantages: Improved Aim, Improved Initiative)
  • Hyper Strength
    • Enhanced Ability: Enhanced Strength 6 (+6 STR; Penetrating 4)
"Repulsor Rifle" (Easily Removable)
  • Force Wall: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Movable)
  • AE - Narrow Beam: Damage 10 (Alternate; DC 25; Increased Range: ranged)
  • AE - Wide Beam: Cone Area Damage 10 (Alternate; DC 25; Cone Area: 60 feet cone, DC 20)
Equipment:
Audio Recorder, Battle Van, Binoculars, Commlink, Flash Goggles, GPS Receiver, Lock Release Gun, Multi-tool

Offense:
Narrow Beam: Damage 10, +10 (DC 25), Wide Beam: Cone Area Damage 10 (DC 25), Unarmed, +10 (DC 18)
Initiative +6

Defenses:
Dodge 8 (DC 18), Parry 9 (DC 19), Fort 4, Tou 3/5, Will 6

Complications:
Motivation: Greed

Power Loss: Boosterman's Boosting array can only be used very specifically. First, he picks an ability to boost (Strength, Stamina or Agility) and then a multiple of 2 to boost it to. He can maintain that boost for up to 24 hours. At the end of which, his stats go back to normal, and he cannot boost again for a number of hours equal to the time of the boost * the factor. EX: He boosts Agility 4 for 2 hours. He cannot boost again for 2 (time) * 2 (Factor of two) or 4 hours. The minimum amount of time he can boost is one hour.

Identity: (Blake Sagle) Milton created Blake so that he could continue to work in the entertainment industry.


Total: Abilities: 48 / Skills: 68--34 / Advantages: 27 / Powers: 50 / Defenses: 13 (172)

Battle Van - PL 8

Strength 6, Defense -2, Toughness 10, Size Large

Features:
Alarm 2, Caltrops, Disguise (DC 20) 1, Hidden Compartments 2, Navigation System 2, Oil Slick, Remote Control

Powers
Roof Mounted Blaster: Blast 8 (DC 23)

Offense
Roof Mounted Blaster: Blast 8, +8 (DC 23)

Power Points
Abilities 3 + Powers 16 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 32

-Milton was a stuntman who was badly injured on the job. He spent a year learning how to walk again, and then threw himself into chemistry and biology until he was able to design a serum that not just enhanced his recovery, it also allowed him to "boost" his strength, coordination or stamina temporarily. He tried to go back to work, but his name had been tarnished by the accident. He went to join the circus and this led to other less savory connections in the crinimal world. With some good planning and judicious use of his new abilities, Boosterman was able to make a moving base out of a heavily modified van. He came to the attention of V.I.L.E. who recruited him as one of their specialists. He started off as a "part-timer" as he attempted to rehabilitate his reputation in the entertainment industry, but the lure of easy money and success prompted his return to the criminal life full time. He is a valued and unique member of V.I.L.E.

-This was an interesting build. I over thought it for a long time and tried to figure out how to port over the limits on the Boosting. I was going to make it Variable or assign differing slots, but in the end, I realized it was easier to make a simple array with the slots doing what I thought they should do, and put the limit in as a power loss complication. With a small amount of tinkering, he's PL 10 regardless of what he boosts. I think the Agility boost is the most effective, and Strength the least, though arguments could be made for one over the other. Situationly, it's all well and good to be Agile, unless you really need to lift 3 tons. Boosterman has to be very selective in his choices. If he is working with the other members of V.I.L.E. then he is either tanking with R.A.M. 101 and boosting Stamina, or he's the main hitter for the team, and boosting Agility. His Strength boost is usually only used when he is solo as most of the strong members of the team are much stronger than his maximum boost.

-For those looking to streamline the boosts, the main alterations are Agility and Stamina. With the former, Dodge is 15 (DC 25), Initiative +10. With the later, Toughness is 9/11. Boosting Strength makes his HTH DC 27.
Last edited by proditor on Mon Aug 21, 2017 7:18 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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DR. WRAITHMAN (Ken Washington)
Created By: Stefan Jones
First Appearance: Opponents Unlimited
Role: Mystic Summoner
Group Affiliations: V.I.L.E.

PL 10 (219)
STRENGTH 2 STAMINA 3 AGILITY 5
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 5 PRESENCE 2

Skills:
Athletics 4 (+6)
Close Combat: Smack 2 (+9)
Deception 6 (+8)
Expertise: Magic 8 (+13)
Expertise: Sociology 6 (+11)
Insight 6 (+11)
Perception 4 (+9)
Persuasion 4 (+6)
Ranged Combat: Emotion Control 11 4 (+9)
Stealth 2 (+7)
Treatment 6 (+11)

Advantages:
Artificer, Assessment, Equipment 1, Languages 1, Ritualist, Skill Mastery: Expertise: Magic

Powers:
Detect Magic: Senses 4 (Acute: Detect Magic, Analytical: Detect Magic, Detect: Mental 2: ranged)

"Ritual Magic Staff" (Easily Removable)
  • Emotion Control: Mind Control 11 (DC 21; Limited: Emotions: Fear Only, Reduced Range: ranged)
  • Smack: Strength-based Damage 3 (DC 20; Reach (melee): 5 ft.)
Summon Vibrowraiths: Summon 8 (Controlled, Multiple Minions 2: 4 minions)

"Warded Costume" (Removable)
  • Mystic Armor: Protection 6 (+6 Toughness; Impervious [4 ranks only])
  • Mystic Senses: Senses 7 (Counters Illusion: Visual, Darkvision, Infravision, Ultra-hearing, Ultravision)
  • Mystic Shielding: Immunity 15 (Alteration Effects, Emotion Effects, Sensory Affliction Effects)
Equipment:
Commlink

Languages
English, Kenyan

Offense:
Emotion Control: Mind Control 11, +9 (DC Will 21), Smack: Strength-based Damage 3, +9 (DC 20), Unarmed, +7 (DC 17)
Initiative +5

Defenses:
Dodge 10 (DC 20), Parry 10 (DC 20), Fort 6, Tou 3/9, Will 11

Complications:
Motivation (Revenge) Ken will be avenged on those who ended his college dreams.

Motivation (Greed) Ken still has to pay off those accursed college loans!


Total: Abilities: 68 / Skills: 52--26 / Advantages: 6 / Powers: 102 / Defenses: 17 (219)

-Ken Washington was a Sociology student researching tribal medicine in Kenya. While there he dreamed of a cave and against the advice of his native friends, he went inside. He was attacked by a strange figure and after a long confrontation, Ken prevailed. The being surrendered and offered to teach Ken how to tap into the powers of a tribal shaman and the ability to summon the lands undead guardians; Vibro-wraiths. When he returned to finish his studies, he found he had been dropped fomr the college due ot his absence and lack of contact. Feeling no responsibility at all, he swore in a rage to terrorize those who wronged him. He joined V.I.L.E. to get revenge on those who thwarted his college career and still wanted him to pay back his loans. (I really wish I were making this bit up. What an entitled goober.) As Dr. Wraithman, Ken serves as the main occult expert for his team, and is nominally one of two main field leaders (with Boosterman as the other).

-Dr. Wraithman is a very overcosted PL 10. Defensively, he's really about a 9, and offensively only his Fear power takes him to PL 10. His main power is summong Vibro-wraiths and they can alter the equation in his favor. The build is pretty inefficient, mostly due to him having the Summon as an innate power while the rest is in his mystical gadgets.

And as an added bonus, VIBRO-WRAITHS!!

Vibrowraith - PL 8

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

Skills
Close Combat: Unarmed 2 (+4), Deception 4 (+4), Insight 4 (+4), Perception 4 (+4), Ranged Combat: Vibroblast: Blast 8 4 (+8), Stealth 6 (+10)

Powers
"Ghost Body"
  • Ghost Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
  • Non-Corporealness: Insubstantial 4 (Incorporeal, Notes: Default state is Incorporeal. Affected by Psionic or Magical keywords.)
Vibroblast: Blast 8 (DC 23; Affects Corporeal 8; Diminished Range 3)

Offense
Initiative +4
Grab, +2 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)
Vibroblast: Blast 8, +8 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 5, Toughness 0, Will 6

Power Points
Abilities 20 + Powers 49 + Advantages 0 + Skills 12 (24 ranks) + Defenses 19 = 100
Last edited by proditor on Mon Aug 21, 2017 7:18 pm, edited 1 time in total.
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