Welcome back! You really do some terrific builds. Good to hear about positive developments in recent weeks. All my best!Tattooedman wrote: ↑Sun Oct 07, 2018 2:32 pmThanks.
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.
Where in all of your character write ups will go.
Skills: Athletics 6 (+8), Deception 9 (+13), Expertise [Magic] 9 (+12), Insight 6 (+12), Investigation 4 (+7), Perception 4 (+10), Persuasion 4 (+8), Ranged Combat [Obsidian Sapphire] 2 (+10), Sleight of Hand 6 (+9)
Advantages: Close Attack 4, Equipment 5, Improved Initiative, Power Attack, Ranged Attack 5, Ritualist, Trance, Ultimate Effort [Will Checks], Well-Informed
Powers: Obsidian Sapphire: (Removable –9 pts) [41 pp]
Darkvision: Senses 2 [Darkvision]
Shadow Shield: Protection 8 (Extra: Impervious 10); (Flaw: Sustained)
Shadow Bind: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Will] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Shadow Axe: Darkness Damage 10 (Feats: Improved Critical 2, Improved Smash)
-Shadow Blast: Ranged Darkness Damage 10
-Shadow Meld: Concealment 4 [all visual] (Extra: Affects Others); (Flaw: Passive)
-Shadow Shroud: Ranged Concealment 4 [all visual] (Extras: Area [Burst], Selective)
-Shadow Scry: Remote Sensing 10 [audio & visual] (Flaw: Medium [shadows])
-Shadow Shaping: Create 10 (Extra: Moveable)
-Shadow Tendrils: Move Object 10 (Extra: Damaging)
-Shadow Walk: Teleport 10 (Extra: Accurate); (Feats: Change Direction, Increased Mass 4 [800 lbs], Move-By Action); (Flaw: Medium [shadows])
Offense: Initiative +5
Melee Attack +8
Ranged Attack +8 // Obsidian Sapphire Attacks +10
Defense: Dodge +10
Toughness +10*/+2 [*Impervious]
Equipment: Headquarters (25 ep)
The House On Shadowhill: Size: Medium (exterior); Toughness: 16; Features: Defense System, Dual Size [Awesome], Holding Cells, Library, Living Space, Power System, Sealed, Secret 4 [DC 25], Self-Repairing, Temporal Limbo, Workshop
Costs: Abilities 50+ Skills 17+ Advantages 20+ Powers 41+ Defenses 24= 152 pts.
Real Name: Jacob Lanning
Weight: 182 lbs
Hair: Black, graying at temples
Eye Color: Blue
Enemies: Mendron the Black Mage, the Brimstone House, and several others.
Motivation ~Responsibility: For several generations, Blackstone's family has worked to maintain the balance between the mundane world and the supernatural, he is this generations bearer of that job.
Prejudice: Powers based on Darkness tend to have unpleasant associations, such as the powers of evil and death. Most people are inclined to believe the worst about Blackstone because of the abilities he uses.
Power Loss: Without the Obsidian Sapphire, Blackstone has no powers.
Background: Very little is known about Jacob Lanning’s early life, aside from snippets he has shared with others over the years; he came from a stable, loving home. His education in arcane matters started when he was seven years old and began using the Obsidian Sapphire when he was thirteen. He has also spent the majority of his life working to maintain the balance between the darkness and the light, or rather working to keep certain supernatural elements held at bay so that humanity can continue.
For the majority of his life Jacob worked alone, comforted by the fact that he was making the world a better place. What convinced Jacob to change his mind about working alone was when he and the Aurelius teamed together to fight the Crimson Coven as they tried to summon the Horsemen of the Apocalypse to Earth. The pair were aided by his niece, Alexis, who was Jacob’s apprentice, and together that rag-tag group managed to capture most of the Crimson Coven and force the Horsemen to return to where they’d been summoned from. Granted they nearly failed, but they didn’t and they’d all survived.
Jacob realized their efforts would have been more successful if they’d had others to help them, so he began to reach out to a few others who fought the supernatural in their own way with an offer of alliance to combat threats they felt needed to be dealt with; the Infernalist and the Huntress were hesitant but decided that the idea was worth a try. It didn’t take long for them to see the benefits of Jacob’s idea and soon the trio were handing threats any of them would have struggled against alone. During the course of their adventures the Alliance gained not only enemies but new members as well – Vapula, a man who’d sold his soul to save his daughter only to have said soul placed in the body of a gargoyle, was the first “new” member to join the group when he betrayed the mage who’d summoned him to fulfill his dark ambitions that the Alliance eventually defeated.
Over the years others were brought into the group, as the Alliance found themselves dealing with mundane criminals as much as supernatural threats. This caused the Infernalist and the Huntress to eventually take their leave of the group as they both felt the Alliance had lost focus of their original goals. Unfortunately, this led to Blackstone I facing off against Mendron the Black Mage virtually alone and dying from the injuries he sustained.
Despite the loss of their leader, the Alliance remained together, doing their best to protect the world from the various threats it faces.
Skills: Acrobatics 3 (+5), Athletics 3 (+6), Deception 6 (+8/+10), Expertise [Magic] 6 (+7), Insight 6 (+8/+10), Intimidation 6 (+7/+9), Investigation 3 (+4), Perception 6 (+8/+10), Stealth 6 (+8)
Advantages: Close Attack 6, Daze [Intimidation], Defensive Roll 4, Favored Enemy [Monsters & Supernatural Foes], Improved Critical (Summoned Weapons), Improved Initiative, Ranged Attack 8, Task Focus [Expertise (Magic: Supernatural Creatures/Monsters)] 2
Powers: Mental Powers:
Illusionary Disguise: Feature 1 [Can make clothes worn look like other clothes]
6th Sense: Senses 4 [Detect (Magical Influence; Ranged), Detect (Supernatural Beings; Ranged)]
Telepathy: Mind Reading 5
Monster Hunter: (Flaw: Limited [Only vs Monsters & Supernatural Creatures])
Enhanced Strength 2
Enhanced Fighting 2
Enhanced Dodge 2
Enhanced Parry 2
Summoned Weapons: Variable 4 [archaic weapons] (Extras: Increased Duration [Continuous], Affects Others); (Feat: Variable Descriptor 2 [Piercing, Slashing]); (Flaw: Limited [Need access to Conjure Cloak])
Cloak Of Arms: (Removable –7 pts) [29 pp]
Always Fresh & So Clean: Feature 1 [immune to dirt, grime, stains, and travel-wear to stay permanently clean]
Holds More Than Possible: Dimensional Pocket 7 [3 tons]
Stepping Through the Folds:
Teleport 9 (Extras: Accurate, Portal); (Flaw: Limited [Only what can fit within folds of cloak])
-Movement 3 [Dimensional (any dimension)] (Extra: Portal); (Flaw: Limited [Only what can fit within folds of cloak])
Offense: Initiative +6
Melee Attack +10
Ranged Attack +10
Defense: Dodge +10/+12
Toughness +8*/+4 [*Defensive Roll]
Costs: Abilities 38+ Skills 15+ Advantages 24+ Powers 84+ Defenses 25= 186 pts.
Real Name: Mary Ellen Campbell
Weight: 137 lbs
Eye Color: Green
Guilt: Huntress has outlived several of her friends.
Motivation ~Hunter: Slaying supernatural creatures.
Background: Mary Campbell was born to Gordon and Donna Campbell, who were hunters of supernatural creatures that threatened the general public, and she was raised into a life of hunting from an early age. She spent the majority of her childhood wandering across the country, being schooled by her parents in a variety of subjects; both mundane and those pertaining to the “family business”. At some point before Mary’s fifteenth birthday her father is killed by a vampire he was hunting, and her mother decides that a hunter’s life is not something she wishes to continue to pursue or allow her daughter to become a part of. Not surprisingly this leads to unrest in the Campbell house until Mary turns eighteen and moves out of the family home.
Within a year Mary has become a hunter on her own, working with a few other, more experienced hunters so that she can learn more about her chosen profession. Though as a “newer” hunter, she has some ideas on how to better do the job than some of her senior hunters – searching for minor artifacts to use in her fight against the supernatural. After a several years Mary has claimed the Cloak of Arms, an artifact that she quickly learned allowed her much more than she’d originally expected, it was also during that time Mary discovered she was a psychic and used those telepathic abilities as another tool in her growing arsenal.
Over the years Mary developed a reputation as a driven hunter, though her willingness to throw herself headfirst into dangerous situations without what her peers considered to be enough planning. That didn’t bother the first Blackstone, he worked with Mary several times as her skills and knowledge were very helpful to him in his own dealings with the supernatural. So much so that when he assembled a group to help him Mary was among those he asked to join. At first hesitant, she quickly grew to apricate the comradery she found as part of the original Alliance and for several years she worked with that group against several threats the mortal plane.
However, nature abhors stagnation and things within the Alliance changed as they began facing off against non-supernatural threats, so much so in fact that Blackstone recruited members who did not have anything supernatural in their background or abilities. Eventually Mary felt that the Alliance had lost sight of their original goal – protecting mundane society from the supernatural, so she quietly left the group and returned to hunting alone.
To this day she continues on her quest, though she is haunted by the death of the original Blackstone as she wonders if she had remained with the Alliance would she have been able to prevent the death of her friend.
I like the challenge of looking up the meanings of some of your character names in the dictionary!
Skills: Athletics 3 (+6), Close Combat [Trident] 2 (+10), Deception 6 (+9/+11), Expertise [History] 6 (+8), Expertise [Magic] 9 (+11), Expertise [Theology & Religion] 6 (+8), Insight 6 (+9), Intimidation 6 (+9), Investigation 3 (+5), Perception 6 (+9), Persuasion 6 (+9/+11), Ranged Combat [Hellfire Array] 4 (+10)
Advantages: All-Out Attack, Attractive, Close Attack 4, Power Attack, Ranged Attack 4, Ritualist
Powers: Nephilim Physiology:
Immunity 4 [Starvation & Thirst, Environmental Heat, Suffocation]
Senses 3 [Awareness (Supernatural; Radius, Ranged)]
Mesmerism: Ranged Affliction 8 [Entranced & Impaired, Disabled & Defenseless, Paralyzed; resisted by Will]
Soulfire: Ranged Magical Damage 8 (Extra: Linked [to Affliction]);
(Feat: Incurable) & Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative) 40
-Concussive Hellfire: Ranged Mystical Damage 8
-Drain Soul: Weaken Abilities 8 (Extras: Broad- All Abilities, Simultaneous); (Feat: Incurable)
Trident: (Easily Removable -6 pts) [13 pp]
Infernal Dimensional Storage: Feature 1 [Quick Draw]
Boost Hellfire Array:
Boosted Soulfire: Ranged Magical Damage 2 (Extra: Linked [to Affliction]); (Feats: Improved Critical 2, Incurable) & Ranged Affliction 2 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative); (Feat: Improved Critical 2)
-Boosted Concussive Hellfire: Ranged Mystical Damage 2
-Boosted Drain Soul: Weaken Abilities 2 (Extras: Broad [All Abilities], Simultaneous); (Feats: Improved Critical 2, Incurable)
-Trident Stab: Strength-Based Piercing Damage 6
Offense: Initiative +2
Melee Attack +8 // Trident Attacks +10
Ranged Attack +6 // Hellfire Array Attacks +10
Defense: Dodge +10
Costs: Abilities 50+ Skills 22+ Advantages 12+ Powers 78+ Defenses 24= 186 pts.
Real Name: Morrigan (last name unknown)
Eye Color: Brown
Motivation ~Stopping the Lords of Hell: The Infernalist has held onto her humanity, rejecting her father's influence and works against he and his minions.
Reputation: The Infernalist is known for being very direct and not one to bother with social niceties.
Temper: Sometimes the Infernalist's demonic nature makes her anger difficult to control.
Background: The woman known as the Infernalist claims that she is the results of a cult summoning a demon to lay with one of their members to produce a child that would eventually break the dimensional barriers that hold those creatures in check. For several years Morrigan, as the girl was named, was trained in the art of magic, tapping into the power granted her by her dark heritage. However, Morrigan clung to her humanity secretly while her mother discovered that he cult had lied to her about the supposed destiny of her daughter and was driven mad as a result and killed herself after placing Morrigan in the care of a Jesuit-run orphanage.
She would gain degrees in history and religion from St. Louis University, then set herself up as an occult investigator battling dark arcane forces as a demonologist and exorcist. It was through those efforts that Morrigan became familiar with the original Blackstone, sometimes allying with him on occasions when their paths would cross while dealing with supernatural events. Several years later Blackstone would gather together a few of his periodic allies into a group that could better deal with various supernatural threats and for several years they enjoyed a number of successes.
However, nature abhors stagnation and things within the Alliance changed as they began facing off against non-supernatural threats, so much so in fact that Blackstone recruited members who did not have anything supernatural in their background or abilities. Eventually the Infernalist felt that the Alliance had lost sight of their original goal – protecting mundane society from the supernatural, so she left the group to return to her roots as a steadfast foe of all things supernatural.
, that made my day. Thanks.greycrusader wrote: ↑Sun Oct 07, 2018 7:42 pmI like the challenge of looking up the meanings of some of your character names in the dictionary!
Skills: Close Combat [Unarmed] 7 (+12), Deception 6 (+6), Expertise [Magic] 6 (+7), Expertise [Theology & Philosophy] 6 (+7), Insight 5 (+7), Intimidation 9 (+9), Investigation 2 (+4), Perception 6 (+8), Persuasion 3 (+3), Ranged Combat [Mystical Energy Array] 7 (+10)
Advantages: All-Out Attack, Great Endurance, Improved Initiative, Power Attack, Ranged Attack, Ritualist
Powers: Gargoyle Physiology:
Immunity 2 [Aging, Disease]
Flight 4 (Flaw: Winged)
Regeneration 7 (Extra: Persistent); (Feats: Diehard, Regrowth)
Illusionary Disguise Ring*: Feature 1 [Can appear as a normal human]
Mystical Energy Array:
Soul Siphon: Ranged Affliction 10 [Fatigued/Exhausted/Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Vitality Siphon: Ranged Weaken Strength 10
-Cause Fear: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Cumulative)
Offense: Initiative +6
Melee Attack +5 // Unarmed Attacks +12
Ranged Attack +3 // Mystical Energy Array Attacks +10
Defense: Dodge +12
Costs: Abilities 56+ Skills 21+ Advantages 6+ Powers 54+ Defenses 25= 162 pts.
Real Name: Christian
Weight: 310 lbs
Eye Color: Grey
Unusual Features: Purple skin
Guilt: Vapula feels that he failed the first Blackstone, and tries to help the current one as a way to make amends.
Involuntary Transformation ~Mind Control: An obscure spell will allow any spell caster to control and command Vapula.
Prejudice: Vapula cannot pass for an ordinary human without his illusionary disguise.
Background: Christian sold his soul to a demon in exchange for curing his daughter of a disease that threatened her life. Unfortunately, Christian quickly learned that such deals do not have happy endings as the demon transferred the man’s soul into the body of a nearby gargoyle servant. For years Christian served in his forced servitude, the demon’s possession of his soul made his saying no an impossibility, performing a number of vile tasks until he was sent against the first Blackstone.
Thanks to his experience in dealing with the supernatural, Blackstone was able to quickly figure out what had happened Christian and devised a way to allow the man full control of his body. Together they were able to defeat the demon lord, although Christian’s human body had died shortly after his soul was taken from it leaving him stuck in his monstrous form and unwilling to contact his family. Having nowhere else to go he took up with Blackstone, living in his home and helping to raise the other man’s young niece thanks to an illusionary disguise that allowed him to appear human.
For years Christian worked to repay the debt he felt towards Blackstone, working with the Alliance against numerous supernatural threats. Then as the team’s focus became more mainstream (i.e. dealing with non-supernatural opponents) he continued to be the rock of the team even as the other founding members left the Alliance. Christian was at the original Blackstone’s side when he had his final fight against Mendron the Black Mage, though he suffered horrible injuries that nearly killed him despite his impressive healing abilities and was forced to “retire” from being an active team member, focusing more on helping Blackstone’s niece assume the duties her uncle had been responsible for the majority of his life.
At this point Christian still has not resumed his place in the Alliance, and in the quieter moments of his day he wonders if it the still lingering effects of the mystic curse Mendron placed upon him that holds him back or his own self-doubts about his ability to be useful in the modern world that is the true culprit.
* Because I love posting oddly related pictures, here's one for Vapula when he's in disguise.
Skills: Athletics 0 (+10), Expertise [Oceanography] 6 (+8), Expertise [Sea Mythology] 6 (+8), Expertise [Survival] 6 (+8), Intimidation 10 (+12), Perception 6 (+8), Persuasion 8 (+10), Ranged Combat [Thrown Objects] 6 (+11), Vehicles [Sea] 9 (+11)
Advantages: All-Out Attack, Close Attack 7, Defensive Roll 2, Equipment 34, Favored Environment [Underwater], Improved Critical [Anchor & Chain] 3, Improved Disarm Improved Initiative, Multilingual, Power Attack, Ranged Attack 4, Takedown 2
Immunity 3 [Environmental Cold, Drowning, Environmental Pressure] (Feat: Innate)
Movement 1 [Environmental Adaptation (Aquatic)] (Feat: Innate)
Senses 3 [Darkvision, Ultra-Hearing] (Feat: Innate)
Poisonous Spines: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
Anchor & Chain: (Easily Removable –6 pts) [11 pp]
Hooked!: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilize; resisted by Dodge/Damage] (Extra: Extra Condition); (Feat: Reach 6 [30 ft]); (Flaw: Limited Degree)
-Anchor Strike: Strength-Based Slashing Damage 2 (Feats: Reach 6 [30 ft], Variable Descriptor [Piercing])
Offense: Initiative +6
Melee Attack +12
Ranged Attack +5 // Thrown Objects Attack +12
Defense: Dodge +12
Toughness +12*/+10 [*Defensive Roll]
The Nemo: [85 pp]
Speed: Swimming 8
Features: Alarm 2, Autopilot 2, Communications, Computer, Defense System, Dock, Escape Pod, Fire Prevention System, Gym, Habitat, Holding Cells, Infirmary, Living Space, Navigation System, Power [Cloaking Field: Concealment 4 (All Visual Senses) (Flaws: Blending, Passive)], Power [Sensors: Senses 10 (Accurate Hearing, Darkvision, Ranged Radius Detect Sound, Ultra-Hearing)], Power [Sonar Masking: Concealment 2 (All Hearing Senses)], Power [Torpedoes: Ranged Ballistic Damage 8 (Extra: Area [Burst])], Power System, Security System, Workshop
New Atlantis: [82 pp]
Features: Armory, Communications, Computer, Concealed 2, Defense System, Escape Tunnel 2, Dock, Fire Prevention System, Gym, Habitat, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Power [Sensors: Senses 10 (Accurate Hearing, Darkvision, Ranged Radius Detect Sound, Ultra-Hearing)], Power [Sonar Masking: Concealment 2 (All Hearing Senses)], Power [Torpedoes: Ranged Ballistic Damage 10 (Extra: Area [Burst])], Power System, Remote Feature, Sealed, Security System 2, Workshop
Costs: Abilities 70+ Skills 18+ Advantages 56+ Powers 49+ Defenses 24= 227 pts.
Real Name: Aronna Hendricks
Eye Color: Blue
Unusual Features: Tribal style serpentine tattoos on both forearms, fin-like protrusions on shoulders & forearms
Arrogance: The Mariner is haughty and overconfident.
Family: The Mariner has several siblings, several of whom she does not know.
Honor: The Mariner adheres to a strict code of honor - she always keeps her given word.
Infamy: The Mariner has attacked the surface world several times in the past.
Responsibility: The Mariner is devoted to the protection of the oceans.
Temper: The Mariner is a tempestuous woman, who often acts without considering the consequences.
Water Dependency: The Mariner is amphibious; if she is removed from the water for an extended period of time, she begins to suffer ill effects. For every hour she is away from the water, or each turn she takes heat or fire damage, her Fighting, Strength, and Stamina ranks drop -1 rank, until they all reach rank 2. She is Impaired each day she has not totally immersed himself in water.
Background: The original Mariner was Jordan Hendricks, a marine biologist who’d manifested aquatic-themed powers in the late 1970s when he nearly died trying to stop members of a local warlord’s army from raiding a South East Asian village he was working out of studying local aquatic life. What Hendricks had been unaware of was the fact that the warlord was being secretly supported by a shell company of Noxxor Industries, who had already reacted to the attack; producing doctored evidence that presented Hendricks as a dangerous ecoterrorist and superhuman criminal, creating the villainous persona of the Mariner for the young scientist - a heartless and unstable marine marauder and pirate who blamed humanity for polluting the oceans.
Thus, when Hendricks attempted to approach the authorities, he was attacked and nearly captured. Narrowly escaping, he realized he could get no justice for himself or Noxxor’s offenses through normal channels. Angry and alone, he decided that he would use Noxxor’s slander to his advantage and became the Mariner, deadly foe of all who would destroy the world’s oceans. Hendrick’s new, extremist persona soon attracted many allies; some were mercenaries looking for a share of the Mariner’s operation, while others were passionate environmentalists, scientists, and engineers. Using resources salvaged, seized, or stolen from various wrecks, marine facilities, research vessels, and military warship of various nations, the Mariner oversaw the construction of underwater bases to house his followers, then built the Nemo, a specially-armed and armored experimental submarine. Thus armed and supplied, the Mariner began a campaign of piracy and terror against Noxxor Industries and other organizations he believed were poisoning and destroying the world’s marine environments.
In the years that followed, the Mariner grew his organization through careful recruitment and aggressive aquatic assaults on key targets, while experiencing several run-ins with various heroic Transhumans, especially those who also have an aquatic theme. While he came out on top of those conflicts, either escaping or defeating his foes using his weaponry and resources, the Mariner began to feel the burden of his war. At first authorities simply thought the Mariner was planning some new plot, but as time went on and he committed no new crimes they began to wonder what he was doing with his time.
That answer came just over a decade later when a new Mariner appeared on the scene, using much of the same advanced technology the original had, and while it was clear she was her father’s daughter, the new Mariner was much more willing to use violence to achieve her goals than her father was. Which has led to her clashing numerous times with members of the Vanguard over the years since her debut, though she is very much her father’s daughter as she has managed to have never been captured and tried for any of her crimes to date.
Skills: Acrobatics 2 (+3), Athletics 5 (+6), Expertise [Marine Sciences] 3 (+3), Intimidation 5 (+5), Perception 3 (+4), Ranged Combat [Speargun] 3 (+5), Stealth 5 (+6), Technology 3 (+3), Vehicles [Sea] 3 (+5)
Advantages: Equipment 2, Favored Environment [Aquatic], Teamwork
Powers: Marine Marauder Armor: (Removable –4 pts) [16 pp]
Aquatic Adaptation Apparatus:
Immunity 4 [Environmental Cold, High Pressure, Suffocation]
Movement 1 [Environmental Adaptation (Aquatic)]
Aquatic Camouflage: Feature 1 [+5 circumstance bonus to hide in aquatic environments] Armored Exolayer: Protection 4
Goggles: Senses 3 [Darkvision, Infravision]
Waterjet Propulsion System: Swimming 6
Offense: Initiative +1
Melee Attack +5
Ranged Attack +2 // Speargun Attack +5
Defense: Dodge +7
Toughness +5*/+1 [*Marine Marauder Armor]
Equipment: Underwater Weapons Array:
Speargun: Ranged Piercing Damage 4
-Taser Darts: Ranged Affliction 4 [Dazed Stunned, Incapacitated]
-Knife: Strength-Based Slashing Damage 1 (Feats: Improved Critical, Variable Descriptor [Slashing])
Costs: Abilities 24+ Skills 11+ Advantages 4+ Powers 16+ Defenses 14= 69 pts.
Carrion Crow III:
Skills: Acrobatics 3 (+7/+16), Athletics 3 (+8), Deception 9 (+11), Expertise [Computers] 9 (+12), Expertise [Criminal] 6 (+9), Expertise [Science] 6 (+9), Insight 9 (+9), Investigation 6 (+9), Persuasion 9 (+11), Ranged Combat [Crow Gauntlets] 6 (+12), Stealth 9 (+13), Technology 9 (+12)
Advantages: Close Combat 2, Daze [Deception], Fearless, Improved Initiative, Instant Up, Jack-of-all-Trades, Online Research, Ranged Attack 2, Seize Initiative, Taunt, Well-Informed
Powers: Aerial Combatant:
Enhanced Skills 3 [Acrobatics +9] (Feat: Innate); (Flaw: Limited [Only when flying])
Enhanced Advantages 3 [Agile Feint, Favored Environment (Airborne), Move-By Action] (Feat: Innate); (Flaw: Limited [Only when flying])
Enhanced Dodge 2 (Feat: Innate); (Flaw: Limited [Only when flying])
Enhanced Parry 2 (Feat: Innate); (Flaw: Limited [Only when flying])
Crow Gauntlets: (Removable –8 pts) [34 pp]
Net: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Extra Condition, Progressive); (Flaw: Limited Degree)
-Blade Launcher: Ranged Piercing Ballistic Damage 10 (Extra: Multiattack); (Feat: Improved Critical 3)
-Talons: Strength-Based Slashing Damage 5 (Feats: Improved Critical 3, Improved Smash)
Crow Helm: (Removable –2 pts) [8 pp]
Optical Enhancements: Senses 10 [Vision (Extended, Radius), Darkvision, Direction Sense, Distance Sense, Infravision, Radio, Time Sense, Ultravision]
Carrion Crow Suit: (Removable –7 pts) [28 pp]
Armored: Protection 5
Wing Harness: Flight 8 (Flaw: Winged)
Crow Call Array:
Damaging Call: Sonic Damage 10 (Extra: Area [Cone])
-Deafening Call: Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude] (Extra: Area [Cone]); (Flaw: Limited [1 sense only (hearing)])
-Stunning Call: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Cone])
Offense: Initiative +7
Melee Attack +10
Ranged Attack +6 // Gauntlet Attacks +12
Defense: Dodge +10*/+8 [*Aerial Combatant]
Parry +10*/+8 [*Aerial Combatant]
Toughness +10*/+5 [*Carrion Crow Suit]
Costs: Abilities 62+ Skills 29+ Advantages 13+ Powers 80+ Defenses 21= 205 pts.
Real Name: Michael Morgan
Weight: 180 lbs
Eye Color: Blue
Legacy: The current Carrion Crow is the third man to use that identity.
Mental Illness: Carrion Crow has a very strong fixation on the hero Argus.
Background: Some men inherit their father’s aptitude for mechanics, or art. However, there are those who get the short end of such things, such as Michael Morgan, who is the grandson of Harper Moser, the original Carron Crow – a foe of the heroic vigilante Janus.
The two men first encountered one another when ’s salvaging company in New York City was revealed to have minor connections to the Silvestri Family and Janus was working on shutting down their criminal enterprises. By the time the masked investigator was done Harper’s business was nearly bankrupt and he could barely get enough work for just himself, and he was forced to live at his scrapyard as his wife had kicked him out. For months Harper railed against his situation, blaming Janus for his misfortunes as well as the Silvestri Family for forcing him into working for them then leaving him to be picked apart by the vultures and scavengers that were his competitors.
It was then during that familiar rant that an idea came to Harper; he would use the motif of a bird that lived off the bodies of others to take his revenge, he would become the Carrion Crow!
At first, he went after parts of the Silvestri Family’s operation, using what little he knew of it, to take back some of what he’d lost. Then after interrogating some of those lower ranking members Carrion Crow quickly moved on to bigger, and more profitable, parts of the operation. It was these violent raids that first earned him the attention of Janus and put the two on a collision course, which led to a long running rivalry between them. In the end however Harper would be killed while fighting his most hated foe, ironically enough, by a trap he’d devised to use against Janus.
However, that was not the end of the Carrion Crow as Harper’s son Mitchell would resurrect his father’s criminal identity, vastly expanding the arsenal of equipment his father had used – building a suit capable of flight while incorporating more dangerous weaponry of his own design into it. Mitchell would also fight against Janus, in an effort to hurt the man who, in Mitchell’s eyes, killed his father.
For several years the two men would face one another, generally with Janus emerging the winner. However, Mitchell would score, what he would consider, key victories – such as his killing of Janus’ long-time fiancée Caroline Desmond, and the time he nearly ended Janus’ heroic career by severely injuring the heroes back (though Janus would make use of a magical remedy to help him recover). In the end however, Mitchell fell victim to the same single-mindedness that his father had, and he lost the ability to make rational decisions when they concerned the masked hero. Joining forces with Waxworks Mitchell found himself betrayed when their plot to defeat Janus fell apart as the gangster Transhuman used his flesh altering powers on the winged criminal and left him crippled.
Michael Morgan knew from an early age about the legacy of his family, his father made sure of it by telling the young boy numerous stories about the masked exploits of his grandfather. Mitchell also made sure that Michael was up to the task of inheriting the mantle of Carrion Crow by training him from an early age in a number of disciplines that would be beneficial as a costumed criminal. Thus, when Mitchell was crippled by Waxworks Michael was able to take over the masked identity of Carrion Crow following a several year-long trip across the globe to finish up the training started by his father.
Unfortunately for Michael, by the time he was ready to assume his legacy he was unable challenge Janus as the masked hero had died while he had been traveling abroad. For several months Michael was at a loss as to what to do with himself. Then news of a new hero patrolling the streets of New York broke; a hero that was known as Argus. Upon seeing pictures of the man in action Michael immediately recognized him as the former sidekick of Janus and he suddenly understood what his purpose in life would be – destroying the apprentice of the man who’d wronged both his father and grandfather.
However, despite his commitment to his goal Michael has struggled to make any significant progress in his goal, though Argus would argue otherwise, and despite the risks involved Michael is considering finding a partner (or two) to align himself.
Skills: Acrobatics 6 (+10), Athletics 6 (+9), Deception 6 (+8), Expertise [Soldier] 9 (+11), Expertise [Tactics] 9 (+11), Insight 8 (+10), Intimidation 9 (+11), Investigation 3 (+5), Perception 8 (+10), Sleight of Hand 6 (+10), Stealth 6 (+10), Treatment 5 (+7), Vehicles [Air] 6 (+10), Vehicles [Land] 6 (+10), Vehicles [Sea] 6 (+10)
Advantages: All-Out Attack, Assessment, Close Attack 5, Cunning Fighter, Defensive Roll 4, Equipment 3, Improved Aim, Improved Critical 2 [Guns], Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improvised Weapons, Languages 4 [Base: English; Arabic, Cantonese, French, German, Korean, Mandarin, Russian, Spanish], Power Attack, Ranged Attack 8, Seize Initiative, Set-Up, Startle, Taunt, Teamwork, Well-Informed
Powers: Army Of One: Summon 14 [Duplicates] (Extras: Active, Horde); (Feats: Mental Link, Multiple Minions 4 [16 duplicates], Sacrifice)
The Armory: (Removable –12 pts) [51 pp]
Variable 7 [35 pts for producing weapons & equipment] (Extras: Move Action, Increased Duration [Continuous])
~Assault Weapon w/ Armor Piercing Rounds: Ranged Ballistic Damage 8 (Extras: Multiattack, Penetrating); (Feats: Improved Critical 3)
~Paired Combat Knives: Strength-Based Damage 1 (Extra: Multiattack 5)
~Grenade Launcher: Ranged Damage 8 (Extra: Area [Burst]); (Feat: Variable Descriptor 3 [Kinetic, Fire, Piercing])
~Paired Pistols: Ranged Ballistic Damage 8 (Feat: Split)
Offense: Initiative +8
Melee Attack +10
Ranged Attack +12
Defense: Dodge +12
Toughness +8*/+4 [*Custom Body Armor]
Equipment: Custom Body Armor:
Immunity 3 [Environmental Heat, Environmental Cold, Environmental Radiation]
Immunity 2 [Audio & Visual Afflictions] (Flaw: Half Effective)
Protection 4 (Feat: Feature [Hidden Pockets])
Senses 10 [Hearing (Extended), Visual (Extended), Detect (Radiation), Direction Sense, Distance Sense, Darkvision, Infravision, Low-Light Vision, Time Sense]
Costs: Abilities 52+ Skills 33+ Advantages 44+ Powers 51+ Defenses 27= 205 pts.
Real Name: Unknown
Eye Color: Unknown
Gunslinger Code: Battalion doesn’t like to be upstaged and will go out of his way to prove he’s the best at what he does.
Professional Mercenary: Battalion won’t renege on a contract, nor will he leave a job unfinished, and he won’t betray his employer.
Background: Almost nothing is known about the man known as Battalion except for the fact that he is ruthless in the pursuit of his profession as a Transhuman criminal for hire. How he gained the skills he now employs isn't known, although C.A.S.T.L.E. agents that have reviewed dozens of hours of video of Battalion in action theorize he was likely trained in the Middle East, but his use of them in such a ruthless manner makes it clear that that he isn't picky about how he uses them.
In the last six years since making his debut Battalion has taken on a number of jobs and proven himself to be a skilled combatant. So much so that he has been able to take on various heroes, including several members of the Vanguard, “by himself” multiple times and retain his freedom. It is something that certain masterminds are starting to take notice of and are considering making an offer of employment to him.