The T-Verse (Earth 75): Sinistry, The Astronomer

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Tattooedman
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Bipolar

Post by Tattooedman » Thu Jul 05, 2018 1:09 pm

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Bipolar:
PL:
10
Strength 1
Stamina 2
Agility 2
Dexterity 0
Fighting 5
Intellect 0
Awareness 1
Presence 4 (1)

Skills: Close Combat [Unarmed] 4 (+9), Persuasion 4 (+6), Expertise [Earth Sciences] 2 (+7), Intimidation 5 (+7), Perception 4 (+5), Ranged Combat [Magnetic Mastery] 4 (+9), Technology 3 (+5)

Advantages: All-Out Attack, Attractive, Improved Critical [Magnetic Blast] 3, Improved Initiative, Power Attack, Ranged Attack 5

Powers: Altered Brainwaves:
Enhanced Presence 3
Enhanced Will 6
Impervious Will 12 (Flaw: Limited [vs Mental Effects Only]

Magnetic Mastery:
Minor Ferrokinesis: Feature 1 [Can generate a strong enough magnetic field to move small (mass rank –5 or less) ferrous objects within about an arm’s reach]
Minor Magnetism: Feature 1 [Can magnetize a small [hand-sized] ferrous object of mass rank –5 or less by holding it and taking a standard action to do so. The object remains magnetized until degaussed]
Magnetic Manipulation: Feature 1 [Can use magnetic fields to turn or operate small metal fasteners [screws, bolts, nails, etc.] within arm’s reach as if you had the proper tools]
True North: Feature 1 [Has an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it]

Magnetic Awareness: Senses 5 [Detect (Magnetism; Accurate, Acute, Radius, Ranged)]

Magnetic Levitation: Flight 6

Metallic Armor: Protection 10 (Extra: Impervious)

Sense Metals: Senses 5 [Detect (Metals; Accurate, Acute, Analytical, Radius, Ranged)]

Magnetic Mastery Array:
Shape Metal: Ranged Transform 10 [assemble or disassemble metal objects, shape metal objects into other metal objects] (Extras: Increased Duration [Continuous], Perception Range); (Feats: Increased Mass 2 [100 tons])
-Magnetic Energy Blast: Ranged Magnetic Damage 11 (Extra: Penetrating)
-Magnetic Disarm: Move Object 14 (Extra: Area [Shapeable] 2, Selective); (Flaw: Limited [Disarm checks only], Limited [Metallic objects only])
-Magnetic Lifting: Move Object 10 (Extra: Perception Range); (Feats: Precise, Increased Mass 2 [100 tons]); (Flaw: Limited [Metallics only])
-Magnetic Pulse: Nullify 8 [Electronics & Machinery] (Extras: Area [Burst] 2, Sustained); (Flaw: Close Range)
-Magnetic Blinders: Concealment 10 [All Senses] (Flaws: Limited [Machines only])
-Metal Everywhere: Environment 4 [Impede Movement 2] (Flaw: Quirk [Requires Metals] -2)
-Metal Storm: Ranged Slashing Damage 11 (Extra: Multiattack); (Feat: Variable Effect [Piercing]); (Flaw: Quirk [Requires Metals] -2)
-Metal Trap: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Flaw: Quirk [Requires Metals] -2)
-Rail Gun: Ranged Ballistic Damage 11 (Flaw: Quirk [Requires Metal Objects As Ammo])

Offense: Initiative +6
Melee Attack +5 // Unarmed Attack +9
Ranged Attack +

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Metallic Armor (Impervious 10)]
Fortitude +8
Will +12*/ +6 [*Altered Brainwaves]


Costs: Abilities 24+ Skills 11+ Advantages 12+ Powers 153+ Defenses 20= 220 pts.


Real Name: Francis “Frankie” Dane
Height: 5’4”
Weight: 135 lbs
Hair: Black
Eye Color: Brown


Complications:
Her Name Says It All: Bipolar is an alternate personality created by the influence of Frankie’s magnetic powers. On occasion, her true personality can exert itself, particularly if her powers are temporarily weakened or nullified.

Greed: Bipolar is motivated by a desire to have everything Frankie was ever denied in life, and more.

Temper: Bipolar has a fierce temper, particularly when defied or denied something she wants.


Background: Frankie Dane’s family never had much, and Frankie was forced to make do with what her parents were able to provide; she didn’t have the latest fashions, or the most up-to-date cell phone, or even her own car, but she did learn the importance of hard work. She applied herself to become a straight A student in high school, then worked on earning several scholarships which allowed her to study information technologies. Frankie worked hard enough in college to graduate with honors, then pounded the pavement relentlessly to get an internship and later a job at Oddessy Technologies. Along the way, she passed up the college parties, and the relationships that would have distracted her from her goals; she was on the road to success.

Then she started to suffer from blackouts, at first losing hours of time but frighteningly quickly growing to be days at a time with no idea what she was doing or where she was going. Fearing she was losing her mind Frankie sought medical help from a Dr. Grant McAllister, who would become known as the criminal Encomium just a few years later. Within a few sessions McAllister discovered that Frankie was suffering from Dissociative identity disorder (or as it is more commonly known - multiple personality disorder), and he began treating the other personality as well. At some point the alternate personality revealed that she possessed Transhuman powers, something that McAllister secretly wanted to use for his purposes and wasted no time subverting Frankie's personality so that the alternate personality could become the dominate one and help him in creating Children of Quetzalcoatl (which would later become known as Black Sun). For the most part the alternate personality, who named herself Bipolar, worked behind the scenes helping to build the beginnings of Cibola (the flying island that the Children of Quetzalcoatl would call home). However, Bipolar wasn't a stable member (not surprising honestly) despite McAllister's efforts to manipulate her and she came to realize what had been done to her and reacted.....poorly.

Weeks later Frankie woke up to find herself in the hospital, as Bipolar had took a lot of punishment in the fight with other members of Children of Quetzalcoatl. What was more frightening was the fact that Frankie was wearing power dampening restraints. When told, or rather shown video footage, of the various crimes she committed, Frankie was horrified and embarrassed beyond all measure and refused to see her family when they came to visit her. While doctors from Oddessy Technologies said it wasn’t her fault, that her powers altered her brain; this allowed Frankie’s lawyer to enter a plea of innocent due to mental defect, but it didn’t make much difference: Frankie would still be put away because she was a danger to society. So, when a malfunction happened to her power nullifying restraints, Frankie was secretly glad to relinquish control to the power that surged up from inside her.

She couldn’t cope any longer, but Bipolar could handle anything.
Last edited by Tattooedman on Thu Sep 06, 2018 3:54 am, edited 1 time in total.

Jabroniville
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Re: The T-Verse (Earth 75): Argus & Bipolar

Post by Jabroniville » Fri Jul 06, 2018 3:06 am

Wow, Bipolar is really cool! Sympathetic and powerful, yet ultimately tragic.

EnigmaticOne
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Re: The T-Verse (Earth 75): Argus & Bipolar

Post by EnigmaticOne » Wed Sep 05, 2018 4:09 pm

Jabroniville wrote:
Fri Jul 06, 2018 3:06 am
Wow, Bipolar is really cool! Sympathetic and powerful, yet ultimately tragic.
Of course, she's basically a reskinned Death Magnetic, but yes it's a tragedy.
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Imago in New Vindicators Academy of Europe
Vortex in Force OPs
Evan Roadbound in The Golden Wheel Turns
Capricorn in Claremont Academy: The Delinquents

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Tattooedman
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Re: The T-Verse (Earth 75): Argus & Bipolar

Post by Tattooedman » Thu Sep 06, 2018 3:55 am

EnigmaticOne wrote:
Wed Sep 05, 2018 4:09 pm
Jabroniville wrote:
Fri Jul 06, 2018 3:06 am
Wow, Bipolar is really cool! Sympathetic and powerful, yet ultimately tragic.
Of course, she's basically a reskinned Death Magnetic, but yes it's a tragedy.
True, but that was only a temporary bit as I wanted to tie her to other characters in the setting but wasn't sure who exactly until recently while re-working things. Now she's more original. :D

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Tattooedman
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Mindcrime

Post by Tattooedman » Sun Sep 09, 2018 6:43 pm

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Mindcrime:
PL:
10
Strength 1
Stamina 1
Agility 3
Dexterity 2
Fighting 3
Intellect 3
Awareness 5
Presence 2

Skills: Athletics 3 (+4), Close Combat [Unarmed] 5 (+8), Deception 12 (+14), Expertise [Spycraft] 5 (+8), Insight 9 (+14), Intimidation 8 (+10), Perception 3 (+8), Persuasion 6 (+8), Ranged Attack [Blasters] 10 (+12), Vehicles [Land] 3 (+5)

Advantages: Attractive 2, Benefit [Cipher], Defensive Attack, Defensive Roll 3, Equipment 4, Improved Defense, Languages 2 [Base: English, German, French], Trance, Ultimate Will

Powers: Psionic Senses: Senses 5 [Detect (Minds: Acute, Extended, Radius, Ranged), Awareness (Telepathic)]

Telepathic Array:
Telepathic Probe: Mind Reading 10 (Extra: Cumulative); (Feats: Split 2, Subtle 2)
-Mind Blast: Ranged Affliction 10 [Dazed, Stunned; resisted by Will] (Extras: Concentration, Perception Range); (Feats: Insidious, Subtle); (Flaws: Limited [Range is limited by range of Detect Minds]), Limited Degree)
-Mental Link: Communication 2 [Mental] (Extras: Area, Selective); (Feat: Subtle 2)
-Super-Ego Motivation: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Perception Ranged); (Feats: Insidious, Progressive, Subtle 2); (Flaw: Limited [3rd Condition only forces victim to act upon personal desires & forget any sense of right and wrong or acknowledge any guilt of those deeds done], Limited [Range is limited by range of Detect Minds])

Offense: Initiative +3
Melee Attack +3 // Unarmed Attack +8
Ranged Attack +2 // Blaster Attack + 12

Defense: Dodge +8
Parry +8
Toughness +10*/+7**/+3 [*Armored Costume & Defensive Roll/Armored Costume]
Fortitude +5
Will +10

Equipment:: Armored Costume: Protection 4 [4 ep]

Blaster Pistol: Ranged Energy Damage 8 [16 ep]


Costs: Abilities 40+ Skills 25+ Advantages 16+ Powers 42+ Defenses 19= 142 pts.


Real Name: Michelle Evans
Height: 5’6”
Weight: 119 lbs
Hair: Brown
Eye Color: Blue


Compilations:
Motivation ~Mercenary: Mindcrime is always willing to take on any work as long as the paycheck has enough zeros in it.

Shadowy Past: Mindcrime’s time as a spy can sometimes make her life complicated.


Background: Michelle Evans worked hard to become part of the CIA, though her emerging telepathic powers helped a great deal. Soon she was engaging in spycraft in various countries deemed potential enemies of the United States, all the while slowly growing more and more embittered by the experiences as she saw the dirty underside of how the various governments of the world operated under the noses of those who supposedly actually ran the world.

At some point Evans decided to go freelance, using her powers for her own benefit and gain. Something which has brought her into conflict with several members of the Vanguard as well as a few solo operating heroes. None the less her skills have been up to the task as she’s spent very little time behind bars, and the few times that she has been locked away Michelle has been able to call in certain “favors” owed to her from her time as a spy to regain her freedom.

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Tattooedman
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Elemental

Post by Tattooedman » Tue Sep 11, 2018 1:30 pm

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Elemental:
PL:
14
Strength 12
Stamina 12
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 4
Presence 0

Skills: Expertise [Magic] 13 (+13), Intimidation 13 (+13), Insight 8 (+12), Investigation 6 (+6), Perception 8 (+12), Ranged Combat [Elemental Mastery Array] 4 (+14)

Advantages: All-Out Attack, Close Attack 8, Improved Initiative, Instant Up, Luck [Determination] 2, Move-By Action, Power Attack, Ranged Attack 4, Takedown 2, Task Focus [Expertise (Magic): Ghosts/Spirits]

Powers: Elemental State:
Enhanced Strength 4 (Flaw: Limited [Lifting Only])
Immunity 13 [Aging, Critical Hits, Life Support]
Impervious Toughness 12
Shockwave: Damage 12 (Extra: Area [Burst]); (Flaw: Limited [Both Elemental & his targets must be in contact with the ground])
-Groundstrike: Affliction 12 [Vulnerable, Defenseless; resisted by Fortitude] (Extra: Area [Burst]); (Flaws: Instant Recovery, Limited [Both Elemental & his targets must be in contact with the ground])], Limited Degree)
-Thunderclap: Affliction 12 [Hearing Impaired, Hearing Disabled, Hearing Unaware; Resisted by Fortitude] (Extra: Area [Burst]); (Flaw: Limited [Both Elemental & his targets must be in contact with the ground])

Elemental Master:
Elemental Manipulation: Move Object 14 (Extra: Damaging); (Feats: Precise, Variable Descriptor [4 elements])
-Earthquake: Damage 14 (Extra: Area [Burst])
-Earthen Shapes: Create Object 14 (Extra: Moveable)
-Crushing Wave: Ranged Damage 14 (Extra: Area [Cone])
-Fireballs: Ranged Damage 14 (Extra: Multiattack); (Feat: Improved Critical 2)
-Firebomb: Damage 14 (Extra: Area [Burst])
-Fire Gout: Ranged Damage 14 (Extra: Penetrating); (Feat: Improved Critical 2)
-Fire Shield: Damage 10 (Extra: Reaction)
-Fire Spout: Ranged Damage 14 (Extra: Area [Line])
-Ice Bonds: Ranged Affliction 14 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Patch Of Ice: Ranged Affliction 14 [Vulnerable, Prone; resisted by Dodge] (Extra: Area [Burst] 2, Cumulative); (Flaw: Limited Degree)
-Rip The Air Out: Ranged Affliction 14 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)
-Stone Shards: Ranged Damage 14 (Extra: Area [Cone])
-Tornado: Ranged Damage 14 (Extra: Area [Burst])
-Water To Ice: Ranged Transform 14 [water to ice]
-Water Tendrils: Ranged Damage 14 (Extra: Multiattack)
-Water Whip: Ranged Damage 14 (Feats: Precise, Variable Descriptor [Blunt/Piercing])

Offense: Initiative +10
Melee Attack +14 // Unarmed Damage +12
Ranged Attack +10 // Elemental Mastery Attack +14

Defense: Dodge +14
Parry +12
Toughness +14* [*Impervious 12]
Fortitude +14
Will +13


Costs: Abilities 92+ Skills 19+ Advantages 22+ Powers 102+ Defenses 25= 260 pts.


Real Name: Allen Stevens
Height: 5’10”
Weight: 172 lbs
Hair: Brown
Eye Color: Brown


Complications:
Five-In-One: Elemental is a combination of five consciousnesses, that of Allen Stevens and four elemental spirits. Often times the elementals are able to exert a limited control over Stevens’ actions when he’s not transformed, a problem Stevens’ is trying to correct.

Uncontrolled Transformations: Allen Stevens doesn’t have complete control over his change into Elemental - in moments of high stress or increased anger he can change into his super-powered form.

Weakness: Exposure to pollution, radiation, or anything that causes damage to nature will do additional damage to Elemental.


Background: A dabbler in the realm of magic, Allen Stevens made his living as a spiritual debunker - proving that hauntings were real or fake. This also allowed him to travel all over the country and support his interest in all things supernatural and build an impressive collection of items connected to various "proven" hauntings. The problem was that a few of those items actually held vestiges of supernatural energies that Baron Twilight wanted to tap into and sent one of his agents to take them from Stevens.

Needless to say Stevens had a near fatal experience and tried to use a "spell book" he'd recently purchased to empower himself so that he could save himself. Unfortunately for him the injury he'd suffered to his throat left him unable to correctly pronounce some of the words of the spell and instead of allowing him to channel the power of the elements Allen Stevens opened up his body as the host to four elemental beings - which did save his life but left him with the burden of trying to contain the power and personalities of four alien creatures who wanted to explore the world they now were living in.

Now Elemental, as Stevens has become known, is a creature of random whim and chaos as Stevens has limited control over his transformation into the hybrid elemental creature; he now finds himself traveling all across the United States to try and find a way to undo what has happened to him. However, his efforts haven't produced any positive results as it has been several years now and Stevens finds himself wondering if he's not simply cursed.

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Tattooedman
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Beast Man

Post by Tattooedman » Sun Oct 07, 2018 1:33 pm

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Beast Man II:
PL:
10
Strength 3
Stamina 4
Agility 3
Dexterity 4
Fighting 6
Intellect 1
Awareness 3
Presence 1

Skills: Acrobatics 4 (+7), Athletics 4 (+7), Deception 7 (+8), Expertise [Hunting] 12 (+13), Expertise [Survival] 9 (+10), Insight 7 (+10), Intimidation 9 (+10), Perception 7 (+10), Sleight of Hand 6 (+10), Stealth 7 (+10), Treatment 3 (+4)

Advantages: Close Attack 4, Daze [Intimidation], Equipment 4, Great Endurance, Improved Feint, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 6, Skill Mastery [Expertise (Hunter)], Startle, Takedown 2

Powers: Influence Feral Beasts: Ranged Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception Range); (Feat: Subtle); (Flaw: Limited [Only beings/creatures with Intellect lower than 0])

Connect With The Animal Kingdom:
Enhanced Advantages 1 [Animal Empathy]
Feature 1 [Animals are favorably disposed towards him, having an initial attitude of favorable unless circumstances dictate otherwise. Predators do not to see him as prey, while prey species tend not to perceive him as a threat]

See Through The Wild: Remote Sensing 8 [all senses] (Flaw: Medium [Controlled creatures])

Offense: Initiative +7
Melee Attack +10
Ranged Attack +10

Defense: Dodge +8
Parry +8
Toughness +4
Fortitude +8
Will +8

Equipment: Various Hunter-themed weapons & devices (20 ep)


Costs: Abilities 50+ Skills 25+ Advantages 24+ Powers 55+ Defenses 16= 170 pts.


Real Name: Sebastian Simmons II
Height: 6'3"
Weight: 243 lbs
Hair: Black
Eye Color: Brown


Complications:
Legacy: Carrying on in his father's name means a great deal to him.

Obsession ~The Hunt: Beast Man II became bored with hunting wild animals, and switched to the Deadliest Game on the planet – Transhumans.

Temper: Beast Man II has trouble controlling his emotions.


Background: A consummate hunter, Sebastian Simmons sought every means to better his craft; this obsession led him to the hut of an African witchdoctor, who gave Sebastian the edge that he'd sought almost all his life - Sebastian was infused with power over animals. After acquiring his powers, Sebastian discovered there was no challenge left in hunting animals. His mind, warped by dark pact he’d made, began to look for more challenging prey to hunt. Thus, he began to hunt people using animals under his control which eventually led to his encountering members of the Vanguard and Sebastian found a challenge like no other he’d faced before and from that point forward he dedicated himself to hunting Transhumans. It would be a personal crusade that Sebastian would never fully complete as he often times found himself beaten and locked away in New Alcatraz for years at a time before he could regain his freedom to return to his hunting. This pattern continued until Sebastian’s last hunt, targeting members of the Alliance where he fell victim to one of the many traps he’d set to catch the heroes in.

At the memorial service held for Sebastian Simmons, only his wife and children came to pay their respects to the head of their clan. It was the first time Sebastian Jr. had seen his father in over ten years, though he was already a well-respected hunter in his own right as he had been following in his father’s footsteps for several years already in a misguided effort to connect with the older man who’d basically abandoned his family years earlier. Angered by his father’s manner of death, Sebastian Jr. sought to avenge his father by locating the old witchdoctor who had originally empowered the elder Simmons and convincing the aged man to do the same for him.

After putting enough gold in the witchdoctor’s hand, Sebastian Jr got what he’d wanted – powers identical to those his father had possessed. However, the young man had a moment of clarity when he realized that he needed to do things differently than his father had, otherwise he would simply be repeating the mistakes Sebastian Sr had done. Instead he needed to do something different, something new and amazing that would allow him to properly avenge his father. Realizing that there were several Transhumans whose transformations left them with powerful inhuman forms but limited mentality, so much so that they were considered to be little more than animals at best, Sebastian Jr realized he had access to an entirely new species of animal that his father had not ever considered using.

From there it was simply a matter of Sebastian Jr tracking the movements of several Transhumans who fit his requirements and following through with his newly formed plans. Surprisingly, it did not take him nearly as long as Sebastian Jr had thought it would to create the founding members of his Beastiary (all of whom are monstrous Transhumans whose empowerments have left them mentally deficient). Thanks to his powers Sebastian Jr is able to keep them focused (on things that he deems important) as well as control their animalistic impulses so that they do not prevent them from completing their assigned tasks.

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Tattooedman
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Charybdis

Post by Tattooedman » Sun Oct 07, 2018 1:43 pm

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Charybdis:
PL:
12
Strength 10
Stamina 10
Agility 2
Dexterity 2
Fighting 4
Intellect -2
Awareness 2
Presence 0

Skills: Athletics 6 (+12), Insight 6 (+8), Intimidation 9 (+9/+11), Perception 6 (+8), Stealth 9 (+7)

Advantages: All-Out Attack, Close Attack 6, Daze [Intimidation], Power Attack, Startle, Teamwork

Powers: Aquatic Nature:
Enhanced Strength 2
Enhanced Strength 2 (Flaw: Limited [Lifting only])
Enhanced Stamina 2
Enhanced Skill 2 [Athletics +6]
Enhanced Advantages 2 [Favored Environment (Aquatic), Great Endurance]
Immunity 3 [Drowning, Environmental Cold, Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 1 [Ultra-Hearing]
Swimming 5

Aquatic Beast Array:
Acidic Bile: Acid Damage 10 (Extras: Area [Cone], Secondary Effect)
-Claws: Strength-Based Slashing Damage 4 (Feat: Improved Critical 4, Improved Smash)
-Poisonous Spines: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Large Size:
Growth 4 [15 ft tall; Strength +4, Stamina +4, Intimidation +2, Mass +4; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Permanent, Quirk [Full Power])
Protection 2

Illuminating Pseudo-Pod:
Little Light Of Mine: Environment 2 [light]
Blinding Burst: Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative); (Flaw: Limited [1 sense only (vision)])

Sees Without Eyes: Senses 3 [Sonar (Accurate Hearing, Ultra-Hearing)]

Offense: Initiative +2
Melee Attack +10
Ranged Attack +2

Defense: Dodge +12
Parry +12
Toughness +12
Fortitude +10
Will +7


Costs: Abilities 28+ Skills 10+ Advantages 11+ Powers 92+ Defenses 23= 164 pts.


Real Name: Unknown
Height: 15’
Weight: Unknown
Hair: None
Eye Color: Green
Unusual Features: Fish-like body, blue skin with black dots, large yellow spines on back and forearms


Complications:
Disability: Charybdis is unable to speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Charybdis is being controlled by Beast Man to be part of the Beastiary.

Weakness: Charybdis can suffer from dehydration if he doesn’t periodically immerse himself in water. If he doesn’t he then suffers a -1 to all physical abilities every 4 minutes until he can submerge himself.


Background: Ironically enough Charybdis was found by Beast Man immediately after he’d added Kraken to the Beastiary; apparently Charybdis was a territorial rival to the other aquatic Transhuman along the California coastline with most of his rampages being attributed to Kraken. Seeing the benefits of having both creatures under his control Beast Man quickly set the Beastiary to capturing Charybdis, a task made easier given their greater numbers.

Often times Charybdis is deployed alongside Kraken in an effort to tag team the group’s opponents when an aquatic advantage is possible.

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Tattooedman
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Chimera

Post by Tattooedman » Sun Oct 07, 2018 1:52 pm

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Chimera:
PL:
11
Strength 11
Stamina 11
Agility 2
Dexterity 2
Fighting 4
Intellect -2
Awareness 2
Presence 0

Skills: Athletics 3 (+14), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8)

Advantages: All-Out Attack, Close Attack 7, Improved Initiative, Power Attack, Teamwork

Powers: Horns & Claws: Enhanced Advantage 4 [Improved Critical (Unarmed) 4]

Large Size:
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting only])
Enhanced Stamina 4
Growth 4 [14 ft tall; Strength +4, Stamina +4, Intimidation +2, Mass +4; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Permanent, Quirk [Full Power])

Chimera Breath Array:
Acid Spit: Weaken Toughness 11 (Extras: Affects Objects, Area [Line], Linked [Damage], Secondary Effect) Damage 11 (Extra: Secondary Effect)
-Fire Breath: Fire Damage 11 (Extras: Area [Cone], Penetrating)
-Sticky Spit: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength] (Extras: Area [Line], Cumulative, Extra Condition); (Flaw: Limited Degree)

Tail: Extra Limb 1 [tail] (Feat: Benefit [Ambidexterity])

Offense: Initiative +6
Melee Attack +11
Ranged Attack +2

Defense: Dodge +11
Parry +11
Toughness +11
Fortitude +11
Will +7


Costs: Abilities 28+ Skills 7+ Advantages 11+ Powers 82+ Defenses 21= 149 pts.


Real Name: Unknown
Height: 14’
Weight: Unknown
Hair: Red
Eye Color: White
Unusual Features: Fur covered body, tail


Complications:
Disability: Chimera is unable to speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Chimera is being controlled by Beast Man to be part of the Beastiary.


Background: Thought to have been empowered in the aftermath of the Ahriman War, Chimera somehow managed to make his way into Joshua Tree National Park and forged a living there for several years, barring a few instances when different mastermind villains captured him to act as "muscle" in part of a scheme of theirs only to manage to escape back to his "home". That is until Beast Man came for him to make him part of the Beastiary.

Chimera has been a member of that group for several years at this point, mostly due to Beast Man's using his own Transhuman ability to force Chimera's loyalty as well as the that of the other members.

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Ares
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Re: The T-Verse (Earth 75): Beast Man & his Beastiary!

Post by Ares » Sun Oct 07, 2018 2:03 pm

Welcome back T-Man!

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Tattooedman
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Kraken

Post by Tattooedman » Sun Oct 07, 2018 2:26 pm

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Kraken:
PL:
12
Strength 14
Stamina 14
Agility 0
Dexterity 0
Fighting 6
Intellect -2
Awareness 0
Presence 0

Skills: Acrobatics 0 (+6), Athletics 3 (+17/+20), Insight 6 (+6), Intimidation 9 (+9/+11), Perception 6 (+6)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Improved Feint, Power Attack, Startle, Teamwork

Powers: Aquatic Nature:
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting only])
Enhanced Skill 2 [Athletics +6]
Enhanced Advantages 2 [Favored Environment (Aquatic), Great Endurance]
Immunity 3 [Drowning, Environmental Cold, Pressure]
Movement 1 [Environmental Adaptation (Aquatic)]
 
Head Tentacles: Extra Limbs 10 [ tentacles] (Feats: Benefit [Ambidexterity], Extended 6, Fast Grab, Improved Grab, Improved Hold)

Large Size: Growth 4 [15 ft tall; Strength +4, Stamina +4, Intimidation +2, Mass +4; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Permanent, Quirk [Full Power])

Resistant To Injury:
Enhanced Stamina 8
Impervious Toughness 12

Sees Without Eyes: Senses 3 [Sonar (Accurate Hearing, Ultra-Hearing)]
 
Strong Swimmer: (Flaw: Limited [Only when underwater])
Enhanced Skill 1 [Acrobatics +3]
Swimming 5

Super Strong: Enhanced Strength 4

Offense: Initiative +0
Melee Attack +10
Ranged Attack +0

]u]Defense:[/u] Dodge +6
Parry +6
Toughness +14* [*Impervious 12]
Fortitude +14
Will +6


Costs: Abilities 16+ Skills 9+ Advantages 10+ Powers 92+ Defenses 10= 128 pts.


Real Name: Unknown
Height: 15’
Weight: Unknown
Hair: None
Eye Color: Unknown
Unusual Features: No apparent eyes, mass of tentacles on top of head, massive fanged mouth, colored skin with colored spots


Complications:
Disability: Kraken is unable to speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Kraken is being controlled by Beast Man to be part of the Beastiary.

Weakness: Kraken can suffer from dehydration if he doesn’t periodically immerse himself in water. If he doesn’t he then suffers a -1 to all physical abilities every 4 minutes until he can submerge himself.
 

Background: Another random Transhuman whose powers left them in an inhuman state, the creature known as Kraken was a source of trouble for several years along the California coastline. That is until he was sought out by the Beast Man to add an aquatic member to his Bestiary.

Interestingly enough, Beast Man discovered the creature he named Charybdis; apparently he was a territorial rival to Kraken and was quickly added to the membership of the Beastiary in an effort to double up on the aquatic advantage having both monstrous beings in the group would bestow.

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Tattooedman
Posts: 1071
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: The T-Verse (Earth 75): Beast Man & his Beastiary!

Post by Tattooedman » Sun Oct 07, 2018 2:32 pm

Ares wrote:
Sun Oct 07, 2018 2:03 pm
Welcome back T-Man!
Thanks.

Things have been interesting, to say the least, lately. I ended up gaining physical custody of my youngest daughter about a month ago in a surprising turn of events. There are things that still need to be done on the legal side but overall it has been a relatively smooth transition, and I just finished my first week of working 1st shift this week (luckily an opening became open and I was able to switch to it) so now I have a bit more free time (though it is odd to be off work by 6 pm as I've NEVER worked 1st shift before in my adult life).

Of course it wasn't as if I couldn't work on builds, but did not really have the time to post them while adjusting to my new work hours and new responsibilities that come with having a 13 year old. So now it's time to post what I've been working on. :D

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Tattooedman
Posts: 1071
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Nāga

Post by Tattooedman » Sun Oct 07, 2018 2:38 pm

Image
Nāga:
PL:
11
Strength 11
Stamina 8
Agility 4
Dexterity 4
Fighting 4
Intellect -1
Awareness 2
Presence 0

Skills: Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Stealth 12 (+8)

Advantages: All-Out Attack, Close Attack 7, Improved Initiative, Power Attack, Teamwork

Powers: Large Size:
Enhanced Strength 4
Enhanced Strength 2 (Flaw: Limited [Lifting only])
Enhanced Stamina 4
Growth 4 [11 ft tall; Strength +4, Stamina +4, Intimidation +2, Mass +4; Dodge/Parry -2, Stealth -4] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Permanent, Quirk [Full Power])

Poisonous Bite: Affliction 11 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extra: Cumulative)

Reptilian Physiology:
Protection 3
Senses 1 [Infravision]

Wings: Flight 5 (Flaw: Winged)

Offense: Initiative +8
Melee Attack +11
Ranged Attack +4

Defense: Dodge +11
Parry +11
Toughness +11
Fortitude +9
Will +6


Costs: Abilities 32+ Skills 10+ Advantages 11+ Powers 57+ Defenses 19= 129 pts.


Real Name: Unknown
Height: 11’
Hair: None
Eye Color: White
Unusual Features: Scale covered body


Complications:
Disability: Nāga is unable to speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Nāga is being controlled by Beast Man to be part of the Beastiary.

Weakness: Nāga’s reptilian body forces him to rely on heat from the environment; thus he is vulnerable (+100%) to the effects of extreme temperatures (both heat and cold) based attacks.


Background: Nāga is a newer addition to the Beastiary, as Beast Man recognized the fact he was lacking what he termed "air-support" in the group. Like all the other members of the Beastiary who Nāga was before becoming empowered is unknown, though it does seem that Beast Man's control isn't as complete (possibly due his being a "newer" member and not under Beast Man's control for very long compared to the other members) as Nāga has demonstrated some hesitation in following directions in the field.

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Tattooedman
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Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Orthus

Post by Tattooedman » Sun Oct 07, 2018 2:39 pm

Image
Orthus:
PL:
10
Strength 8
Stamina 8
Agility 3
Dexterity 3
Fighting 4
Intellect -2
Awareness 3
Presence 0

Skills: Acrobatics 3 (+6), Athletics 3 (+11), Insight 6 (+9), Intimidation 8 (+9), Perception 6 (+9/+15), Stealth 7 (+8)

Advantages: All-Out Attack, Close Attack 6, Improved Grab, Improved Hold, Improved Initiative, Power Attack, Set-Up, Teamwork

Powers: Big Dog:
Enhanced Strength 4
Enhanced Stamina 4
Growth 2 [8 ft tall; Strength +2, Stamina +2, Intimidation +1, Mass +2; Dodge/Parry -1, Stealth -2] (Extra: Increased Duration [Continuous]); (Feat: Innate); (Flaws: Permanent, Quirk [Full Power])

Relentless: Regeneration 5 (Extra: Persistent); (Feats: Diehard, Regrowth)

Tooth & Claws: Strength-Based Slashing Damage 2 (Feat: Improved Critical 2, Improved Smash)

Track Prey:
Enhanced Skill 2 [Perception +6]
Senses 11 [Olfactory (Accurate, Acute, Extended 5, Ranged, Tracking 2)] (Flaw: Limited [Must have access to object target had physical contact with])

Offense: Initiative +7
Melee Attack +10
Ranged Attack +3

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +10
Will +7


Costs: Abilities 24+ Skills 11+ Advantages 13+ Powers 48+ Defenses 23= 119 pts/


Real Name: Unknown
Height: 8’
Hair: Pink
Eye Color: Black
Unusual Features: Short, gray fur covering entire body


Complications:
Disability: Orthus is unable to speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Orthus is being controlled by Beast Man to be part of the Beastiary.



Background: Who Orthus was before manifesting his Transhuman abilities is a complete mystery, as is how Beast Man came into contact with him. None the less, Orthus became the first member of Beast Man’s Beastiary, his impressive tracking ability making the gathering of the other members of that group much easier.

Perhaps the most loyal of all the Beastiary, Orthus is almost always at his master’s side (unless sent to track down the latest prey for the group), an always faithful watchdog.

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Tattooedman
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Joined: Fri Nov 04, 2016 8:09 pm
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Rostrum

Post by Tattooedman » Sun Oct 07, 2018 2:41 pm

Image
Rostrum:
PL:
12
Strength 14
Stamina 14
Agility 2
Dexterity 2
Fighting 5
Intellect -4
Awareness 1
Presence 0

Skills: Athletics 3 (+20), Close Combat [Unarmed] 5 (+10), Insight 6 (+7), Intimidation 10 (+12), Perception 6 (+7), Ranged Combat [Thrown] 8 (+10), Stealth 6 (+4)

Advantages: All-Out Attack, Chokehold, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Improvised Weapon, Power Attack

Powers: Blindsight: Senses 4 [Mental Sense (Accurate, Radius, Ranged)]
Carapace: Impervious Toughness 12 (Feat: Withstand Damage); (Flaw: Noticeable)
Carapace Claws: Enhanced Advantages 7 [Improved Critical (Unarmed) 4, Improved Smash, Variable Descriptor 2 (Piercing, Slashing on Unarmed Attacks)]
Large Size: Growth 4 [Strength +4, Stamina +4, Intimidation +2, Mass +4, Reach 5 ft; Dodge/Parry -2, Stealth -4] (Feat: Innate); (Flaw: Permanent)
Like Hitting A Wall: Damage 12 (Extra: Reaction [being attacked directly]); (Flaw: Limited [Only up to the damage bonus used against him ])

Feats Of Super Strength:
-Groundstrike: Bludgeoning Damage 12 (Extra: Area [Line] 2); (Flaw: Limited [Only targets on the same surface as Rostrum])
-Massive Knockback: Move Object 12 (Flaws: Close Range, Limited [Only to flinging targets away])
-Shockwave: Affliction 12 [Dazed & Vulnerable, Stunned & Prone; resisted by Fortitude] (Extras: Area [Burst], Extra Condition); (Flaws: Limited Degree, Limited [Only targets on the same surface as Rostrum])
-Sleeper Hold: Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive); (Flaw: Grab-Based)

Offense: Initiative +6
Melee Attack +5 // Unarmed Attacks +10
Ranged Attack +2 // Thrown Attacks +10

Defense: Dodge +9
Parry +9
Toughness +14* [*Impervious 12]
Fortitude +14
Will +10


Costs: Abilities 52+ Skills 17+ Advantages 9+ Powers 72+ Defenses 27= 176 pts.


Real Name: Unknown
Height: 15’
Weight: Unknown
Hair: None
Eye Color: Yellow


Complications:
Disability: Rostrum cannot speak, though it is thought to be a result of the transformation he has underwent as he normally just grunts and growls like an animal.

Monstrous Mayhem: Rostrum is currently being controlled by Beast Man to be part of the Beastiary.


Background: One of the many nameless victims of the fallout of the Ahriman War, Rostrum has been mostly used as a tool by other super villains as he is for the most part a near-mindless brute that lashes out at the slightest provocation. Nothing is known about who Rostrum was before manifesting his powers, he just showed up one day in Bay City on a rampage that took all of the members of Vanguard (and was responsible for the decision to create a second, West Coast team) to stop him.

Holding Rostrum, however, was a much more difficult as he recovered quickly enough to escape the custody of C.A.S.T.L.E. on several occasions, which led to Beast Man deciding that Rostrum would make a perfect addition to the Beastiary.

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