Where in all of your character write ups will go.
Skills: Deception 9 (+11), Expertise [Earth Sciences] 8 (+9), Expertise [Magic] 12 (+13), Insight 8 (+11), Perception 8 (+11), Ranged Combat [Wind Magic Array] 6 (+10)
Advantages: Close Attack 2, Defensive Roll 4, Daze [Deception], Fascinate [Deception], Improved Feint, Power Attack, Precise Attack [ranged; cover], Move-By Action, Ranged Attack
Powers: Wind’s Blessings:
Immunity 4 [Suffocation, Wind Effects]
Senses 5 [Counters Visual Concealment (air disturbances)]
Wind Magic Array:
Winds Of The East: Move Object 12 (Extra: Perception); (Feat: Precise)
-Winds Of The West: Air Damage 12 (Extra: Area [Cone])
-Winds Of The North: Auditory & Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Area [Burst], Extra Condition); (Feat: Selective)
-Winds Of The South: Ranged Affliction 10 [Dazed, Stunned, Paralyzed; resisted by Will] (Extra: Cumulative)
-Protective Winds: Deflect 10 (Extras: Reflection, Redirection)
-Gusting Winds: Environmental Control 8 [distraction (DC 10) & Environmental Control 8 [hamper movement (one-quarter speed)]
Offense: Initiative +2
Melee Attack +4
Ranged Attack +4 // Wind Magic Array Attack +10
Defense: Dodge +12
Toughness +6*/+2 [*Defensive Roll]
Costs: Attributes 32+ Skills 18+ Advantages 13+ Powers 71+ Defenses 30= 164 pts.
Real Name: Rose McCarthy
Height: 5’ 6”
Weight: 131 lbs
Eye Color: Green
Motivation ~Protect The Planet: Witchwind seeks to save the planet from the harm that modern society has done to it.
Power Loss: Witchwind must be able to gesture and speak to use any of her Wind Magic.
Background: The life of Rose McCarthy before she took on the identity of Witchwind isn’t known to members of the law enforcement community. She simply appeared one day, attacking one of the labs of Noxxor Industries citing their offenses to the planet as the reason for her attack.
Despite the arrival of members of the Freedom League, Witchwind managed to escape. Later appearances have a similar environmental tone to them which leads C.A.S.T.L.E. investigators to believe that Witchwind is very much involved with an extreme ecological group that she intends to act on behalf of.
Skills: Deception 6 (+12), Expertise [History] 9 (+15), Expertise [Magic] 12 (+18), Intimidation 9 (+15), Ranged Combat [Ring of Pavor] 6 (+11), Sleight of Hand 9 (+13), Stealth 6 (+8)
Advantages: Benefit [Durable Lie], Close Attack 6, Daze [Intimidation], Improved Feint, Multilingual, Ranged Attack 3, Ritualist, Speed of Thought, Second Chance [Deception Check], Skill Mastery [Intimidation], Startle
Powers: Great Will: Enhanced Will 4 (Flaw: Limited [Timorus’ Eye & Ring of Pavor’s effects])
Cloak Of Levitation: (Removable -11 pts) [44 pp]
Artifact: Feature 1 [Indestructible]
Levitate Wearer: Flight 5
Enhanced Dodge 5
Enhanced Parry 5
Life Support 10 [Life Support]
Protection 12 (Extra: Impervious)
Timorus’ Eye: (Removable –15 pts) [63 pp]
Experience Fear: Affliction 14 [Dazed, Stunned, Incapacitated; resisted by Will] (Extras: Area [Cone] 3, Progressive)
Ring Of Pavor: (Removable –14 pts) [58 pp]
Artifact: Feature 1 [Indestructible]
Show Me Your Fear: Senses 3 [Detect (Emotions; Acute, Ranged)] (Flaw: Limited [ Fear only])
Shaping Timorus’ Light Array:
Single Minion Construct: Summon 12 (Extras: Broad Type, Controlled) [Dynamic]
-Energy Blast: Ranged Mystical Energy Damage 14 [Dynamic]
-Lifting: Move Objects 14 [Dynamic]
-Mobile Constructs: Create 14 (Extra: Movable, Stationary) [Dynamic]
-Multiple Minion Constructs: Summon 9 (Extras: Broad Type, Controlled, Horde); (Feat: Multiple Minions 6 [34 total]) [Dynamic]
Offense: Initiative +6
Melee Attack +12
Ranged Attack +5 // Ring of Timorus Attacks +11
Defense: Dodge +12*/+7 [*Protective Wards]
Parry +12*/+7 [*Protective Wards]
Toughness +14*/+2 [*Protective Wards (Impervious 12)]
Will +10 (+14)
Costs: Abilities 68+ Skills 20+ Advantages 18+ Powers 168+ Defenses 21= 295 pts.
Real Name: Unknown
Alias: Stephen Thall
Weight: 191 lbs
Eye Color: Brown
Unusual Features: Reddish colored skin
Extra Passenger: The truth of the matter is that Stephen Thall was possessed years ago by an unknown person.
Power Loss: The wielder of the Ring of Pavor must have possession of Timorus’ Eye to use the Ring’s powers.
Power Loss: The powers of Timorus’ Eye and the Ring of Pavor are fueled by the user's abilities spread fear. Loss of that ability or their loss of belief in the power of fear can cause both artifacts to fail.
Background: Doctor Stephen Thall was a brilliant but egotistical neurosurgeon who only cared about wealth and prestige from his career. However, a car accident damaged his hands, effectively ends his ability to conduct surgery as his hands trembled uncontrollably. Too proud to take on a teaching/advisory position, Thall desperately searched for a way to restore his hands; consulting various doctors, homeopathic treatments and traveling around the world for exotic cures, all to no avail. Depressed and still searching, Thall learned of a man, who was rumored to be some kind of sorcerer, that might be able to heal his hands. However, upon meeting the aged master and asking for his help only to be refused for reasons Thall couldn’t understand. Despite the refusal, he was allowed to remain at the Elder’s sanctuary to rest before returning home. During that time Thall discovered that the Elder’s lead student, Turpa, planned to do away with the Elder and take his tomes and artifacts for himself, and despite Turpa’s efforts to stop him Thall revealed the plot to the elder.
After dealing with Turpa, the Elder took Thall on as a student, teaching him about magic. A few years later the Elder declared that Thall was ready to begin casting spells; thrilled to have the opportunity Thall followed the Elder’s instructions in preparing his first ritual. But as ritual begun Thall realized something was wrong and it was at that point that the Elder revealed his secret - that he had lived for several centuries by possessing the bodies of others and that Thall was to be his latest host.
Two days later the Elder, in Thall's body, left the temple with two artifacts: Timorus’ Eye, an amulet which allows its wielder to cause those who are bathed in its yellow light to experience their ultimate fear, and its counterpart, the Ring of Pavor, which allows its wielder to reshape the light of Timorus’ Eye into whatever solid shape that can imagine, be it a tool, weapon, or sentient creature that serves his will. In the time since, the Elder has since become known as Dr. Sinister, a malicious mystic seeking out a way to build his own empire on Earth. Luckily, he’s been opposed by the likes of the Aurelius as well as Blackstone and her allies, the Alliance, so far. Although he’s demonstrated a willingness to take things slowly in the past, so it is fairly likely that Dr. Sinister will return again with a new plot.
Skills: Athletics 4 (+6), Expertise [Pop Culture] 4 (+4), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Cosmic Energy Projection Array] 6 (+8), Vehicles 4 (+6)
Advantages: All-Out Attack, Close Attack 6, Improved Initiative, Inspire 2, Luck, Power Attack, Precise Attack [Ranged; Cover], Teamwork
Powers: Cosmic Immunity: Immunity 20 [Energy Damage]
Energized Body: Protection 8
Cosmic Energy Projection Array:
Cosmic Blast: Ranged Cosmic Damage 12 (Feats: Improved Critical, Variable Descriptor 2 [any energy descriptor])
-Dazzling Blast: Ranged Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [1 Sense only (vision)])
-Disintegrating Blast: Ranged Weaken Toughness 9 (Extra: Affects Objects)
-Homing Blast: Ranged Cosmic Damage 12 (Feats: Improved Critical, Homing 2)
-Pinpoint Blast: Ranged Cosmic Damage 12 (Feats: Improved Critical, Precise 2)
-Reflective Blast: Ranged Damage 12 (Feat: Ricochet 2)
Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Cosmic Energy Projection Array Attacks +8
Defense: Dodge +10
Costs: Abilities 30+ Skills 15+ Advantages 14+ Powers 60+ Defenses 27= 150 pts.
Real Name: Neal Hoffman
Weight: 190 lbs
Eye Color: Blue
Identity: To protect his family and friends from the villains he faces, Neal hides the fact he is the hero known as Cockatrice.
Motivation ~Responsibility: Given the destructive potential of his powers, Cockatrice has learned the burden that comes with using them.
Backgrounds: Neal Hoffman had seen many of the members of the Vanguard at some point in his life, but those glimpses were always limited to charity events hosted in New York City. It wasn't until he was in his early twenties that he saw the Vanguard in action as they fought against the radioactive villain Bockscar.
What Neal didn't realize was that the radiation given off by Bockscar were enough to trigger his latent transhuman powers that manifested several days later when he began discharging energy from his eyes while working his construction job. Luckily for him, Neal could prevent the release by keeping his eyes closed and he was rushed to Odyssey Technologies for help; the doctors there were able to determine what had happened to Neal and were also able to help him gain basic control while also putting him in contact with the Vanguard.
Neal's situation made the powers that be decide to implement a "training program for newly empowered Transhumans", where those recruited would be shown how to better use their abilities while working as part of a team; the idea is to train possible future members of the Vanguard if not solo heroes who will be better prepared to handle the challenges they'll face in the future.
Last edited by Tattooedman on Tue Jun 19, 2018 4:27 am, edited 1 time in total.
Skills: Deception 6 (+6), Expertise [Biology] 6 (+10), Expertise [Science] 9 (+13), Insight 6 (+7), Perception 6 (+7), Persuasion 6 (+6), Ranged Combat [Radiation Control Array] 8 (+10), Technology 9 (+13)
Advantages: All-Out Attack, Improved Initiative, Power Attack, Task Focus 2 [Expertise (Biology): Cancer], Task Focus 2 [Expertise (Science): Radiation]
Powers: Radiation Suit: (Removable –55 pts) [55 pp]
Radiation Energy Enhancements:
Immunity 12 [Disease, Radiation Effects, Starvation & Thirst]
Radiation Aura: Radiation Damage 5 (Extra: Reaction [Being touched]) (20)
Radiation Control Array:
Radiation Poisoning: Ranged Weaken Stamina 10 (Extra: Progressive) [Dynamic]
-Absorb Radiation: Nullify 12 [Radiation Effects] (Extras: Concentration) [Dynamic]
-Alter Visual Wavelength: Concealment 4 [all visual senses] [Dynamic]
-Boost Radiation Aura: Radiation Damage 5 (Extra: Reaction [Being touched]) [Dynamic]
-Melt: Ranged Weaken Toughness 10 (Flaws: Limited [Objects only]) [Dynamic]
-Radiation Energy Form: Insubstantial 3 [energy] [Dynamic]
-Radiation Sickness: Affliction 10 (Fort; Impaired/Disabled/Incapacitated) (Extras: Ranged, Cumulative) [Dynamic]
Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Radiation Control Array Attack +10
Defense: Dodge +8
Toughness +8*/+2 [*Radiation Suit]
Costs: Abilities 34+ Skills 20+ Advantages 7+ Powers 55+ Defenses 21= 141 pts.
Real Name: Benjamin Pangborn
Weight: 163 lbs
Eye Color: Brown
Disability: Raydon suffers from a form of cancer that he has discovered requires near constant exposure to a rare form of radiation to keep it in remission. Outside of his Radiation Suit, he suffers Strength & Stamina Impairment, Disability, and Debilitation. While long term lack of exposure to that type of radiation results in death.
Motivation ~I Want To Live!:: Raydon commits crimes to fund his efforts in upgrading his Radiation suit as well as his research for a permanent cure for his disease.
Background: Benjamin Pangborn learned that he’d developed cancer after helping to stop a meltdown at the nuclear power plant he worked at. Unfortunately for him that type of cancer was deemed untreatable by current medical technology and his diagnosis left him with only about a year to live. Deciding to take matters into his own hands, Benjamin began researching the various radiotherapy treatments used to help cancer patients. He eventually stumbled upon a wavelength of radiation that managed to affect his caner, however he needed near constant exposure for it to be effective. To facilitate this Benjamin built a suit he’d wear nearly all the time, however this first suit was bulky and awkward to wear which quickly led to Benjamin designing a newer version. However, that newer suit required parts Benjamin did not have access to so using the suit’s ability to generate energy to take the parts he needed.
It didn’t take long for Benjamin to be confronted by those who would be opposed to his simply stealing the high tech parts he required, and soon he became known as the super villain Raydon. While he has been defeated and imprisoned several times he always manages to effect escapes before being incarcerated in New Alcatraz, where he sets himself up once again and begins the process all over.
Skills: Expertise [Sports] 7 (+10), Insight 7 (+7), Perception 7 (+7), Stealth 4 (+8.), Technology 2 (+4/+16)
Advantages: Close Attack 4, Improved Initiative, Task Focus [Expertise (Sports): Sports Trivia]
Powers: Built-in Functionality: Feature 2 [Built-in timepiece & cell-phone]
Remote: Feature 1 [Can function like a “universal remote control” in relationship to machines that include such capabilities, turning them on or off or controlling them like a regular remote would with just a thought]
Cybernetic Body: Immunity 30 [Fortitude Effects] (Flaw: Limited [Half Effective])
Enhanced Advantage 1 [Eidetic Memory]
Quickness 7 (Flaw: Limited [Mental Tasks Only])
Tech Savant: Enhanced Skill [Technology +12]
Manipulate Technology Array: Variable 7 [35 pt pool of the Technological Descriptor] (Extra: Move Action)
Offense: Initiative +8Manipulate Technology Sidebar:
-Control Technology: Ranged Affliction 10 [Controlled; resisted by Fortitude/Skill] (Extras: Affects Objects [Only], Perception); (Flaws: Limited [Third Degree only], Limited [Technology Only]) • 10 points
Deactivate Technology: Nullify Technology 10 (Extras: Area [Burst], Broad [Technological], Simultaneous); (Flaw: Close Range) • 30 points
-Electric Shockers: Ranged Damage 10 (Extra: Multiattack); (Feat: Accurate 3) • 33 points
-Interface: Comprehend Machines 2 • 4 points
-Laser: Ranged Light Damage 10 (Extra: Penetrating); (Feat: Accurate 3) • 33 points
-Sonic Disrupter: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Accurate 3) • 33
-Grappling Hook & Pulley: Movement 1 [Swinging] • 2 points
Melee Attack +8
Ranged Attack +4
Defense: Dodge +8
Costs: Abilities 60+ Skills 9+ Advantages 6+ Powers 86+ Defenses 14= 165 pts.
Real Name: Robert "Rob" Hunsaker
Weight: 385 lbs
Hair: Blonde (formerly) // Cybercord Black
Eye Color: Blue
Family Issues: Mainframe's relationship with his brother, Thomas, is rough at the best of times and hostile at the worst.
Public Identity: Mainframe's identity as Rob Hunsaker is public knowledge.
Relationship: Mainframe dates Danielle Warman.
Self Doubt: Mainframe struggles from time to time with his condition as a cybernetic being and his worth in the world.
Weakness: Due to his cybernetic parts, Mainframe is vulnerable to Magnetic based attacks.
Background: Rob Hunsaker is a star wide receiver for his Texas high school football team. He has an interest in super human activities but is more focused on going to college, earning a football scholarship, and hoping his brother Thomas makes it to his games. The two of them having a distant relationship despite Thomas raising Rob after the death of both their parents years ago as Rob resented his brother's almost single-minded dedication to his work. Rob's resentment resulted in rebellious behavior; such as slacking in class (though he does well enough to play just barely) as well as some minor troubles with the law.
After Thomas had missed several of his games, Rob finally seeks out him out at his job in at a local Odyssey Technologies facility. Thomas tells his brother that given the current state of Transhumans starting to show up around the planet, Rob's love for football is going to become irrelevant at some point. Discouraged, Rob begins to leave when everything took a tragic turn as an energy generating experiment in a nearby lab overloads, injuring Rob and several scientists by the resulting energy release.
Not intending to lose his brother, Thomas outfits Rob with experimental bionics that he had reverse engineered from samples of alien technology found around the globe that had been brought in by C.A.S.T.L.E. Rob's life is saved but the equipment cannot be worn inconspicuously, thus horrifying Rob, when he awoke, to see much of his body and parts of his face replaced with sheer metallic limbs and implants.
Even though Rob wishes he'd have died he eventually adjusts enough through his resulting physical therapy to control his implants with suitable skill but upon release from medical care, he finds his life is seriously inconvenienced with the fearful reactions of the public at his implants. In addition Rob is also no longer allowed to participate in athletics as his implants "give him an unfair advantage over his competition" combined with his already poor grades, and further exacerbated by his long convalescence.
However when his some of his old trouble maker friends attempt to use Rob's troubles to manipulate him into participating in a bank robbery they were planning, he finds a new purpose as he instead stops them from committing the robbery and turns them over to the police. This leads to Rob becoming a local hero in Dallas and he soon finds new friends, who see past his disfigurements, recognizing his own nobility; such as a group of children who are adjusting to their own prosthetics and idolize him with his fancy parts and exciting adventures as well as their teacher Denise Brooks, and therapists Danielle Warman and Sam Roth.
Last edited by Tattooedman on Mon Jun 11, 2018 3:32 am, edited 1 time in total.
Interesting choice, to use this rather sinister image as that of a hero. Nice!
Skills: Expertise [Criminal] 6 (+6), Expertise [Nuclear Plant Worker] 3 (+3), Insight 4 (+6), Intimidation 10 (+12), Perception 4 (+6), Ranged Combat [Radiation Power Array] 8 (+8)
Advantages: All-Out Attack, Improved Initiative, Startle
Powers: Radiation Power Array:
-Radiation Blast: Ranged Radiation Damage 12
-Radiation Sickness: Ranged Weaken Stamina 12 [Fortitude Resists]
Radioactive Physiology: Immunity 6 [Environmental Radiation, Radiation Damage]
Superhuman Size & Strength:
Enhanced Strength 10
Enhanced Stamina 6
Growth 4 (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaw: Permanent)
Nigh Invulnerable: Protection 4 (Extra: Impervious 12)
Offense: Initiative +4
Melee Attack +6
Ranged Attack +0 // Radiation Power Array Attacks +8
Defenses: Dodge +6
Costs: Abilities 36+ Skills 13+ Advantages 3+ Powers 88+ Defenses 6= 146 pts.
Real Name: Edward “Ed” Williams
Weight: 300 lbs
Eye Color: Green
Unusual Features: Bright green skin
Atomic Monster: Bockscar is big, green and glows in the dark; so he tends to stand out in a crowd.
Motivation ~Greed: Bockscar is a career criminal.
Background: Ed Williams was a janitor at a nuclear power plant when the cooling system malfunctioned, unfortunately for the unskilled worker he found himself locked in a nearby room by safety protocols and was exposed to amounts of radiation that should have killed him had his Transhuman powers manifested. However, while they allowed him to survive the violent physical changes his powers caused left him very angry and lashing out at his surroundings which led to his fighting members of the Vanguard.
It didn’t take them long to figure out what had happened to Ed, and that knowledge made the ensuing fight more difficult for them as they wanted to try and end his rampage without hurting him but that proved to be more problematic than they expected. In the end Ed managed to escape the scene and took up residence in an abandoned building to regroup; he quickly realized that there was no way for him to transform back to how he used to look and that his life would never be the same from that point forward.
Deciding to make the best of it Ed embarked on a career as a super villain, fighting and holding his own against a number of heroes over the following years. In fact, he’s done well enough that Ed has only spent a few years in prison as many mastermind types like employing him for the raw power he possesses.
Skills: Deception 6 (+10), Close Combat [Krystal Weapons] 4 (+9), Expertise [Criminal] 6 (+8), Expertise [Gemology] 6 (+8), Insight 6 (+8), Investigation 6 (+8), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat [Krystal Generation Array] 8 (+9), Sleight Of Hand 6 (+6), Stealth 6 (+10)
Advantages: Attractive, Close Attack, Contacts, Defensive Roll 3, Improved Initiative, Move-By Action, Power Attack, Ranged Attack, Well-Informed
u]Powers:[/u] Krystal Generation Array:
Krystal Creations: Create 9 (Extras: Impervious, Increased Duration [Continuous]); (Flaw: Permanent)
-Krystal Snare: Affliction 9 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Area [Shapeable], Cumulative, Extra Condition); (Flaw: Limited Degree)
-Krystal Wave: Damage 9 (Extras: Area [Shapeable], Penetrating)
-Krystal Weapons: Strength-Based Damage 7 (Feat: Variable Descriptor 2 [Piercing, Slashing])
Offense: Initiative +8
Melee Attack +5 // Krystal Weapons Attacks +9
Ranged Attack +1 // Krystal Generation Array Attacks +9
Defenses: Dodge +12
Toughness +6*/+3 [*Defensive Roll]
Costs: Abilities 40+ Skills 24+ Advantages 11+ Powers 30+ Defenses 27= 132 pts.
Real Name: Paula Markus
Weight: 121 lbs
Eye Color: Green
Motivation ~Thrills: Krystal lives her life to the fullest, in both business and pleasure.
Only The Best: Krystal is a girl with VERY expensive tastes.
Background: Another of several former members of the Vanguard Academy, Paula Markus quickly developed a reputation amongst the teaching staff for being a troublemaker – always breaking curfew, leading several other students out on unapproved outings, smuggling contraband items into the school, as well as several other infractions. It got to the point that the headmaster strongly considered expelling Paula, however she seemingly straightened herself out and was almost a model student the last year of study.
While Paula managed to graduate from the Vanguard Academy, she did not receive an offer to join the Vanguard based on her whole history at the school. Which really didn’t bother her all that much as she never was one for rules and had only went on the straight and narrow after discovering the notes in her personal file about a possible expulsion when she broke into the headmaster’s office to make a few edits to her GPA average.
Once free of the rules and restrictions of the Vanguard Academy, Paula wasted little time in fulfilling her every whim and want – which, needless to say, brought her into conflict with not only members of the Vanguard but other heroes as well. Ironically enough though, it is the skills Paula developed under the teachers of the Academy that have allowed her to retain her freedom all these years.
Skills: Acrobatics 6 (+12), Athletics 6 (+9), Deception 4 (+6), Expertise [Criminal] 4 (+7), Insight 6 (+10), Intimidation 6 (+8), Investigation 4 (+7), Perception 6 (+10), Ranged Combat [Thrown] 6 (+14), Stealth 4 (+10), Technology 4 (+7)
Advantages: Beginner’s Luck, Benefit [Wealth x1 (Well-Off)], Benefit [Improved Feint], Close Attack 6, Defensive Roll 2, Equipment 9, Evasion 2, Improved Defense, Improved Trip, Jack-of-all-Trades, Power Attack, Ranged Attack 4, Redirect, Skill Mastery [Investigation], Teamwork 3, Takedown 2
Powers: Eyes Of Night: Senses 2 [Darkvision]
Shadow Jump: Teleport 4 (Extra: Accurate); (Feats: Increased Mass 2 [200 lbs], Move-By Action); (Flaws: Limited [Line of Sight], Medium [shadows])
Offense: Initiative +6
Melee Attack +14
Ranged Attack +8 // Thrown Attacks +14
Defense: Dodge +14
Toughness +7*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Equipment: Costume: Protection 2 (Feat: Subtle) (3 ep)
Reinforced Escrima Sticks: Strength-Based Bludgeoning Damage 2 (Feat: Improved Critical 2, Improved Smash) (5 ep)
Grapple Gun: Movement 1 [Swinging] (2 ep)
Odds & Ins: Quick-Tie Restraints, Multi-Tool (2 ep)
Utility Belt: (23 ep)
Flash Bangs: Ranged Affliction 4 [Vision & Hearing Impaired, Vision & Hearing Disabled, Vision & Hearing Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative, Extra Condition); (Flaw: Limited [Only affects vision & hearing])
-Bolos: Ranged Affliction 4 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Cutting Torch: Damage 3 (Extra: Linked [to Weaken] & Weaken Toughness 3 (Extra: Linked [to Damage])
-Explosives: Ranged Ballistic Damage 5 (Extra: Area [Burst])
-Sleep Gas Bombs: Ranged Affliction 4 [Dazed, Stunned, Asleep; resisted by Fortitude] (Extra: Area [Cloud])
-Smoke Pellets: Concealment 4 [all visual] (Extras: Area [Cloud], Attack)
-Taser Discs: Ranged Affliction 4 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative); (Flaw: Diminished Range)
-Throwing Discs: Ranged Strength-Based Damage 2 (Feats: Improved Critical 2, Improved Smash, Ricochet 4); (Flaw: Diminished Range)
Headquarters (10 ep) Size: Large; Toughness: 8; Features: Communications, Computer, Gym, Laboratory, Living Space, Secret, Workshop
Costs: Abilities 66+ Skills 28+ Advantages 35+ Powers 9+ Defenses 27= 165 pts.
Real Name: Mark Campbell
Weight: 217 lbs
Eye Color: Blue
Enemies: Waxworks, the Silvestri Family.
Identity: The fact that the Argus is Mark Campbell is a secret he closely guards.
Motivation ~Justice: Argus seeks to bring justice to those who need it – be they the ones who are in need of it or the ones being brought to it.
Background: Kenneth Lincoln was the first “non-powered superhero” to appear in the early 1990s as Janus – a masked detective who fought a wide assortment of criminals over the course of his mask career. The secret he protected was the fact that Lincoln’s masked activities were supported by Martin Maddicks following the deaths of his well-to-do parents and sister during a robbery of a charity event they’d attended while he’d instead went out with friends.
When the police were unable to locate the members of the crew who’d robbed the event
Maddicks decided to use his sizeable inherited wealth to do something about the “low-end criminals” who seemed to be ignored by the Vanguard. Realizing that he did not possess the skills needed for that task he began a search for someone that did. After a yearlong search Maddicks found Kenneth Lincoln; a police detective who'd been forced into early retirement by corrupt members of the NYPD.
After an interesting meeting the two men reached an agreement and six months later Janus made his debut on the streets of New York City. A few years later Kenneth met Mark Campbell during a case involving Waxworks where the super-crook was using a gang of Transhuman teenagers to help him commit crimes. While Mark didn’t like what he was doing he had little other choice as he’d been living on the streets following the emergence of his powers and his parent kicking him out when they learned of them.
Kenneth managed to convince to Mark to turn on Waxworks after showing him what had happened to the last mutant teen who’d “disappointed” the would-be crime lord, and together the pair stopped Waxworks and the rest of the gang in the middle of their latest robbery. Mark ended up serving six months in prison, due to the crimes he’d committed while part of the gang, his powers were nullified, and he was kept in solitary confinement for his own protection. But when he was released Mark found himself met by Kenneth and Maddicks who gave him a place to stay while he figured out his next move in life, and over the following months Mark managed to deduce their secret and confronted the older men about it. After a long, intense talk Mark had convinced them to allow him to become Kenneth’s partner in an effort to make amends for his past misdeeds, and together they cut through much of the criminal element for several years.
However, despite the time they spent working together there was an eventual falling out between the duo as Mark started to disagree with some of Kenneth’s methods in fighting crime and it was decided that he would retire from heroics and go to college (though Maddicks insisted on paying for it as he was Mark’s guardian). Over the next couple of years Mark rarely visited home and thus spoke little with his mentors, as Mark’s graduation loomed on the horizon he found himself wondering if he really should return home at all as Maddicks passed away during this time (leaving his estate to Kenneth) and the pair hadn't fully resolved their issues.
Unfortunately for Mark, fate decided to answer that question for him as Kenneth suffered a heart attack and died following a particularly savage fight against his long-time foe Waxworks. The only good news in that entire situation was that Kenneth had been home, out of costume and not in the underground bunker where his crime fighting activities were centered when it had happened, thus allowing the secret of Janus to be kept.
At the reading of Kenneth’s will Mark wasn’t surprised to learn that the majority of his fortune was being donated to the Alliance, a gathering of heroes that Kenneth had been a part of, to act as operating funds but he was highly surprised when he was informed that he’d been left a set of properties as well as the funds to maintain them and manage them as he saw fit. In the following days Mark visited all of his new properties and picked one to use personally, an old movie house that was built on top of a large basement beneath (complete with a set of secret entrances built into it) while also having a living space built in it.
After a month of carefully stocking and equipping the basement with a variety of items he'd need in his own war on crime, Mark resumed his identity of Argus and made it clear to the city's criminal underworld that they still had someone keeping them in check.