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

Where in all of your character write ups will go.
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Tattooedman
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Crepuscular

Post by Tattooedman » Mon Dec 18, 2017 2:33 am

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Crepuscular:
PL:
11
Strength 2
Stamina 4
Agility 3
Dexterity 3
Fighting 4
Intellect 2
Awareness 4
Presence 2

Skills: Acrobatics 3 (+6), Athletics 4 (+6), Deception 6 (+8), Insight 2 (+6), Intimidation 4 (+6), Perception 3 (+7), Persuasion 4 (+6), Ranged Combat [Shadow Control] 7 (+8), Stealth 5 (+8)

Advantages: Defensive Roll, Improved Initiative, Languages 2 [Base: English; Chavacano, Tagalog], Startle, Teamwork

Powers: Call Shadows: Affliction 11 [Impaired & Fatigued, Disabled & Disabled, Unaware & Paralyzed; resisted by Dodge] (Extra: Area [Cloud] 3, Extra Condition 2, Progressive, Selective)
-Call Darkness: Concealment 9 [all visual senses] (Extras: Area [Cloud] 3, Attack, Ranged, Selective)

Shadow Control Array:
Shadow Tendrils: Ranged Affliction 11 [Hindered, Immobile; resisted by Dodge] (Extra: Progressive); (Feat: Indirect 4); (Flaw: Limited Degree)
-Shadow Blast: Ranged Darkness Damage 11 (Extra: Alternate Resistance [Will]); (Feat: Affects Insubstantial 2)
-Shadow Body:
Concealment 4 [all visual senses] (Flaw: Limited [Only When Viewed Sideways])
Insubstantial 1 [Fluid]
-Shadow Gate: Teleport 11 (Extras: Accurate); (Feat: Increased Mass 5 [1600 lbs]); (Flaw: Medium [Shadows/Darkness])

Shadow Field: Protection 10 (Flaw: Sustained)

Shadow Sight: Senses 2 [Darkvision]

Used To Dark Things: Immunity 7 [Intimidation Checks, Fear Effects]

Offense: Initiative +7
Melee Attack +4
Ranged Attack +3 / Shadow Control Attacks +11

Defense: Dodge +7
Parry +7
Toughness +14*/+4 [*Shadow Field]
Fortitude +6
Will +9

Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)


Costs: Abilities 48+ Skills 15+ Advantages 6+ Powers 148+ Defenses 14= 231 pts.


Real Name: Rubylyn “Ruby” Navarro
Height: 5’6”
Weight: 121 lbs
Hair: Black
Eye Color: Black


Complications:
Motivation ~Loyalty: Crepuscular is loyal to Mr. Crimson and is extremely unlikely to ever betray him.

Dark Soul: Due to her powers, there seems to be no redemption for Crepuscular. Slowly the darkness inside of her is slowly consuming any compassion she may have. Eventually, all that will be left is a cold, empty shell.

Weakness: Crepuscular is Vulnerable to light-based effects, suffering Secondary Effect from such attacks if she fails her Resistance Check.


Background: The daughter of Danilo and Varga Navarro, Ruby immediately seemed different than other babies; born with entirely black eyes, the doctors believed that she was Transhuman, but all of the tests they performed came back without any substantial results to prove their theory. However, people who were around the new baby for long periods of time, would start to feel lost, depressed, and unable to cope with the stress of normal life. At first it seemed like random coincidences; one of the pediatric nurses that cared for Ruby was checked into the psychiatric ward with severe depression. Two weeks later, another nurse who’d been at the delivery was found barely alive in her apartment after a failed suicide attempt. Even Ruby’s mother reported feeling like all was lost when she was around her child for long periods of time. Chalking it up to normal postpartum depression, her doctor referred her to a specialist’s care before sending both mother and child home.

Growing up in a household that dreaded being in her presence, Ruby was schooled at home by a bevy of private teachers and spent much of her time studying books in her room or watching television alone. Her father drowned himself in work, picking up overtime as much as he could so he would not have to be home, while her mother dwindled away, both mentally and physically. For the first few years, Varga nurtured her daughter as best she could given her problems, but as the years passed, she became a shadow of her former self and turned to alcohol to cope with her increasing depression. Eventually, shortly after Ruby turned thirteen, her mother passed away due to mixing her depression medicine with alcohol. Realizing what had happened, Danilo came to believe that putting an end to his daughter would make sure she would not plague anyone else like she had her family.

As her father approached her with knife in hand, Ruby lashed out at him; causing the shadows in her room to come to life and pull him into their endless darkness. Taking only what she needed, Ruby left her house behind, leaving a mystery in her wake. Making her way across the country, Ruby found herself drawn to Wintergate, MB, where she discovered Mr. Crimson long before any of her future teammates. Finding him immune to her passive abilities, the sorcerer spent the next few years helping the teen learn to control her abilities, while also providing her with the education she would need to work with him. Within only a few years, Ruby learned much about her powers, including how to create a costume for herself out of shadows.

Taking on the name Crepuscular, she awaited the arrival of the others with Mr. Crimson and Tamarack and agreed immediately to become a member of the Syndicate. Since then, she’s served as a loyal member of the group, often meting out punishment to those that disobey or oppose the man who trained her.
Last edited by Tattooedman on Mon Dec 18, 2017 4:05 am, edited 1 time in total.

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Tattooedman
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Mockingbird

Post by Tattooedman » Mon Dec 18, 2017 2:49 am

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Mockingbird:
PL:
12
Strength 5
Stamina 5
Agility 4
Dexterity 4
Fighting 6
Intellect 5
Awareness 4
Presence 4

Skills: Acrobatics 5 (+9), Athletics 4 (+9), Close Combat [Unarmed] 3 (+9), Close Combat [Sonic Mace] 5 (+11), Deception 5 (+9), Expertise [Engineering] 6 (+11), Insight 3 (+7), Intimidation 5 (+9), Investigation 3 (+8), Perception 5 (+9), Persuasion 2 (+6), Ranged Combat [Sonic Gadgets] 6 (+10), Sleight of Hand 4 (+8), Stealth 7 (+11), Technology 6 (+11), Treatment 2 (+7), Vehicles [Air] 3 (+7)

Advantages: Agile Feint, Assessment, Cipher 4, Benefit 3 [Wealth 3 [Millionaire)], Daze [Intimidation], Eidetic Memory, Equipment 4, Evasion 2, Improved Initiative, Inventor, Languages 2 [Base: English; Cree, French], Power Attack, Startle, Takedown 2, Teamwork, Well-Informed

Powers: Mockingbird Uniform: Removable (-25 points) [97 pp]
Armored Plating: Protection 8 (Extra: Impervious)
Cape Glide: Flight 5 (Flaw: Gliding)
Commlink: Communication 5 [radio] (Feat: Subtle 2)
Sensor Suite: Senses 9 [Danger Sense, Hearing (Accurate, Analytical, Extended 3, Ultra-Hearing), Low-Light Vision]
Sonic Burst: Affliction 12 [Impaired & Fatigued, Disabled & Exhausted, Unaware & Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Extra Condition, Progressive)
Sonic Dampeners: Immunity 10 [Sonic Effects]

Sonic Gadgets: Removable (-11 pts) [44 pp]
Vertigo Effect: Ranged Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Will] (Extras: Area [Perception], Progressive); (Flaw: Sense Dependent [Hearing])
-Sonic Bombs: Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extras: Area [Burst], Progressive)
-Sonic Cancellation: Nullify Sonic Effects 12 (Extras: Area [Burst], Concentration, Simultaneous)
-Sonic Drill: Weaken Toughness 12 [Resisted by Fortitude] (Feat: Precise)
-Sonic Mace: Strength-Based Sonic Damage 7 (Extra: Penetrating)
-Sonic Masking: Concealment 2 [all audiotory senses] (Extras: Area [Shapeable], Attack)
-Sonic Replication: Illusion 12 [audio] (Flaw: Limited [Only sounds he’s heard recently])
-Vibration Bomb: Sonic Damage 12 (Extra: Area [Burst])

Offense: Initiative +8
Melee Attack +6 / Unarmed Attack +9 / Sonic Mace +11
Ranged Attack +4 / Sonic Gadgets Attack +10

Defense: Dodge +11
Parry +11
Toughness +13 /+5 [Armored Plating]
Fortitude +8
Will +9

Offense: Initiative +8
Melee Attack +6 / Unarmed +9 / Sonic Mace +11
Ranged Attack +4 / Sonic Gadgets +10


Equipment: The Nest (17 ep): [Toughness: 14; Size: Medium; Features: Communications, Computer, Deathtraps, Effect (Flight), Effect (Cloaking Field), Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Library, Living Space, Personnel, Power System, Security System, Workshop]
~3 ep free as needed



Costs: Abilities 74+ Skills 27+ Advantages 28+ Powers 141+ Defenses 20= 290 pts.



Real Name: Dwayne Dillion
Height: 6’
Weight: 193 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Power: Mockingbird has sights on building a criminal empire of his own.

Suspicious: Always one to think ahead, Mockingbird is always on his guard when dealing with anyone, no matter how close they believe they are.


Background: Dwayne Dillion knew from an early age that he‘d be a unique person, to him it was simply a fact thanks to his naturally high intelligence. Rising above his low-income and low-end criminal roots Dwayne managed to gain scholarships that let him attend some of the best schools possible where he was considered an engineering prodigy. During the course of his studies he made breakthroughs in the field sonics for medical and correctional uses by the time he was twenty, which resulted in his being scouted by several technology firms and engineering labs, but decided to keep his options open by remaining a freelancer. Trusting his parents to manage his money while he continued to work on various projects and finishing his education. However, after trying to purchase some expensive equipment, Dwayne discovered that almost all of his funds had been wiped out somehow. When he confronted his father regarding the whereabouts of his money, the elder Dillion explained that he used it to pay off his gambling debts. Angry that his mother had allowed his father to waste the money he had worked hard to earn, Dwayne cut ties with his family and set up new accounts that he controlled.

After graduating with a master’s degree in engineering at age twenty-two, Dwayne continued to work as a freelancer while immersing himself in various physical activities during his down time. Apparently, Dwayne had become an avid fan of the heroes and villains of the world, with the Hawk being his favorite as he was simply a man who used his body and mind to combat some of the most dangerous known criminals. Using that hero as inspiration, he spent hours not just in a lab, but in gyms as well, honing his body and training in various forms of martial arts and acrobatics. Finally, after five years of working on his physical skills, he was ready to test himself. Wearing a set of dark clothes and a plain mask, he snuck into one of the largest buildings in Capital City and attempted to repel and swing across to a nearby building.

Unfortunately, as he slid down the building, the safety clip holding Dwayne snapped and left him in a free fall. Grabbing his grapple gun, Dwayne launched the hook and swung across to the next building, smashing through the window of an apartment and knocking himself unconscious in the process. Waking up in jail, Dwayne learned that he had been charged with disturbing the peace, breaking and entering, and public endangerment. He was soon sentenced to ten years in prison after a short trial, luckily, he was sent to a minimum-security prison since this was his first offense.

During his stay Dwayne’s frustrations grew, as despite everything he’d done to overcome his family’s low class roots he found himself right where he’d never wanted to be. The fact he was surrounded by criminals who had done much worse crimes only added to his disillusion. Slowly this environment corrupted Dwayne until he decided two years later to do something about it. Rewiring a radio to create a one-shot sonic disruptor that would incapacitate the guards, he used a crude version of what would be his sonic screwdriver to disable any locks that barred his path. Making a daring, daylight escape he easily hotwired a motorcycle in the parking lot and headed to an old campsite that had stayed within his family.

Using it as a base of operations, Dwayne accessed a secure bank account that few knew about and used the money and time to develop his arsenal of sonic-based weapons as well as building a mobile base he called the Nest. Donning a costume of his own design, he decided to take on the name Mockingbird, partially because of his new weapons, but also taking on a bird theme as a nod to his favorite hero. Slipping back into to Capital City, he made his villainous debut by strategically attacking some of the companies he’d once worked for. He gathered new technology, began making better weapons for himself, and expanded his armory while also working on a more reliable means of transportation. In the last few years Mockingbird has become an object of fear throughout Capital City, a technological boogieman that haunts the skies over the merged metropolis. This has led him into conflict with members of both the Vanguard and the Alliance.

While working on some new gadgets one day, Dwayne felt a strong pull coaxing him toward Arcadia and flew The Nest in its general direction. Ending up over a creepy house in Wintergate, he descended towards the building, discovering that a handful of others had also received the strange invitation. Entering the house, he was presented with an offer from the enigmatic Mr. Crimson to join forces under the name the Syndicate. Finding the proposal intriguing, Mockingbird accepted and found the group fit well into his own plans. Since joining, he’s acted as the team’s gadgeteer, creating their communicators, as well as enhancing some of his teammates’ tech. When not working with the Syndicate, Mockingbird works on building his budding criminal cartel in Capital City.

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Tattooedman
Posts: 908
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Seismic

Post by Tattooedman » Mon Dec 18, 2017 2:52 am

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Seismic:
PL:
12
Strength 1
Stamina 5
Agility 4
Dexterity 3
Fighting 4
Intellect 1
Awareness 2
Presence 1

Skills: Acrobatics 3 (+7), Athletics 6 (+7), Close Combat [Vibration Generation Array] 7 (+11), Deception 4 (+5), Expertise [Criminal] 3 (+4), Intimidation 6 (+7), Ranged Combat [Vibration Generation] 8 (+11), Technology 3 (+4), Vehicles 3 (+6)

Advantages: All-Out Attack, Diehard, Evasion 2, Improved Initiative, Power Attack; Languages: English, French

Powers: Vibration Harness: (Removable -6 points) • 24 points
Armored: Protection 8
Commlink: Radio Communication 5
(Feat: Subtle 2)
Power Regulator: Feature 2 [Allows controlled use of Vibration Generation Array]

Vibration Generation Array:
Vibrational Attunement: Senses 1 [Awareness (Vibration)]
Vibration Blast: Ranged Vibration Damage 13 (Extra: Penetrating); (Feat: Improved Critical 2)
-Jackhammer: Burrowing 13 (Extra: Penetrating)
-Quake: Affliction 13 [Dazed & Vulnerable, Stunned & Prone; resisted by Dodge] (Extras: Area 3 [Burst], Extra Condition, Secondary Effect); (Flaws: Limited [Only targets on same surface as her], Limited Degree)
-Shakedown: Ranged Affliction 13 [Dazed, Stunned; resisted by Dodge] (Extra: Cumulative); (Flaw: Limited Degree)
-Shatter: Ranged Weaken Toughness 13 [ Resisted by Fortitude] (Extra: Affects Objects); (Feat: Precise)
-Vibration Cone: Vibration Damage 13 (Extra: Area [Cone] 2)

Offense: Initiative +8
Melee Attack +4
Ranged Attack +3 / Vibration Generation Array Attack +11

Defense: Dodge +11
Parry +11
Toughness +13*/+5 [*Vibrational Harness]
Fortitude +8
Will +8

Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)


Costs: Abilities 42+ Skills 17+ Advantages 7+ Powers 71+ Defenses 23= 160 pts.



Real Name: Thea Radcliffe
Height: 5’6”
Weight: 134 lbs
Hair: Brown
Eye Color: Hazel


Complications:
Motivation ~Rage: Seismic is angry at the world for the hand she’s been dealt.

Uncontrollable: Seismic’s powers are normally uncontrollable. If for some reason her harness is destroyed, the area will be hit with a continuous version of her Quake power


Background: Born to a single teen mother who abandoned her at the hospital, Thea Radcliffe was taken in by Social Services and placed with various foster families during her adolescent years. Though her stays were never for very long, as many of the foster parents claimed that she had violent tantrums that destroyed their personal possessions. In truth, Thea was a Transhuman that had uncontrollable outbursts that manifested as quakes. While Social Services knew this information, but kept it classified in the hope of finding the girl a stable family environment. Regrettably, as Thea grew older, it became obvious that this would never happen, and she was assigned to a group home.

As Thea settled into her new home, she quickly became a problem for the people around her, as her powers started to manifest uncontrollably on a regular basis. At first, it was small things like pictures falling off the walls or accidentally setting off alarms in stores. By her eighteenth birthday, though, Thea had developed a basic control of her powers and were using them to cause quakes throughout various neighborhoods; creating sinkholes and destroying property on a devastating scale, then used said mayhem as a cover to her stealing what she could carry as she looted the houses she could get into. Unfortunately, after the fourth quake in two weeks, authorities became aware of her scheme and were able to capture her after figuring out her pattern of targeting her victims then closed the book by finding Thea’s stash of stolen goods in her room at the group home.

Needless to say, Thea was sent to jail following a short trial thanks to the overwhelming evidence complied against her. This made headlines as she was the first non-adult to be sentenced to New Alcatraz, and some watch groups protested the idea of sending a teenaged girl to a federally run institution. None the less, there were no other facilities capable of dealing with a Transhuman prisoner so on a cold November morning Thea arrived at New Alcatraz. Forced to wear a set of power-negating restraints, she spent the next six months in jail, sticking mainly to her cell. During one of her rare outings into the yard, she got into a fight with another inmate which not only sent her to the hospital, but also caused her collar to malfunction. Causing a massive quake that toppled two of the prison’s walls, Thea made her escape along with several others. Unfortunately, she was still having issues with controlling her abilities and was causing random quakes whenever she her emotions ran wild.

Living on the streets, Thea survived by stealing everything she needed. Yet, just like before, she found her powers to be an inconvenience as she unwillingly caused widespread quakes that rocked parts of the city. That’s when Ghostworks found her; offering her a safe place to live and a steady source of meals, the rogue organization claimed they wanted to observe the young woman’s powers, so they could help her to better understand them herself. However, they really wanted to study her powers for their own purposes. Giving her a suit that was helped her channel her powers in a more controllable way, the scientists also wired the suit to measure her power output and track her exact location.

As weeks passed, Thea learned much more about her powers and just how destructive they could be if she maintained control. However, during some dome time, she discovered the circuitry that Ghostworks was using to monitor her. Falling back on her survival instincts, she leveled the facility she was in, naively hoping that would cover her tracks, but, after a squad was dispatched to bring her in, she knew she had to run. Heading in a Southern direction, she felt strange pull toward the city of Arcadia. She followed that lure and found herself at an eerie old house near a graveyard. Thea soon realized that she wasn’t alone and watched several other people, many of whom were wearing costumes, assembled in front of the house.

Beckoned inside by the enigmatic Mr. Crimson, Thea was offered a place on the team he was forming. A bit uncertain about trusting anyone after her recent dealings with Ghostworks, she asked what the mage could do to help her. In response he introduced her to Mockingbird, who had also answered Mr. Crimson’s invitation, and he offered to improve her suit as well as remove all tracking components Ghostworks might have hidden inside of it. Swayed by the offer, Thea tentatively accepted membership, and quickly learned who her friends were in the group after working on a few jobs with the team. Now, years later, as a full member of the Syndicate, she has finally found a family she can rely on.
Last edited by Tattooedman on Mon Dec 18, 2017 4:05 am, edited 2 times in total.

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

Afterburn

Post by Tattooedman » Mon Dec 18, 2017 2:54 am

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Afterburn:
PL:
12
Strength 2
Stamina 4
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 2
Presence 0

Skills: Acrobatics 6 (+10), Deception 10 (+10), Expertise [Pop Culture] 6 (+7), Insight 9 (+11), Intimidation 8 (+8/+), Perception 9 (+11), Ranged Combat [Fire Control Array] 8 (+12)

Advantages: All-Out Attack, Close Attack 4, Favored Environment [Airborne], Improved Initiative, Luck [Determination], Move-By Action, Power Attack, Taunt, Uncanny Dodge

Powers: Fire Control Array:
Fire Blast: Ranged Fire Damage 12 (Extra: Penetrating)
-Fire Bolt: Ranged Fire Damage 12 (Extra: Area [Burst])
-Fire Flare: Affliction 12 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative)
-Rain Of Fire: Ranged Damage 12 (Extra: Multiattack)

Fire Form:
Flame Aura: Damage 10 (Extras: Penetrating, Reaction [being touched])
Flame Field: Force Field 8
Fiery Propulsion: Flight 10
Friends With Fire: Immunity 11 [Environmental Cold, Fire Effects]

Offense: Initiative +8
Melee Attack +8
Ranged Attack +4 // Fire Control Array Attack +12

Defense: Dodge +12
Parry +10
Toughness +12*/+4 [*Flame Field]
Fortitude +8
Will +6

Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)


Costs: Abilities 42+ Skills 20+ Advantages 12+ Powers 128+ Defenses 22= 224 pts.


Real Name: William "Billy" Mayes
Height: 6'
Weight: 177 lbs
Hair: Brown
Eye Color: Blue


Complications:
Family: Afterburn is the older brother of Trailblaze, a thrill seeking criminal speedster. They have made it a point of keeping their relationship a secret to prevent those Afterburn deals with from coming after Trailblaze in retaliation.

Not THAT Billy Mayes!: Afterburn hates the fact he shares a name with the man known for selling all those cleaning products that "Are as seen on TV". Any kind of taunts or jokes about this results in Afterburn focusing on whoever said anything.

Power Loss: Afterburn loses all of his powers in a non-oxygenated environment.

Reputation ~Destructive: Afterburn is known for not backing down in a fight, often causing massive amounts of property damage.


Background: William "Billy" Mayes grew up the son of a farmer, working in the fields of Kansas when he wasn't at school. His power over fire violently manifesting when he was a teenager, causing a fire the likes of which nobody had seen before. At first scared of his powers, Billy ran away from home leaving his little sister behind, to live his life in seclusion as he learned to control his powers and come to grips with them. Eventually Billy mastered them, but found himself questioning why he should work hard like his father had done most of his life when he could simply use his awesome powers to get everything he ever wanted.

A few months later the fire throwing villain Afterburn made his first appearance, robbing an armored car in broad daylight. From there Afterburn worked alone, preferring to trust only himself (and keep all the profits to himself), pulling several successful jobs as well as holding his own against several heroes who had opposed him along the way. It was those reliable showings that made Afterburn part of the group Mr. Crimson mystically summoned to Arcadia, though he was hesitant to join and in fact was the last to agree, but it he did have to admit that his last couple of heists were some of the hardest of he’d pulled because the heroes were starting to figure out a way to handle him. Thus, when Mr. Crimson, who had picked up on Afterburn’s hesitation, offered the younger man a “trial membership” in the fledgling group; where if after a few heists he wasn’t happy with the arrangement he could make a clean break from the Syndicate with no ill feelings on their side of things. After a few months Afterburn came to enjoy having the backup of the other members of the Syndicate, plus the fact he can pull jobs on his own and keep his all those ill-gotten gains for himself helped even more.
Last edited by Tattooedman on Mon Dec 18, 2017 4:05 am, edited 1 time in total.

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Tattooedman
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Psikosis

Post by Tattooedman » Mon Dec 18, 2017 3:07 am

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Psikosis:
PL:
12
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 4
Intellect 5
Awareness 5
Presence 5

Skills: Deception 10 (+15), Expertise [Art] 8 (+13), Expertise [Behavioral Sciences] 10 (+15), Expertise [Civics] 8 (+13), Expertise [Psionics] 12 (+17), Insight 10 (+15), Intimidation 9 (+14), Perception 10 (+15), Persuasion 10 (+15), Ranged Combat [Psionic Scanning Array] 12 (+12)

Advantages: Artificer, Benefit [Use Expertise (Psionics) for Artificer/Ritualist use], Daze 2 [Deception, Intimidation], Eidetic Memory, Fascinate 2 [Deception, Persuasion], Luck [Determination] 2, Ritualist, Speed of Thought

Powers: Psionic Awareness: Senses 3 [Awareness (Psionic; Extended), Danger Sense]

Psionic Defenses: Enhanced Will 6

Psionic Scanning:
Communication 3 [mental] (Extras: Area, Selective); (Feat: Subtle)
Mind Reading 12 (Extra: Sensory Link)
-Befuddle The Masses: Affliction 12 [Entranced, Stunned, Incapacitated; resisted by Will] (Extras: Area [Cone], Cumulative)
-Control The Masses: Affliction 11 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Area [Burst] 2, Cumulative, Selective)
-Erase Memories: Affliction 12 [Dazed, Compelled, Transformed Mentally; resisted by Will] (Extras: Cumulative)
-Mental Domination: Ranged Affliction 12 [Dazed, Compelled, Controlled; resisted by Will] (Extras: Cumulative, Perception)
-Mind’s Eye: Remote Sensing 12 [hearing & sight] (Feat: Subtle)
-Mind Lock: Ranged Affliction 12 [Hindered, Immobilized, Paralyzed; resisted by Will] (Extra: Cumulative)
-Psi-Bolt: Ranged Mental Damage 12 (Extra: Alternate Resistance [Will])

Telekinetic Talents:
Telekinetic Field: Protection 12 (Extra: Sustained)
Telekinesis: Move Object 12 (Feat: Precise)
-Telekinetic Constructs: Create 8 (Extra: Movable)

Offense: Initiative +5
Melee Attack +4
Ranged Attack +0 // Psionic Scanning Array Attack +12

Defense: Dodge +12
Parry +10
Toughness +12*/+0 [Telekinetic Field]
Fortitude +8
Will +8 [+14]

Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)


Costs: Abilities 38+ Skills 35+ Advantages 11+ Powers 109+ Defenses 29= 222 pts.


Real Name: Jonathan Horn
Height: 5’ 10”
Weight: 140 lbs
Hair: Black
Eye Color: Hazel


Complications:
Motivation ~Recognition: Psikosis wants to be sure that anyone he deals with knows just how powerful and dangerous he is, with or without the Syndicate.

The Things I Put Up With....: Psikosis is growing tired of his brutish teammates, Olympus and ,Dauntless, as their thuggish ways grate on his nerves. Eventually he's going to do something about it, and then deal with whatever the rest of the Syndicate has to say about it.


Background: Jonathan Horn wasn't known for his psychic abilities for many years and that was how he liked it, however the criminal Psikosis was always highly listed on many law enforcement agencies most wanted lists thanks to his acts of sabotage across the United States. Jonathan simply believes that using his psionic talents in such a manner is his right, as those with power can do whatever it is they want. So when he arrived in Arcadia, thanks to some strange compulsion he couldn't resist, only to find himself joined by several other super villains who’d felt the same irresistible calling to that location, Psikosis knew that this situation held the possibility of being something much more than it seemed to be at first.

Mr. Crimson’s idea of putting together a group that would be so powerful, so recognized by the public appealed to Psikosis as he'd become tired of being a faceless criminal, now wanting to be recognized as the villain of standing he was and came to the realization that by working with the Syndicate he could achieve that goal.
Last edited by Tattooedman on Mon Dec 18, 2017 4:06 am, edited 1 time in total.

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Tattooedman
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Pace

Post by Tattooedman » Mon Dec 18, 2017 3:10 am

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Pace:
PL:
11
Strength 2
Stamina 4
Agility 5
Dexterity 5
Fighting 8
Intellect 1
Awareness 1
Presence 2

Skills: Acrobatics 3 (+8), Athletics 3 (+5), Deception 6 (+8), Insight 8 (+9), Intimidation 6 (+8), Perception 8 (+9), Stealth 8 (+13)

Advantages: All-Out Attack, Close Attack 3, Equipment, Improved Defense, Languages 3 [Base: French; English, German, Russian, Spanish], Power Attack

Powers: Mentally Resistant: Enhanced Will 5 (Flaw: Limited [Only against Mental Effects])

Superspeed:
Enhanced Advantages 7 [Improved Initiative 5, Instant Up, Move-By Action]
Feature 1 [has an innate sense of speed & can tell how fast something is moving just by looking at it or feeling its movement]
Enhanced Dodge 7
Enhanced Parry 7
Movement 3 [Wall-Crawling 2, Water Walking] (Flaw: Limited [Only while running])
Quickness 7
Speed 12

Speed Tricks Array:
Vacuum: Affliction 11 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extras: Area [Burst], Concentration, Cumulative)
-Flattening Wake: Affliction 11 [Dazed, Prone; resisted by Dodge] (Extras: Area [Line], Reaction [while moving at high speed]); (Flaws: Instant Recovery, Limited [Directly behind him only], Limited Degree)
-Lightning Disarm: Burst Area on Strength 2 (Extra: Selective); (Flaw: Limited [Disarm only])
-Phasing Strike: Damage 11 (Extra: Penetrating)
-Quicker Than The Eye: Concealment 4 [all visual] (Flaw: Limited [Only while running])
-Rapid Fire: Ranged Ballistic Damage 11 (Extra: Multiattack); (Flaw: Quirk [requires objects of opportunity])
-Sonic Boom: Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Supersonic Rapid Strike: Strength-Based Damage 9 (Extra: Multiattack 11)
-Whirlwind Attack: Strength-Based Damage 9 (Extras: Area [Burst], Selective)
-Vibrational Phasing: Movement 3 [Permeate 3]

Offense: Initiative +25
Melee Attack +11
Ranged Attack +5

Defense: Dodge +15*/+8 [*Superspeed]
Parry +15*/+8 [*Superspeed]
Toughness +7*/+4 [*Costume]
Fortitude +9
Will +13*/+8 [*VS Mental Effects]

Equipment: Commlink: Communication 5 [radio] (Feat: Subtle 2)

Costume: Protection 3 (Feats: Feature [Hidden Pockets], Subtle)



Costs: Abilities 56+ Skills 14+ Advantages 10+ Powers 100+ Defenses 15= 195 pts.


Real Name: Joseph Ryback (assumed name)
Height: 6'2"
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Greed: Pace wants to make as much money as he can.

Mysteries From The Past: Pace has amnesia and cannot recall anything about his past.

Reputation: Pace enjoys using his powers to hurt others.


Background: The man who answers to the name of Pace has no memory of his past; all he remembers is waking up in an ally in Capital City a few years ago with only the cloths on his back and nothing else. He quickly discovered that he wasn’t normal when he was caught stealing food; running away he was shocked when the world around him slowed down, and when he stopped he was in a cornfield having covered hundreds of miles in only a few seconds!

Deciding to put his abilities to use in supporting himself, at first working as a thief he soon moved on to working for anyone that would pay him, and earning a considerable amount of money and the reputation to match. That was how Mr. Crimson learned about him and decided that he could use the speedster, and included him in the spell cast to draw specific criminals to him.

Like the others super villains who found themselves unexplainably drawn to the city of Arcadia, Pace was surprised to see the others present. Thus, when Mr. Crimson introduced himself to the gathering he’d called and made his initial suggestion of creating a team unlike any seen previously, Pace was among the first to agree as he realized how much more money he could make working with such a group. Pace has enjoyed his membership in the Syndicate, happy to let the likes of Mr. Crimson and Mockingbird plan the group’s crimes while he concerns himself with carrying his part of the plans and bringing in large amounts of cash.
Last edited by Tattooedman on Mon Dec 18, 2017 4:06 am, edited 1 time in total.

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Mr. Crimson

Post by Tattooedman » Mon Dec 18, 2017 3:12 am

Image
Mr. Crimson:
PL:
13
Strength 1
Stamina --
Agility 4
Dexterity 4
Fighting 4
Intellect 2
Awareness 3
Presence 3

Skills: Close Combat [Unarmed] 2 (+6), Deception 8 (+11), Expertise [Magic] 11 (+13), Expertise [Pop Culture] 3 (+5), Expertise [Stage Magic] 11 (+13), Insight 5 (+8), Intimidation 5 (+8), Perception 3 (+6), Ranged Combat [Crimson Magic Array] 9 (+13), Sleight of Hand 8 (+12), Stealth 5 (+9)

Advantages: Assessment, Daze [Deception], Fascinate [Expertise (Stage Magic)], Fearless, Languages 2 [Base: English; French, Romanian], Ritualist, Set-Up 3, Startle, Teamwork 3

Powers: Crimson Magic Array:
Crimson Gate I: Teleport 10 (Extras: Accurate, Portal); (Feat: Increased Mass 5 [1,600 lbs])
-Crimson Amber: Ranged Affliction 13 [Hindered, Immobile, Paralyzed; resisted by Will] (Extra: Progressive); (Feat: Affects Insubstantial 2)
-Crimson Blast: Ranged Magical Fire Damage 13 (Feat: Affects Insubstantial 2)
-Crimson Counterspell: Nullify Magic 13 (Extras: Broad, Effortless, Simultaneous)
-Crimson Curse: Ranged Affliction 13 [Vulnerable & Fatigued, Defenseless & Exhausted, Incapacitated; resisted by Will] (Extra: Extra Condition); (Feat: Affects Insubstantial 2)
-Crimson Dominance: Ranged Affliction 13 [Entranced, Compelled, Controlled; resisted by Will] (Extra: Progressive)
-Crimson Gate II: Movement 3 [Dimensional 3 (any dimension)] (Extra: Portal); (Feat: Increased Mass 5 [1,600 lbs])
-Crimson Mists: Concealment 6 [all audio senses, all visual senses] (Extras: Area [Cloud] 5, Independent, Selective)

Mystic Senses: Senses 4 [Detect (Magic; Analytical, Radius, Ranged)]

Unliving: Immunity 30 [Fortitude Effects]

Crimson Mask: (Removable –11 pts) [44 pp]
Mind Shield: Immunity 10 [Mental Effects]
Mystic Ward: Immunity 10 [Magical Effects]
Mystical Communication: Communication 5 [mental] (Feat: Subtle 2)
Mystical Field: Protection 13

Offense: Initiative +4
Melee Attack +4 // Unarmed Attack +6
Ranged Attack +4 // Crimson Magic Array Attack +13

Defense: Dodge +11
Parry +11
Toughness +13*/+0 [*Mystical Field]
Fortitude N/A
Will +10


Costs: Abilities 32+ Skills 25+ Advantages 14+ Powers 140+ Defenses 21= 232 pts.



Real Name: Unknown
Height: 6’
Weight: 183 lbs
Hair: None
Eye Color: None


Complications:
Motivation ~Power: Mr. Crimson craves enough magical power to rule over Earth.

Dimensional Focus: Without his Crimson Mask, Mr. Crimson becomes an incorporeal spirit that is unable to interact with the physical world.

Old Soul: Mr. Crimson is from the 1940s and has a difficult time understanding some things in this era.

Secrets: There is more to Mr. Crimson than most others realize.


Background: Though his true identity is shrouded in mystery, the history of Mr. Crimson begins with his involvement with the Brimstone House sometime during the 1940s. Having been a successful stage magician as part of a traveling medicine show, he was invited into the group by a fellow prestidigitator that was secretly a member. Within a short time, he was made aware of the wider world of possibilities that included real magic, a world that he was eager to learn more about. He apprenticed with various members of the secretive magical society learning the ways of magic; including how to create mystical artifacts and make pacts with other-worldly beings. Eventually he fashioned a mask and imbued it with several abilities granted from a long forgotten dimensional being, the mage began to use the magical artifact to gain the lifestyle he’d always wished for.

This eventually brought him to the attention of the Aurelius, a mage who policed all things supernatural and sought to protect mankind from the kind of entities that had empowered the future Mr. Crimson. Knowing he would be facing expulsion from the Brimstone House as well as other penalties from that group should his misdeeds be exposed, he lashed out at the Aurelius with a spell that invoked his other-worldly patron’s destructive power only for the Aurelius to counter with a reflection spell that turned it back upon him. Mr. Crimson’s body was destroyed, and he was presumed dead.

However, due to his connection with the unearthly being that he had channeled in the making of his mask, the future Mr. Crimson became a spirit instead that was trapped in his patron’s otherworldly dimension for decades. Finding himself as an apprentice once again, the magician spent his time learning abilities from the otherworldly being, and trying to figure out how to return to his home dimension. Upon returning to his home dimension the mage realized that decades had passed (as time flows differently in that other dimensions) since his loss to the Aurelius. There was also another problem that he hadn’t considered: he no longer possessed a physical form. So, the spectral mage roamed the city of Arcadia for quite some time, keeping close to his familiar old haunts. Oddly enough, he found himself drawn to an old curio shop not far from the theater he used to work at as a stage magician. Inside to his pleasant surprise, he found displayed haphazardly between some antiquated fashion and a rack of cheap jewelry, he came across the mask he wore when he was part of the medicine show. Having learned a thing or two about being a spirit, he inhabited the object and found himself manifesting in a material form that allowed him to be physically present in this dimension.

Realizing the freedom this could provide him, the magician was ready to test the limits of his new form when the shop’s proprietor walked in. Unfortunately, the owner saw nothing more than a thief – that is, until he realized the man he was fighting was more than a simple shoplifter. The villain, on the other hand, was less than impressed with the shopkeeper’s threat and easily transformed the other man into a curio that would leave most baffled as to its origin when it was discovered weeks later.

Leaving the shop with a new lease on unlife, the masked magician decided to leave Arcadia to the living and find some place more appealing, claiming as his moniker “Mr. Crimson” along the way while wreaking havoc wherever he roamed. He found opposition in the form of costumed heroes and law enforcement, a bothersome bunch in his estimation who were only delaying his inevitable rise to power. After a few years with no serious progress made on his goals, Mr. Crimson returned to Arcadia to consider his options and claimed an old, abandoned house on the outskirts of town, and its nearby cemetery, as his new headquarters.

Mr. Crimson knew he’d have to do something bold to leave his frightful mark on the world, but he was at a loss for what exactly to do and it wasn’t until he encountered the young lady that would become Crepuscular and, after spending some time training her, he had an epiphany. Using spells to find the most dangerous criminals across the country, Mr. Crimson implanted a powerful suggestion in their minds that pulled them towards his home like a siren’s song. When they were assembled before him, the otherworldly mage offered them a chance to not only be villains, but to become legends. Most were quick to agree to band together under his leadership and spent the next few weeks training together under Mr. Crimson’s watchful eye in order to forge the bonds of his Syndicate would need to make them stronger as a team.

Now, years later, he has carried through on his claims; leading the team to victory in several battles against heroes across the country. However, unknown to the rest of his team, the mysterious Mr. Crimson has been slowly having them work on his personal agenda; having seen the power his patron had in its own dimension, Mr. Crimson wants the same influence over this one. Thus he uses the Syndicate to thin his future opposition, so it is only a matter of time before Mr. Crimson makes his dreams a reality, even if that costs him his current teammates.

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Tattooedman
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Re: The T-Verse (Earth 75): Bringing Out The Bad Guys! (the Syndicate)

Post by Tattooedman » Sun Dec 24, 2017 9:13 pm

So given the time of year, I'm fairly certain most everyone is busy with family commitments and other seasonal festivities. Still I manage to find myself with a bit of free time and in the mood to work on a build that fits in with the season.

Who knows? Maybe once my workload eases up (as in I'm NOT working 12 hr days) I'll work him into a adventure of some kind....

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Tattooedman
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Krampus

Post by Tattooedman » Sun Dec 24, 2017 9:18 pm

Image
Krampus
PL:
10
Strength 7
Stamina 7
Agility 5
Dexterity 3
Fighting 6
Intellect 2
Awareness 4
Presence 2

Skills: Acrobatics 3 (+8), Athletics 3 (+10), Close Combat [Grab] 4 (+10), Close Combat [Unarmed] 4 (+10), Expertise [Magic] 6 (+8), Expertise [Mythology] 6 (+8), Intimidation 6 (+8), Perception 3 (+7), Ranged Combat [Dark Sorcery Array] 6 (+10), Stealth 3 (+8)

Advantages: Agile Feint, Chokehold, Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical [Hooved Kick], Improved Grab, Improved Initiative, Language [Base: German; English], Power Attack, Ranged Attack, Ritualist, Second Chance [Grab Checks], Startle, Uncanny Dodge

Powers: Krampus Physiology:
Hooved Kick: Strength-Based Damage 3 (Feat: Improved Critical)
-Powerful Leap: Leaping 3
-Running: Speed 3
Krampus Lives!: Immortality 2 [Return after 1 week]
See in the Dark: Senses 2 (Darkvision)
Thick Skin: Impervious Toughness 7
Winter Walker:
Burrowing 5 (Extra: Linked [Speed]); (Flaw: Limited [Snow/Ice Only]) & Speed 5 (Extra: Linked [Burrowing]); (Flaw: Limited [Only when under snow/ice])
Movement 3 [Environmental Adaptation (Cold/Ice), Water Walking (Limited – only on snow/ice), Trackless (Limited – only on snow/ice)]

He Knows If You’ve Been Bad Or Good: Senses 6 [Detect (the Naughty: Olfactory; Acute, Ranged, Extended, Tracking 2)]

Language Knack: Comprehend 3 [Languages (Read All), Languages (Speak All), Languages (Understand All)]

Dark Sorcery Array:
Frozen Like The Snow: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Extras: Perception Area, Cumulative) • 40 points
-Coal Fed: Fire Damage 10 (Extra: Area [Cone])
-Dimension Hop: Movement 1 [Dimensional (Der Grund von Krampus)] (Feat: Increased Mass 7 [ tons]); (Flaw: Distracting)
-Dark Little Helpers: Summon 5 [Kinder von Krampus] (Extras: Controlled, Horde, Independent, Responsive); (Feats: Multiple Minions 4 [16 total], Sacrifice)
-He Knows When You’re Sleeping: Affliction 10 [ Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)

Offense: Initiative +9
Melee Attack +6 // Grab Attack +10 // Unarmed Attack +10
Ranged Attack +3 // Dark Sorcery Array Attack +10

Defense: Dodge +6
Parry +6
Toughness +14
Fortitude +10
Will +10


Costs: Abilities 72+ Skills 17+ Advantages 17+ Powers 56+ Defenses 11= 173 pts.


Height: 6'7"
Weight: 367 lbs
Hair: Brownish-Black, with grey & white streaks
Eye Color: Yellow


Complications:
Motivation ~ Misguided: Because of the trials in his life, the Krampus has become the creature that people expect him to be.

Holiday Demon: The Krampus’ dimension spanning magic only works in December.

Weakness: Due to the dark nature of his realm, Krampus is light sensitive and suffers Secondary Damage when he fails a Resistance check against such effects.



Background: Centuries ago, near several villages the Alps, a battle was waged between a sorcerer and an demonic entity intent on enslaving mankind to do its bidding. The sinister creature attempted to corrupt everything it could during its time on Earth, hoping to create a vessel to house its vile energies. However, before it could taint the area with its dark powers, the sorcerer banished the evil entity from this realm at the cost of his own life. Believing that they were finally safe the villages celebrated, unaware that a new evil was being born in the nearby forest. The last seed of the evil presence that had tormented the villages was a physical creature unlike its creator, one that looked like a strange, sickly faun with yellow eyes. He matured quickly; growing into a semi-humanoid form, but was always more beast than man, and found he greatly enjoyed taste of coal. However, the creature didn’t enjoy the company of the people who mined his food source for themselves. Once the villagers learned of his existence, the creature, which they called Krampus, spent much of his time stalking the coal mines and scaring away all who would encroach on his self-proclaimed domain. He continued to rage through the winter months, robbing villagers of their coal and forcing the hand of clergy and a young sorcerer, who was in fact the apprentice of the mage who had banished Krampus' maker. Yet, in their arrogance, they used a weaker enchantment assuming that since Krampus was young he would therefore be weak. As the portal opened, Krampus struck down one of the clergymen and the banishment spell’s destination shifted, sending the demonic being into a rocky abyss.

Exploring his new home, Krampus found that he had an endless supply of coal to feed on. However, it had to be mined on a regular basis to keep up his stocks of food. Abhorring the constant, back-breaking work but, since he seemed to be the only person in the pocket dimension he resided in, there was little that could be done about it – or so he thought. Unknown to Krampus, time flowed differently in the world he dwelled in and, on a day that seemed only months from when he first arrived, Krampus found a portal hidden in the depths of one of his many mines. One that led him back to the world he'd originally come from. Exploring his old home, Krampus encountered a German mage named Morzger, who was fascinated by the Krampus legend, and was surprise when he discovered the creature still alive. Narrowly avoiding a swift blow to the head, the mage offered to bring Krampus back to his house in exchange for allowing Morzger to study him. Krampus agreed to go out of curiosity and was amazed at what he’d discovered - the world he once knew was just a memory to those living in the current time.

Krampus spent the next few months as a guest in Morzger’s home and he quickly acclimated himself to the language and mannerisms of his newfound friend. Unfortunately though, the other people living in the area didn’t share the same kinship Krampus did with the mage. While out picking up supplies for his studies, Morzger was accosted by a group of villagers, accusing him of practicing the dark arts. Narrowly escaping with his life, the man managed to get home barely ahead of the growing mob with just enough time to open a portal to return Krampus back to his home. Morzger also quickly gathered his own studies and books, giving them to the creature to take with him. As he crossed the portal’s threshold, Krampus glanced back just in time to see the mob burst through the door and was forced to watch his only friend be dragged away, powerless to act as the magical gateway closed.

Embittered by the experience, Krampus studied the books that Morzger had sent with him, learning much about history, language, and sorcery, as he spent all of his free time practicing what they instructed. Within a short time, from his perspective, Krampus could cast most of the listed cantrips with ease, as well as learning about his own legend. Further angered by the legacy he was forced into, Krampus spent monts studying everything Morzger had discovered about his legend. However, his studies were interrupted when another portal opened and swallowed him whole. Krampus could sense that the people who had brought him back to Earth this time expected to dominate him, unlike Morzger, and would try to force him to do their bidding. He could smell their wicked intentions like a thick, musty odor hanging in the air. Standing in a room adorned with mystical sigils, Krampus understood very quickly that his would-be controllers were not his friends and entered combat with them after surprisingly breaking the wards of his mystical prison. Leaving their bodies lifeless on the floor of the summoning chamber, he investigated their sanctum and found a small, but well stocked library. Looking over the spell book they used to summon him, Krampus deciphered a way back to his home that allowed him to bring most of the summoner’s library with him. He soon discovered that the portal in his mine and the spell that had brought him to Earth were seasonal in nature and only could be used during the month of December.

Suddenly a fiendish idea flourished in his mind; Krampus opened another portal. Like before, he quickly realized that time had moved faster there than his home dimension’s, as he was now in the mid-1930s of a wintry England. Jumping from rooftop to rooftop, Krampus began tracking people with the scent of wickedness on them, particularly children. Believing he’d been unjustly villainized all these years, Krampus decided to become the fiend everyone expected him to be and began taking children who’d been naughty. Visiting different cities during his time on Earth, he snatched a child or two from each place that fit his requirements, and took them to his home dimension, a place he’d named Der Grund von Krampus (Grounds of Krampus). Knowing that they weren’t the ideal workforce, he used some of the magic he’d learned over the years to transform the stolen children into Kinder von Krampus (Children of Krampus), breaking their spirits and dominating their minds in the process.

After mastering how time flowed between his realm and Earth, Krampus began making annual visits in search of naughty kids to work in his coal mines. Every year, between December 1st and 31st, he scours the globe, hunting for those that he deems naughty and abducts them right from their bedrooms or from the streets. In his mind, he’s doing mankind a service by plucking evil from the world before it becomes overripe. However, in the eyes of parents and the law, he’s a monster that needs to be stopped. In 1990, he encountered members of the Alliance, who tried to stop him, but failed just as the clock struck midnight on the 31st. To this date, the few attempts that seemed to have succeeded in ridding the world of Krampus have only shunted him back to his home dimension, where he simply bides his time while he recovers and waits for the next holiday season.

Image
Kinder von Krampus:
PL/ML:
5/5
Strength 1
Stamina 2
Agility 1
Dexterity 1
Fighting 3
Intellect 0
Awareness 1
Presence 0

Skills: Athletics 6 (+7), Close Combat [Claws] 2 (+5), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9)

Advantages: Improved Initiative

Powers: Kinder von Krampus Physiology:
Immunity 18 [Acid Damage, Aging, Cold Damage, Disease, Fire Damage, Poison]
Leaping 2
Movement 2 [Wall-Crawling 2]
Senses 2 [Darkvision]
Shrinking 4 (Feat: Innate); (Flaw: Permanent)
Claws: Strength-Based Slashing Damage 4

Offense: Initiative +5
Melee Attack +3 // Claw Attack +5
Ranged Attack +1

Defense: Dodge +6
Parry +6
Toughness +3*/+2 [*Defensive Roll]
Fortitude +4
Will +3


Costs: Abilities 18+ Skills 7+ Advantages 1+ Powers 37+ Defenses 12= 75 pts.
Last edited by Tattooedman on Mon Dec 25, 2017 6:32 pm, edited 3 times in total.

Gorakar
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Re: Krampus

Post by Gorakar » Sun Dec 24, 2017 11:23 pm

Very nice build and story.
One thing though: "Gründe für Krampus" would be "Reasons for Krampus" in English. I think you used the Google Translator who used the "Reason" synonym of "Grounds" as its basis of translation. As you most likely want the equivalent of "Land" for that Translation, "Der Grund von Krampus" would be a close fit ;)
(other fittings Translations for his Grounds would be "Anlage", Gelände" or "Park". But i think "Grund" (as in "Grund und Boden") is the closest to the feeling you wish to convey.)

Happy Holiday greetings to you from Germany (i live near Cologne),
Gorakar

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Tattooedman
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Re: The T-Verse (Earth 75): Happy Holidays!

Post by Tattooedman » Sun Dec 24, 2017 11:59 pm

Thanks for the translation help, since you are correct in what i used (apparently I should use something different :oops: ).

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Masquerade

Post by Tattooedman » Thu Dec 28, 2017 6:07 pm

Image
Masquerade:
PL:
11
Strength 2
Stamina 5
Agility 2
Dexterity 2
Fighting 6
Intellect 3
Awareness 4
Presence 4

Skills: Deception 9 (+13), Expertise [Acting] 12 (+16), Expertise [Current Events] 9 (+12), Expertise [Pop Culture] 6 (+9), Insight 9 (+13), Investigation 6 (+9), Perception 9 (+13), Persuasion 9 (+13), Stealth 9 (+11), Vehicles [Air] 3 (+5), Vehicles [Land] 3 (+5), Vehicles [Sea] 3 (+5)

Advantages: Eidetic Memory, Improved Initiative, Power Attack

Powers: Pliable Mind: Enhanced Will 6 (Flaw: Limited [Only vs Mental Effects])

Self Sufficient: Immunity 6 [Disease, Poison, Sleep, Starvation, Suffocation]

Shapeshifter: Shapeshift 12 [60 pt pool]

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

Defense: Dodge +10
Parry +10
Toughness +5
Fortitude +8
Will +14*/+8 [*Pliable Mind]


Costs: Abilities 56+ Skills 29+ Advantages 3+ Powers 95+ Defenses 19= 202 pts.


Real Name: Unknown
Height: Unknown
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
Cipher: Virtually nothing is known about Masquerade, aside from his working name. This is something that CASTLE and other law enforcement agencies would love to change and Masquerade is constantly fighting against.

Motivation ~Greed It seems that Masquerade is willing to take on virtually any job for the right price.


Background: His origins and true gender unknown, the person who would become known as Masquerade was found abandoned by an old woman, who took the child to raise as her own. Two things quickly became apparent about the child; “his” ability to alter his shape, and his utter amoral nature. After his "mother" past away, Masquerade went into business for himself, becoming a criminal for hire, working mostly as a thief but willing to do other jobs if the money was right, as well as impersonating people and wrecking their lives for kicks while robbing them.

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Incinerator

Post by Tattooedman » Thu Dec 28, 2017 6:09 pm

Image
Incinerator:
PL:
13
Strength 2
Stamina 2
Agility 4
Dexterity 4
Fighting 4
Intellect 1
Awareness 1
Presence 0

Skills: Deception 10 (+10), Expertise [Life Sciences] 9 (+10), Expertise [Streetwise] 4 (+5), Insight 9 (+10), Intimidation 12 (+12), Perception 9 (+10), Ranged Combat [Fire Blast] 9 (+13)

Advantages: All-Out Attack, Close Attack 6, Improved Initiative, Power Attack, Startle

Powers: Fire Aura: Damage 4 (Extras: Penetrating 12, Reaction)
Fire Blast: Ranged Fire Damage 13 (Extras: Penetrating); (Feat: Improved Critical 2)
-Fire Burst: Fire Damage 13 (Extras: Area [Burst] 2)
-Fire Steam: Fire Damage 13 (Extras: Area [Line] 2)
-Fire Wave: Fire Damage 13 (Extras: Area [Cone] 2)
-Fire Aura Boost: Fire Damage 9 (Extra: Reaction)
-Melt: Ranged Weaken Toughness 13 (Extra: Affects Objects)

Back From The Grave:
Enhanced Advantage [Fearless]
Immortality 2
Immunity 10 [Interaction Effects] (Flaw: Limited [Half Effective])
Immunity 10 [Life Support]
Protection 11

Creature Of Fire: Immunity 10 [Fire/Heat Effects])

Offense: Initiative +8
Melee Attack +10
Ranged Attack +4 // Fire Blast Attack +13

Defense: Dodge +13
Parry +11
Toughness +13
Fortitude +12
Will +12


Costs: Abilities 36+ Skills 22+ Advantages 10+ Powers 80+ Defense 37= 185 pts.


Real Name: Mitchel Cassidy
Height: 6’
Weight: 100 lbs
Hair: None
Eye Color: None


Complications:
Enemy: Due to his past experiences with the Brimstone House, the Incinerator will attack their members should he run across them.

Obsession ~Burn The World: Incinerator loves using his powers to start fires.

Prejudice ~Obvious Transhuman: The Incinerator is a walking, talking, burning skeleton that manipulates fire.


Background: Mitchel Cassidy was a sociopath who had all the makings of a serial killer but not the desire...not until a terrible car accident awoke his pyrokinetic abilities, and the Incinerator was first unleashed upon the world. He blazed a trail of fiery destruction and died years later when he faced off against members of the Alliance.

Sadly however, that was not the end of the Incinerator; several years later members of the Brimstone House performed a ritual that made his remains rise up from his unmarked grave to serve their needs. A task he did for a few years until his mind somehow managed to fight off the mental enchantments that made him a slave to the cabal of mages, and he returned to his efforts to turn everyone and everything in the world into nothing more than ash in the wind.
Last edited by Tattooedman on Mon May 28, 2018 12:19 am, edited 1 time in total.

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Tattooedman
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Bonfire

Post by Tattooedman » Thu Dec 28, 2017 6:16 pm

Image
Bonfire:
PL:
10
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 6 (+8), Athletics 4 (+5), Deception 8 (+10), Expertise [Behavioral Science] 6 (+8), Insight 6 (+), Investigation 3 (+5), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat [Fire Generation Array] 6 (+8)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Power Attack, Precise Attack [ranged; cover]

Powers: Fire Field: Protection 8 (Extras: Impervious 10, Sustained)
Fire Proof: Immunity 10 [Fire Effects]
Rocket Flight: Flight 5 (Feat: Move-By Action)

Fire Generation Array:
Fire Blast: Ranged Fire Damage 12 (Extra: Penetrating)
-Fiery Cloud: Ranged Fire Damage 12 (Extra: Area [Cloud])
-Fire Control: Move Object 12 (Extra: Perception); (Flaw: Limited [Fire only])
-Immolate: Ranged Fire Damage 9 (Extras: Increased Duration[Concentration], Perception)
-Melt: Ranged Weaken Toughness 12 (Extra: Affects Objects Only)
-Suffocation: Ranged Affliction 9 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Progressive)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Fire Generation Array +8

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Fire Field (Impervious)]
Fortitude +8
Will +9


Costs: Abilities 34+ Skills 18+ Advantages 8+ Powers 80+ Defenses 26= 166 pts.


Real Name: Margret "Maggie" O'Rourke
Height: 5'5"
Weight: 127 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Is Maggie Home?: Sometimes Maggie's original personality manages to gain control, however she will have trouble adjusting to the fact that she is missing large portions of time and will be horrified by what her other personality has done.

Of Two Minds: Bonfire has been diagnosed with spilt personality disorder, with her other personality being a kind, caring young woman without any powers. Sometimes this other personality can be brought out to take control.

Temper: Bonfire has a very short fuse to an explosive well of anger.


Background: Maggie O'Rourke never wanted much in life, simply to be happy with her life. Unfortunately she could never just seem to find that happiness no matter what she did: she’d earned a degree as a children's councilor and found work in a practice that allowed her to work with children from hard-luck homes, which she found highly fulfilling. Maggie's boss however thought that she was too trusting of the street kids she took on as they were references from the police and social services and that they were taking advantage of her. He thought that she needed to learn that not all of these children were lost souls in need of help and to that end he set Maggie up with a teen that would finally prove that point to her.

Those sessions were harsh as the teen, Jose Jackson didn't regret any of the things he done on the streets and Jose would simply cuss Maggie out when she tried to talk to him about his situation and things he could have done differently. Finally Jose had decided that Maggie needed to be taught a lesson and told her that he wanted to show her where he currently lived so that she could better understand his way of life. Thinking that she was starting to make a huge break-through, Maggie agreed. However, when Maggie arrived she found the members of Jose's crew waiting for her at the old chemical plant and they were able to catch her despite her attempts to escape. The teens then proceeded to beat her savagely and once they’d finished with her the group dumped her body into an old chemical container they’d found on the site that still had some kind of liquid in it. While trapped in the container Maggie ended up ingesting a large amount of the liquid which caused her to pass out.

What ended up happening was something that hasn't been fully figured out: either the trauma of the attack acted as a trigger for her latent powers or it was the ingestion of the industrial chemical that triggered her powers. Maggie didn't care which was responsible, all she knew was that she needed to use those powers to take her revenge on the world for how it had treated her so unfairly, and that very night she started with Jose and his crew. After that, Maggie went home and right to bed without losing a bit of sleep. The following morning Maggie called into work and took the next week off work to finish healing from the attack the night before and then went on about her life, or so she tried. Apparently something else had changed in Maggie; she no longer cared about other people the way she used to and after weeks time of this more self serving personality her boss called her in for a meeting in which he told her that she needed to take a vacation and fix whatever problems she was experiencing because it was starting to affect her work.

Maggie’s reply to the man was in the style of her former patient Jose and then she walked out of the practice. The next day she was in homemade costume, calling herself Bonfire, attempting to rob an armored car until Makeshift showed up on the scene and was able to defeat her by transforming her Tech Pack into an advanced fire fighting system that extinguished Maggie’s flames, allowing her to be capture and left for the police.

Since then Maggie has been examined by doctors and it has been determined that she suffers from a split personality, her original is the Maggie of old while the other personality calls itself Bonfire and is a hyper aggressive, self-centered type that enjoys causing fear and has no problems using her powers for killing. Bonfire has broken out of prison a couple of times and went on new rampages, which has resulted in her either killing or severely injuring hundreds of people. She has fought several members of the Alliance since gaining her powers, as she doesn't really care to chase after anyone member and is happy to fight with whoever shows up to try and stop her.

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Tattooedman
Posts: 908
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Atlas

Post by Tattooedman » Thu Dec 28, 2017 6:40 pm

Image
Atlas:
PL:
14
Strength 14
Stamina 12
Agility 2
Dexterity 2
Fighting 6
Intellect 0
Awareness 2
Presence 1

Skills: Close Combat [Unarmed] 8 (+14), Insight 6 (+8), Intimidation 9 (+10), Perception 6 (+8), Ranged Combat [Thrown] 10 (+14)

Advantages: Improved Critical 2 [Unarmed], Improved Initiative 2, Power Attack, Ranged Attack 2

Powers: Cosmically Charged Physiology:
Immunity 15 [Life Support, Transformative Effects]
Protection 2 (Extra: Impervious 12)
Regeneration 2 [1/5 rounds] (Extra: Persistent)

Cosmic Beam: Ranged Cosmic Damage 14 (Feats: Accurate 5, Improved Critical 2, Precise)

Cosmic Propulsion: Flight 12 (Feats: Move-By Action, Subtle)

Offense: Initiative +10
Melee Attack +6 // Unarmed Attacks +14
Ranged Attack +4 // Cosmic Beam/Thrown Attacks +14

Defense: Dodge +14
Parry +14
Toughness +14* [*Impervious 12]
Fortitude +14
Will +11


Costs: Abilities 78+ Skills 21+ Advantages 7+ Powers 95+ Defenses 29= 230 pts.


Real Name: Byron Chambers
Height: 6'2"
Weight: 197 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Proving Himself: Atlas seeks to prove that he is "better" than any hero that challenges him....

Motivation ~Greed: ....but he also wants as much money as he can get.

Power Loss: If Atlas' powers are nullified his Attributes change as follows; Strength 2, Stamina 2.


Background: Byron Chambers was out camping while on vacation when a meteor crashed near him during the night. The radiation given off by the fallen meteor altered his DNA, granting him incredible strength, resistance to injury, a healing factor, the ability to fly as well as optical energy blasts. It seems that the radiation also altered Byron's personality as well as he decided to use his powers for his own personal gain. Calling himself Atlas, he went on a crime spree taking whatever caught his fancy, not worried about the collateral damage he caused along the way. This is what brought him into conflict with members of the Vanguard as well as the Alliance, confrontations that tend to cause large amounts of property damage and add to Atlas’ reputation as one of the more destructive Transhuman criminals of the time.

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