The T-Verse (Earth 75): Black Sun (Done!), Abra Cadaver

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Tattooedman
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Thermite

Post by Tattooedman » Thu Dec 28, 2017 7:10 pm

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Thermite:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 2
Presence 0

Skills: Athletics 4 (+6), Close Combat [Fire Fist/Ice Weapon] 6 (+10), Expertise [Criminal] 6 (+6), Expertise [Pop Culture] 4 (+4), Insight 6 (+8), Perception 6 (+8), Ranged Combat [Thermal Control Array] 8 (+10), Stealth 7 (+9)

Advantages: All-Out Attack, Defensive Roll 4, Equipment, Improved Initiative, Power Attack, Teamwork

Powers: Thermal Immunity: Immunity 12 [Environmental Cold, Environmental Heat, Fire/Heat Damage, Ice/Cold Damage]

Thermal Control Array:
Ice Binding: Ranged Affliction 10 [Hindered & Vulnerable, Immobile & Defenseless, Paralyzed; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition)
-Cold Blast: Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Fire/Ice Blast: Ranged Fire/Heat Damage 10 (Feat: Variable Descriptor [Ice/Cold])
-Fire Fist/Ice Weapon: Fire/Heat Damage 10 (Feat: Variable Descriptor [Ice/Cold])
-Fire Flash: Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Area [Burst], Cumulative); (Flaw: Limited [1 sense only (vision)])
-Flash Freeze: Ranged Weaken Toughness 10 (Flaw: Affects Objects only)
-Heat/Cold Projection: Environment 10 [extreme heat, extreme cold, impede movement] (Extra: Selective)
-Ice Slick: Ranged Affliction 10 [Hindered & Vulnerable, Prone & Defenseless; resisted by Dodge] (Extra: Area [Burst], Extra Condition); (Flaw: Limited Degree)
-Make Ice: Create 10 (Extra: Increased Duration [Continuous])
-Suffocation: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extras: Progressive)

Offense: Initiative +6
Melee Attack +4 // Fire Fist/Ice Weapon Attacks +10
Ranged Attack +2 // Thermal Control Array Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+6**/+2 [*Regulator Armor * Defensive Roll/**Regulator Armor]
Fortitude +8
Will +8


Equipment: Regulator Suit: Protection 4 (Feat: Feature 1 [Power Regulation {see Complications below}])


Costs: Abilities 30+ Skills 18+ Advantages 9+ Powers 61+ Defenses 26= 144 pts.


Real Name: Jonathan Robert “J.R.” Marks
Height: 6'
Weight: 178 lbs
Hair: Red
Eye Color: Green


Complications:
High Maintenance: Thermite periodically needs to have his Regulator Suit checked on to keep it in working order, however such work is not cheap.

Motivation ~Greed: Thermite turned to crime as a way to support himself, and thus will seeks to make as much money as he can.

Weakness: Thermite has to wear a Power Regulator Suit at all times to help him to handle the excessive temperature variances generated by his own body. If it were to be damaged Thermite would be subjected to those variances (which bypass his Immunity).


Background: J.R. Marks had always been the class clown; possessing a sharp wit and high enough intellect to devise creative ways to prank people he was well liked by all his classmates and had several friends. Unfortunately, when his ice-based metahumans powers manifested during his Freshman year of high school J.R. soon found that none of them were the kinds of friends to stand by him during that personal crisis.

Now the pariah of not only the school but his community as well and it didn’t take long for members of the P.U.R.G.E. to learn about J.R. and target both him and his family. Luckily for the teen, the staff of the Vanguard Academy had heard about him as well and sent representatives to recruit him into the school.

During J.R.’s junior year his powers underwent a major change due to an injury he suffered during a training session and he began manifesting fire-based abilities in sharp contrast to his original cold-based powers. The resulting conflict of extreme temperatures within his body were so painful that J.R. spent several weeks in the infirmary afterwards in a medically induced coma until a solution could be worked out. Eventually a “regulator suit” was developed for J.R. to wear to help his body deal with the temperature extremes he was now generating in the idea that it would jump start the supposed “self-immunity” many Transhumans that have such powers normally possess but over the following year J.R. never developed his.

After graduation J.R. found himself with few options as he had to move out of the school with no way to support himself due to his powers, unfortunately, it didn't take J.R. to hit a personal rock bottom and he turned to super villainy to earn a living. Now known as a cautionary tale within the halls of the Vanguard Academy, J.R. simply continues trying to live his life as best he can.

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Tattooedman
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Vulcan

Post by Tattooedman » Thu Dec 28, 2017 7:30 pm

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Vulcan:
PL:
10
Strength 2
Stamina 2
Agility 1
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 1

Skills: Expertise [Art] 6 (+7), Deception 5 (+6), Expertise [Criminal] 5 (+6), Insight 6 (+8), Perception 6 (+8), Persuasion 3 (+4), Ranged Combat [Solid Energy Configurations Array] 8 (+10), Stealth 8 (+10)

Advantages: Close Attack 4, Defensive Roll 3, Hide In Plain Sight, Improved Initiative, Power Attack, Second Chance [Stealth Checks]

Powers: Solid Energy Configurations Array:
Energy Wings: Flight 5 (Flaw: Winged)
Energy Shapes: Create 10 (Extras: Moveable, Stationary); (Feat: Precise) [Dynamic]
-Gatling Gun: Ranged Energy Damage 10 (Extra: Multiattack) [Dynamic]
-Giant Shell: Growth 8 [Strength +8, Toughness +8, Intimidation +4, Mass +8; Dodge/Parry -4, Stealth -4] (Extra: Continuous) [Dynamic]
-Energy Guns: Ranged Energy Damage 10 (Extra: Penetrating)
-Energy Sword: Strength-Based Slashing Damage 8 (Feat: Improved Critical 4) [Dynamic]

Costume: (Removable –2 pts) [8 pp]
Pressurized: Immunity 4 [Environmental Cold, Pressure, Suffocation (Limited [20 minute limit])]
Flex-Mesh Weave: Protection 5 (Feats: Feature [Hidden Pockets], Subtle)

Offense: Initiative +6
Melee Attack +10
Ranged Attack +2 // Solid Energy Configurations Array Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+7**/+2 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +8


Costs: Abilities 34+ Skills 17+ Advantages 11+ Powers 49+ Defenses 25= 136 pts.


Real Name: Jeremy Alston
Height: 6'
Weight: 174 lbs
Hair: Black
Eye Color: Brown


Complications:
Kind Hearted Crook: While Vulcan is a super crook, he does secretly donate much of his ill-gotten gains to those less fortunate than himself.

Motivation ~Thrills: Vulcan enjoys using his powers to commit crimes, it adds an excitement he's found his life was missing.


Background: Unlike so many others empowered by the Silver Storm, Jeremy Alston didn't go a rampage from being empowered. What he did do was go straight home and try and figure out what had happened to him: he'd seen others hit by the blue-white energy and immediately begin undergoing a physical transformation and he knew he'd been hit by it too, but why he had not mutated was something he couldn't understand. Still when his power to create and control solid energy shapes began to slowly manifest Jeremy wasn't that surprised, and the young struggling artist immediately had several ideas on how to use those powers.

It wasn't very long afterwards that the villain Vulcan made his first appearance in New York City, robbing an armored car in broad daylight. Over the following years he’s built a reputation for being a “Crook with a code” as he doesn’t overly threaten women and children and has even gone as far as to stop what he was doing to protect them from sudden dangers. Still he’s stolen a sizable amount of money over the course of his criminal career, but is known as a professional thief.

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Tattooedman
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Echo

Post by Tattooedman » Thu Dec 28, 2017 8:06 pm

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Echo:
PL:
10
Strength 2
Stamina 2
Agility 0
Dexterity 0
Fighting 4
Intellect 1
Awareness 1
Presence 0

Skills: Athletics 4 (+6), Expertise [Criminal] 6 (+7), Expertise [Music] 3 (+4), Expertise [Perform] 3 (+3), Insight 7 (+8), Perception 7 (+8), Ranged Combat [Sonic Manipulation Array] 6 (+10), Stealth 6 (+6)

Advantages: Close Attack 4, Power Attack, Ranged Attack 4, Teamwork

Powers: Sonic Manipulation Array:
Sonic Mimic: Feature 1 [can perfectly reproduce any sound he has heard]
Sonic Shield: Protection 8 (Extra: Sustained)
Vertigo: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Progressive); (Flaw: Sense Dependent [Hearing])
-Deafening Shriek: Ranged Affliction 10 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [1 sense only (hearing)])
-Shatter: Ranged Weaken Toughness 10 (Flaw: Limited [Affects objects only])
-Silence: Concealment 4 [auditory] (Extras: Area [Burst], Attack)
-Sonic Drilling: Burrowing 10
-Sonic Projection: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will] (Extra: Area [Burst]); (Flaw: Limited [Sense Dependent (hearing)])
-Sonic Scream: Sonic Damage 10 (Extra: Area [Cone])

Offense: Initiative +0
Melee Attack +8
Ranged Attack +4 // Sonic Manipulation Array Attacks +10

Defense: Dodge +10
Parry +10
Toughness +10*/+2 [*Sonic Shield]
Fortitude +8
Will +7


Costs: Abilities 20+ Skills 15+ Advantages 10+ Powers 45+ Defenses 28= 118 pts.


Real Name: Jared Rucker
Height: 5'10"
Weight: 169 lbs
Hair: Blonde
Eye Color: Brown


Complications:
Power Loss: If Echo is unable to open his mouth and yell he loses all his powers.

Prejudice: Criminal Transhuman.


Background: One of the many people to be caught in Black Sun’s Silver Storm, Jared Rucker gained sonic based powers. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven almost out of his mind from the pain of his empowerment and proceeded to go on a rampage until he was stopped by members of the Vanguard.

Unlike some of the Stormers who were able to get away from the scene, Jared was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. Unfortunately, Black Sun raided the facility to free their newly empowered “brethren” to find their destiny in the world; for Jared he felt that he couldn’t return to his old life after what had happened to him so he threw himself wholeheartedly into being a super villain.

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Tattooedman
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Corona

Post by Tattooedman » Thu Dec 28, 2017 8:08 pm

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Corona:
PL:
10
Strength 0
Stamina 1
Agility 0
Dexterity 0
Fighting 2
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 3 (+3), Deception 5 (+7), Expertise [Pop Culture] 4 (+4), Insight 7 (+9), Perception 6 (+8), Persuasion 5 (+7)

Advantages: Close Attack 6, Improved Initiative, Power Attack

Powers: Altered Physiology: Immunity 5 [Environmental Cold, Environmental Heat, Pressure, Suffocation]

Corona Aura:
Flight 5
Fire/Heat Damage 12 (Extras: Penetrating, Reaction [Being Touched])
Protection 11 (Extra: Impervious 12)
Melt: Weaken Toughness 12

Offense: Initiative +4
Melee Attack +8
Ranged Attack +0

Defense: Dodge +8
Parry +8
Toughness +12*/+1 [*Corona Aura]
Fortitude +7
Will +6

Costs: Abilities 14+ Skills 10+ Advantages 8+ Powers 110+ Defenses 24= 166 pts.

Real Name: Kaitlin Aldridge
Height: 5'2"
Weight: 112 lbs
Hair: Dark Red
Eye Color: Brown (yellow when using powers)


Complications:
Mental Issues: Corona has trouble control her temper and her moods often shift quickly and unpredictably.

Prejudice: Criminal Transhuman.


Background: One of the many people to be caught in the Silver Storm, Kaitlin Aldridge became able to surround her body with an aura of extreme heat. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven almost out of her mind from the pain of her empowerment and proceeded to go on a rampage on Yellow Brick Row until she was stopped by members of the Vanguard.

Unlike some of the Stormers who were able to get away from the scene, Lauren was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. Unfortunately, Black Sun raided the facility to free their newly empowered “brethren” to find their destiny in the world; in Kaitlin’s case she has continued to struggle with mental issues that doctors believe are tied to her empowerment by the Silver Storm. As a result, she is slightly unstable and moody, as well as easy to anger, which typically results in her causing a large amount of collateral damage when she commits a crime.

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Tattooedman
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Halo

Post by Tattooedman » Thu Dec 28, 2017 8:39 pm

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Halo:
PL:
10
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 7 (+9), Expertise [Current Events] 4 (+6), Expertise [Pop Culture] 4 (+6), Insight 6 (+8), Perception 6 (+8), Persuasion 7 (+9), Ranged Combat [Energy Halo Array] 4 (+10), Stealth 8 (+10), Vehicles [Land] 4 (+6)

Advantages: Close Attack 4, Improved Aim, Improved Feint, Improved Initiative, Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers: Energy Halos Array:
Encircling Halos:
Enhanced Dodge 4
Enhanced Parry 4
Protection 8
Red Halo: Ranged Heat Damage 10 (Extra: Penetrating)
-Black Halo: Ranged Weaken Toughness 10 (Extra: Affects Objects)
-Blue Halo: Move Object 10 (Feat: Precise)
-Brown Halo: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Will]
-Green Halo: Ranged Affliction 10 [Dazed, Immobilized, Paralyzed; resisted by Will]
-Orange Halo: Ranged Bludgeoning Damage 10
-Yellow Halo: Ranged Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [1 sense only (vision)])
-White Halo: Healing 10 (Feat: Stabilize)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +6 // Energy Halo Array Attacks +10

Defense: Dodge +10*/+6 [*Encircling Halos]
Parry +10*/+6 [*Encircling Halos]
Toughness +10*/+2 [*Encircling Halos]
Fortitude +8
Will +8

Costs: Abilities 34+ Skills 20+ Advantages 14+ Powers 53+ Defenses 18= 139 pts.

Real Name: Lauren Moody
Height: 5'3"
Weight: 119 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Motivation ~Greed: Halo seeks to as much money as she can, and is willing to break the law to do so.

Prejudice: Criminal Transhuman.


Background: One of the many people to be caught in Black Sun’s Silver Storm, Lauren Moody gained a set of unique energy based powers. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, he was driven almost out of her mind from the pain of her empowerment and proceeded to go on a rampage until she was stopped by members of the Vanguard.

Unlike some of the Stormers who were able to get away from the scene, Lauren was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. For Lauren that has meant that she went with Black Sun “liberated” their captured “brothers and sisters” so that they were free to choose their own destinies. Although, after a few weeks she realized that she didn’t care all that much about their personal crusade and left them to pursue her own goals, which were of a more monetary nature.

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Tattooedman
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Mindpyre

Post by Tattooedman » Thu Dec 28, 2017 8:48 pm

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Mindpyre:
PL:
11
Strength 1
Stamina 1
Agility 2
Dexterity 2
Fighting 2
Intellect 0
Awareness 2
Presence 2

Skills: Deception 12 (+14), Expertise [Art] 10 (+10), Insight 9 (+11), Intimidation 12 (+13), Ranged Combat [Psionic Flames] 7 (+11), Perception 9 (+11),

Advantages: All-Out Attack, Close Attack 2, Daze [Intimidation], Improved Initiative 2, Power Attack, Ranged Attack, Startle

Powers: Psionic Flames:
Red Flames: Create 11 (Extras: Movable, Stationary); (Feats: Precise, Tether)
-Blue Flames: Ranged Weaken Toughness 11
-Yellow Flames: Ranged Damage 11 (Extra: Penetrating)
-Green Flames: Healing 11
-Purple Flames: Ranged Affliction 11 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
-Orange Flames: Ranged Damage 11 (Extra: Alternate Resistance [Will])
-Black Flames: Ranged Affliction 11 [Impaired, Immobilized, Paralyzed; resisted by Will]

Psionic Flame Armor:
Immunity 5 [All Environmental Conditions]
Protection 10 (Flaw: Noticeable [color matches Psionic Flames currently in use])

Psionic Levitation: Flight 10

Offense: Initiative +10
Melee Attack +4 // Unarmed Damage +1
Ranged Attack +2 // Psionic Flames Attack +11

Defense: Dodge +11
Parry +11
Toughness +11
Fortitude +9
Will +12


Costs: Abilities 24+ Skills 21+ Advantages 9+ Powers 70+ Defenses 36= 160 pts.


Real Name: Julian Mathers
Height: 6’3”
Weight: 160 lbs
Hair: None
Eye Color: Black


Complications:
Just A Mook: Mindpyre isn't going to take over the world and he knows it. He normally keeps to simply crimes when he's not raging out over some minor offense don against him.

Gonna Show Them!: Normally Mindpyre will target whoever it was that has angered him until they are pleading for mercy. laughing hte whole time about what he's doing to them.

Temper: Mindpyre is known for being a rageohoic.


Background: Julian Mathers was just another struggling artist whose craft didn‘t really give him enough money to support himself fully, he always he ended up doing various odd jobs to make ends meet. It was this that led to him joining the world of superhumans, as Julian would often answer to adds asking for people willing to be paid to take various medicines in the testing phase. Like so many medical trials before Julian didn‘t ask many questions, he found that it was just easier that way and he could focus on getting back to work. So when several of the others taking part in the testing began to have bad reactions to the drugs they‘d been given: hysterical fits, intense hallucinations that made LSD trips sound like a summer vacation, violent outbursts that resulted in serious injuries to the victims of those attacks, Julian panicked along with the others who had yet to fall victim.

When a group of men in uniforms entered the room and began to execute the more dangerous of the study group and rounding up the others showing reactions Julian was one of the few to try and fight back. He was struck in the face with the end of a rifle for his trouble and as Julian felt the blood run from his nose he felt an odd burning sensation all over his body. The next thing Julian realized his body was covered in a flaming aura of purple energy and he was firing off flaming bolt of that energy at the uniformed men, bringing them down. From there Julian managed to escape using with newly gained powers and he tried to return to his life, which while he managed to learn how to keep his powers in check Julian found himself changed from his experience: he was now much more aggressive, more willing to become physical when dealing with people who challenged him. Needless to say it wasn‘t too long until Julian went on a rampage with his powers, lashing out at an showing of his work targeting a critic that he‘d gotten into an argument with about one of his pieces.

Fortunately members of the Vanguard were there for the public event and were able to deal with the chaos Julian caused lashing out with his powers. The heroes were able to withstand his psionic powers and stop him before anyone was seriously injured.

At his trial, Julian was deemed mentally unfit to stand trial but was sent to Blackstone due to his powers where he was given treatment. He‘s not really gotten any better over the years though, Julian is a very angry man now that blames his failures on everyone else. It‘s those people he focuses his anger on as well as his powers, every time he‘s managed to get free from prison Julian lays low for a while until he finally blows his top and goes off on a rampage. As a result now Julian, who uses the name of Mindpyre nowadays, has fought several heroes over the years and is considered to be a serious challenge given his variety of powers and experience.

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Tattooedman
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Living Dead Girl & Gravestone

Post by Tattooedman » Thu Dec 28, 2017 10:08 pm

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Living Dead Girl
PL:
11
Strength 0
Stamina --
Agility 3
Dexterity 3
Fighting 2
Intellect 0
Awareness 1
Presence 4

Skills: Acrobatics 4 (+7), Deception 8 (+12/+14), Expertise [Pop Culture] 8 (+8.), Expertise [Dancing] 8 (+11), Expertise [Magic] 12 (+12), Insight 6 (+7), Intimidation 8 (+12), Perception 7 (+8.), Persuasion 6 (+10/+12), Ranged Combat [Spirit Magic] 6 (+10), Stealth 10 (+13), Vehicles [Land] 4 (+7)

Advantages: Attractive, Equipment 5, Ranged Combat, Sidekick 30 [Tombstone]

Powers: Undead Creature:
Immunity 32 [Critical Hits, Fortitude Effects]
Protection 12
Regeneration 5 (Flaw: Quirk [Needs flesh])

Amulet Of Straker: (Removable –7 pts) [31 pp]
Enhanced Skill 4 [Expertise (Magic) +12]
Enhanced Advantage 1 [Ritualist]
See The Spirits: Senses 5 [Spirit Awareness, Vison Counters Concealment]
Spirit Magic Array:
Spirit Blast: Ranged Damage 12 (Extra: Alternate Resistance [Will])
-Ectoplasm To The Face: Ranged Visual Affliction 11 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [One Sense Only])
-Circling Ghosts: Visual Concealment 4 (Extras: Area, Attack, Selective); (Flaw: Resistible [Will])
-Wrestling Ghosts: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-The Dead Rise: Summon 5 [Zombies (uses prodigyduck’s Plague Zombie build)] (Extra: Horde); (Feat: Multiple Minions 5 [16 total])

Offense: Initiative +3
Melee Attack +2
Ranged Attack +4 // Spirit Magic Attack +10 // Spirit Blast Damage +12

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +8

Equipment: Cell Phone
Dragula: (muscle car) [Strength 6, Speed 6, Defense 8, Toughness 9; Size: Large; Features: Caltrops, Oil Slick, Smoke Screen]

Headquarters: Abandoned Wax Museum [Size: Medium; Toughness: 8] Features: Communications, Computer, Concealed, Garage, Living Space, Power System, Security System 2 [DC 25]


Costs: Abilities 8+ Skills 23+ Advantages 37+ Powers 76+ Defenses 18= 162 pts.


Real Name: Jenny Harken
Height: 5’4”
Weight: 104 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Gotta Have It!: Living Dead Girl steals anything that appeals to her, simply to have what she feels she was denied in her life.

Motivation ~Thrills: Living Dead Girl loves the rush of committing robberies. It’s one of the few things she can still feel in her current condition.


Background: Jenny Harken was practically born to be a statistic: she grew up in a poor family, her father was an alcoholic, and liked to beat his wife and make inappropriate trips into his daughters’ bedrooms late at night. The anti-fairy tale was complete when Jenny’s father killed her mother after an especially long night of drinking. Jenny and her two older sisters were sent off to live in different group homes. Utterly alone Jenny began acting out, embracing every shade of counter culture that she could think of, and by the age of fifteen she was pierced, tattooed, drank, smoked, took drugs, dressed in black leather, and listened to music that made those older than her cringe. She began to attract all sorts of attention from rough customers who liked those kind of things in a girl. Finally getting the attention she desired Jenny dropped out of high school and left the group home.

All this new found attention however proved to be brief, as the type of men that she had attracted lost interest quickly and began giving their attention to other underage girls. Having no marketable skills and no place to live Jenny became desperate; she turned to prostitution, but abandoned it quickly after a bad experience and decided to do the next best thing by becoming an “exotic dancer” lying about her age to secure the position. The job proved to be a perfect fit for Jenny, her unique sense of fashion, her natural good looks, and her tendency to dance to the music of shock-themed artists made her stand out from all the other girls at the club. It earned her praise, money, and what she wanted most, attention. Jenny was thrilled, she began to embrace her vices with wild abandon. She did more drugs, drank more booze, and bedded strange men and women at an almost epic pace. In a short period of time Jenny became infamous within the city’s underbelly as the poster girl for a good time that one would never tell their mother about.

It was that reputation landed her an invitation to a huge party in honor of a local sports superstar, Brad Thomas. Jenny had been called in to show the guest of honor a good time. Odds are that she would have accomplished that goal if she hadn’t sampled some of the drugs that were being served at the party. One of the Thomas’ more jaded buddies decided to get his friend another surprise, and replace his usual drug of choice with a new one called White Noise. The moment Jenny took it she went wild, ripping apart the VIP room with her bare hands and seriously injuring Brad Thomas in the process. When Jenny finally came down Thomas’ entourage pounced on Jenny, severely beating her for hurting their meal ticket. They then took her unconscious body, drove her to the river where they callously dumped her. Had Jenny been taken to a hospital odds are she would have survived the overdose, and even the beating, but without medical attention she died that night, having finally become the statistic she was destined to be.

That was until shortly after her burial.

Jenny awoke in her own coffin and quickly realized where she was, began a frenzied attempt to claw her way free. After what seemed like an eternity Jenny burst out from her own grave, unaware that she hadn’t drawn one breath, or felt the urge to eat once the entire time. When she pulled herself from her grave she saw a tall man wearing a dark coat over a perfectly fitted black suit warming himself by a fire that illuminated the night around him. When he saw her, the man smiled wide and beckoned her to join him by the fire.

“I was wondering when you’d wake up.” He chuckled softly as he warmed his hands by the fire.

Jenny, still dazed followed his example but after a few moments she realized that she was feeling cold. She blinked in surprise and looked to the man.

“Hey Mister, who are you?”

He grinned at her from across the fire. “My dear, you need not worry about what my name is. Just know that I gave you what you wanted so very badly. There will be a point in the future when I will require a favor from you in return.”

With that the man stood up and walked away from the fire and Jenny hasn‘t seen nor heard from the man since. Jenny stumbled back to her apartment only to find her possessions all tossed out onto a curb. She scrounged through the mess and was only able to salvage some of her old dancing clothes. During that furious attempt to dress herself she caught sight of herself in a nearby window; her skin was extremely pale, and she could feel just how cold her body really was now. It was then that Jenny realized what had happened… she had died… and she wasn’t quite alive anymore. The course of events caused her remaining sanity to fracture.

When Jenny emerged from the haze of her own breakdown she was no longer the same person. She began calling herself Living Dead Girl (after a favorite song of hers that she often danced to when she was alive), and began to take whatever she wanted. She had been a victim her entire life, and she wasn’t going to be that way in death. During one of her first crimes, robbing an antique shop, she came across an amulet that seemed to be glowing. When she touched the amulet, she could then see the spirit world, seeing the flow of dead souls around her. She immediately knew what she wanted to do with this new-found trinket; she’d get revenge on those that had killed her.

Over the course of several weeks Living Dead Girl tracked down and murdered each member of Brad Thomas’ entourage, finally killing the man himself ten minutes before game time, and leaving his skinned corpse where his teammates could find it. With her revenge satisfied she set about stealing as much as she possibly could, in hopes of getting the comfort she never had in life. This brought all sorts of attention to her and Living Dead Girl soon found herself tangling with super heroes. She was able to hold her own, but having no experience fighting she was often pressed to win and she mostly managed to make her escape due to her opponents underestimating the amount of power she possessed. Living Dead Girl began to look into find herself some muscle but no living person seemed willing to work with the mentally unstable over-sexed zombie, so she hit upon the idea of using her power over spirits to raise one for herself. After several months of research she learned of the Crane, a deceased martial artist that seemed like the perfect candidate for her needs. Living Dead Girl preformed a ritual that drew his skeleton from the ground and she filled it in with soil and stone forcing it to mimic a human frame. Living Dead Girl fixed a mask on her creation and christened her servant Gravestone.

Since that day Living Dead Girl and Gravestone have been the villainous duo to beat all over the eastern seaboard. They’ve robbed entire cities blind, while Gravestone viciously beats down the foes that can actually slow Living Dead Girl down. She’s established a hideout of sorts in an abandoned wax museum. There Living Dead Girl has turned the museum into an homage to B horror films. She’s also grown unnaturally close to her protector Gravestone, relating to the mute animated corpse like a long-term boyfriend. It’s disturbing to watch, but to Living Dead Girl it’s the perfect relationship, she’s finally found a man that won’t use her, he can’t, he exists to be used by her instead.

>>>
Image
Gravestone:
PL:
10
Strength 12
Stamina --
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 0
Presence 0

Skills: Athletics 3 (+15), Insight 6 (+6), Intimidation 12 (+12), Perception 6 (+6), Ranged Combat [Thrown Objects] 4 (+8.)

Advantages: All-Out Attack, Chokehold, Fearless, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Interpose, Power Attack, Ranged Attack 4, Startle

Powers: Dirt & Stone Body:
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Immunity 30 [Fortitude Effects]
Protection 12
Regeneration 5 (Flaw: Quirk [Needs soil/dirt])

Frightful Presence: Affliction 10 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaw: Quirk [Can only make people run away])

Super-Strong Fighting Style:
Forceful Fist: Move Object 10 (Flaws: Close Range, Limited [Can only send things away])
-Stunning Fist: Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]

Offense: Initiative +4
Melee Attack +8 // Unarmed Damage +12
Ranged Attack +4 // Thrown Objects Attack +8

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +6


Costs: Abilities 30+ Skills 11+ Advantages 13+ Powers 82+ Defenses 14= 150 pts.


Real Name: Sato Tomita
Height: 5’8”
Weight: 300 lbs
Hair: Unknown
Eye Color: Brown


Complications:
Disability: Gravestone is mute.

Weakness: Gravestone needs to be in contact with the ground (if he is off the ground for three rounds then Gravestone will take -1 to all of his ability scores per round until he either returns to the ground or has zeroes in his ability scores).


Background: Living Dead Girl’s silent servant is known as Gravestone. Those who fight him quickly realize that underneath his clothing and his seemingly normal skin and body is made of densely packed grave soil and stones. He’s gained a reputation for being nearly indestructible, as gravel, soil, and dirt tends to slip inside his clothing and replace as chunks of his earthen body knocked out of place.

Nobody knows that Gravestone is really the former hero Celestial Crane. He was active in the late 1970s and early 1980s. He was known primarily for his excellent physical condition and his use of martial arts in fighting crime with ruthless efficiency. Unfortunately he met his end in 1985 when he joined forces with Thomas Rhymer in defeating a creature who may or may not have been the vampire lord Dracula. After Celestial Crane managed to strike an especially brutal blow the vampire ripped out the martial artist’s heart. Celestial Crane was revealed to be Sato Tomita, an immigrant who used his martial skills to fight threats against innocent lives. He was laid to rest as a hero and those whose lives he touched celebrated his life and commitment.

That would have been the end of the story if Living Dead Girl hadn’t learned about him following her transformation. She quickly realized that despite her newfound power she was vulnerable against certain kinds of foes and needing protection she researched the deaths of heroes and discovered where Sato Tomita was buried. Using her new powers over the death she raised his skeleton from the grave and packed it with the dense soil and stone from his grave until her protector’s body was harder than concrete. Since then Sato Tomita has served as Living Dead Girl’s protector, using his martial arts skill and prodigious strength to crush any enemy that rears its head.

Gravestone possesses only a fraction of the agility of his former self and his dim memories forming the basis for what few skills he has left. He appears to retain his martial skills, remembering his skills almost reflexively more than anything else. What few know is that he retains his strength only through keeping contact with the ground, if he’s kept in the air for a long enough period of time the soil surrounding his skeleton will fall away and he is unable to fight back until someone can repack grave dirt into his body.

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Tattooedman
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Sidestep

Post by Tattooedman » Fri Dec 29, 2017 11:01 pm

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

Skills: Deception 9 (+11), Expertise [Pop Culture] 6 (+9), Insight 6 (+9), Perception 6 (+9), Persuasion 9 (+11), Stealth 5 (+6), Technology 4 (+7)

Advantages: Beginner’s Luck, Daze [Deception], Fascinate [Persuasion], Eidetic Memory, Jack of all Trades, Languages 2 [Base: English; Elven (fictional), Klingon (fictional)], Luck 2, Seize Initiative

Powers: Portal Array:
Can't Hit Me With Portals In The Way:
Enhanced Advantages 6 [Defensive Roll 4, Evasion 2]
Enhanced Dodge 8
Enhanced Parry 8
I'm A Teleporter!: Teleport 12 (Extras: Extended, Portal); (Feats: Change Direction, Increased Mass 6 [3,200 lbs], Move-By Action)
-Enjoy Your Trip: Teleport 10 (Extras: Area [Shapeable], Attack [resisted by Dodge], Ranged); (Feats: Accurate 4, Increased Mass 6 [3,200 lbs], Precise)
-I Teleported This Into Your Face: Ranged Damage 10 (Feats: Accurate 4, Variable Descriptor 2 [any])
-I See All, Hear All, Smell All (ewwww!) Through My Portal: Remote Sensing 11 [all senses] (Extra: Simultaneous); (Flaw: Noticeable)
-My Portal Caught That: Deflect 12 (Extras: Redirect, Reflect); (Feat: Accurate 4)
 
Offense: Initiative +1
Melee Attack +4
Ranged Attack +2 // Portal Array Attacks +10

Defense: Dodge +12*/+4 [*Can't Hit Me With Portals In The Way]
Parry +12*/+4 [*Can't Hit Me With Portals In The Way]
Toughness +8*/+4 [*Can't Hit Me With Portals In The Way]
Fortitude +9
Will +9


Costs: Abilities 40+ Skills 15+ Advantages 10+ Powers 94+ Defenses 14= 172 pts.


Real Name: Unknown
Height: 5'1"
Weight: Unknown
Hair: Black
Eye Color: Brown
 

Complications:
Motivation ~Thrill Seeker: Sidestep seems to enjoy the action she finds in the world of superhumans, be it acting in a heroic manner or in a more larcenous way.


Background: A newer player in the world of Transhumans, the woman CASTLE has named Sidestep seems to be playing both sides - sometimes she's stopping would-be criminals while other times she's the one committing the robbery. This whimsical approach has law enforcement confused to say the least, but so far Sidestep hasn't really hurt anyone (though the crooks she teleported up into the air who came crashing down say otherwise, though in her defense they were threatening to hurt bystanders). Sidestep has revealed very little about herself so far, but the current theory is that she is a Stormer given her apparent age and appearance following that event.
Last edited by Tattooedman on Fri Dec 29, 2017 11:16 pm, edited 1 time in total.

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Tattooedman
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Recluse

Post by Tattooedman » Fri Dec 29, 2017 11:12 pm

Image
Recluse:
PL:
10
Strength 7
Stamina 7
Agility 7
Dexterity 2
Fighting 6
Intellect 1
Awareness 2
Presence 1

Skills: Acrobatics 0 (+13), Athletics 1 (+8), Close Combat [Unarmed] 6 (+13), Deception 6 (+7), Expertise [Criminal] 8 (+9), Expertise [Pop Culture] 3 (+4), Insight 7 (+9), Perception 7 (+9), Ranged Combat [Bio-Energy Array] 8 (+10), Ranged Combat [Organic Webbing Array] 10 (+12), Stealth 7 (+14)

Advantages: Close Attack, Fascinate [Deception], Hide In Plain Sight, Instant Up, Power Attack, Redirect, Takedown 2

Powers: Spider-Like Physiology:
Enhanced Skill 2 [Acrobatics +6]
Enhanced Advantages 7 [Agile Feint, Benefit (Ambidexterity), Benefit (Up The Walls [use Acrobatics instead of Athletics for Climb Checks]), Evasion 2, Great Endurance, Improved Initiative]
Immunity 3 [Disease, Environmental Radiation, Poison]
Leaping 3
Movement 2 [Wall-Crawling 2]

Bio-Energy Array:
Venom Blast I: Ranged Electrical Damage 10
-Venom Blast II: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude]

Organic Webbing Array:
Webbing: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Flaw: Limited Degree)
-Web Slinging: Movement 1 [Swinging] & Speed 2
-Web Spray: Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Area [Cone], Extra Condition); (Flaw: Limited Degree)

Offense: Initiative +11
Melee Attack +5 // Unarmed Attacks +13
Ranged Attack +2 // Bio-Energy Array Attacks +10 // Organic Webbing Array Attacks +12

Defense: Dodge +13
Parry +13
Toughness +7
Fortitude +8
Will +8


Costs: Abilities 66+ Skills 25+ Advantages 8+ Powers 57+ Defenses 20= 178 pts.


Real Name: Sidney Joyner
Height: 5'8"
Weight: 130 lbs
Hair: Light Brown
Eye Color: Blue


Complications:
Power Loss: If Recluse’s power are somehow nullified then her Attributes change as follows; Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Dodge 0, & Parry 0.

Prejudice: Criminal Transhuman.


Background: One of the many people to be caught in Black Sun’s Silver Storm, Sidney Joyner's body took on aspects of a spider's physiology as well as an increase in her bio-electrical output that she can discharge through her hands that affects a person's nervous system. As with most of the other Stormers, as those empowered by the Silver Storm are being called now, she was driven almost out of his mind from the pain of her empowerment and proceeded to go on a rampage until she was stopped by members of the Vanguard

Like several of the Stormers who were captured that day, Sidney was turned over to CASTLE in order to understand how the Silver Storm empowered so many people in such drastic and different ways. However Black Sun quickly liberated their “genetic brothers and sisters” so that they could choose their own destinies, and like so many of her fellow Stormers, Sidney became a super villain who was more interested in taking whatever she wanted, when she wanted.

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Tattooedman
Posts: 789
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Location: Ohio

Barrage

Post by Tattooedman » Fri Dec 29, 2017 11:40 pm

Image
Barrage:
PL:
11
Strength 5 (2)
Stamina 8 (2)
Agility 6 (2)
Dexterity 6 (2)
Fighting 6
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 3 (+9), Athletics 3 (+8.), Deception 10 (+10), Expertise [Soldier] 9 (+9), Insight 10 (+12), Intimidation 12 (+12), Perception 10 (+12), Stealth 6 (+12), Vehicles [Air] 3 (+9), Vehicles [Land] 3 (+9)

Advantages: Close Attack 2, Cunning Fighter, Daze [Intimidation], Follow-Up Strike, Improved Aim, Improved Feint, Improved Initiative, Luck [Determination], Power Attack, Ranged Attack 4, Startle

Powers: Nanobiotic Symbiote:
Physical Enhancements:
Enhanced Strength 3
Enhanced Strength 3 (Flaw: Limited [Lifting Only])
Enhanced Stamina 6
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 5 [Close Attack 3, Evasion, Ranged Attack]
Enhanced Dodge 5
Enhanced Parry 5
Immunity 7 [Disease, Environmental Cold, Environmental Heat, Pressure, Starvation & Thirst, Suffocation]
Leaping 4
Movement 2 [Wall-Crawling 2]
Protection 3 (Extra: Impervious 11)
Senses 2 [Darkvision]
Gun Arm I: Ranged Damage 11 (Extra: Penetrating)
-Gun Arm II: Ranged Damage 11 (Extra: Multiattack)
-Nano-Claws: Strength-Based Damage 6 (Extra: Penetrating 11); (Feats: Improved Critical 3, Improved Sunder)

Offense: Initiative +10
Melee Attack +11
Ranged Attack +11

Defense: Dodge +11
Parry +11
Toughness +11* [*Impervious]
Fortitude +11
Will +9


Costs: Abilities 32+ Skills 23+ Advantages 15+ Powers 118+ Defenses 10= 198 pts.


Real Name: Paul Gentry
Height: 5' 10
Weight: 171 lbs
Hair: Black
Eye Color: Green


Complications:
Honor: Barrage will do his best to complete his contract to the best of his ability and will not give up any information on his employers for any reason.

Hunted: Barrage is wanted by the U.S. military for his 'theft' of the nanobiotic symbiote.

Weakness: Because of the Nanobiotic Symbiote, Barrage is more vulnerable to magnetic based attacks.


Background: Paul Gentry was a member of the Marine Corps that was brought into a special project where scientists were attempting to build better soldiers, this time using custom made colonies of nano machines that would be injected into the various subject's bloodstreams. Of the five subjects only Paul was able to survive the process, the shock of having such a large amount of foreign objects (even though they were microscopic in size there were thousands of them total) and once his body had adjusted to the nano machines presence he soon displayed abilities the scientists hadn't been expecting.

It seemed that the tiny machines had performed well beyond their original programming and were able to cover Paul's body in a metallic-like substance that increased his physical abilities as well as protected him from all but the most explosive ordinances the military could use in combat. Over a six-month period of time Paul was trained in how to use his new-found abilities in most lethal ways possible but he soon began to question his reason for following the orders of those he knew were not his physical equals and couldn't do half of what he could now. It didn't take too long for this line of thought to begin to show in Paul's actions and soon he was swearing at the testers and starting to act out physically against those trying to test and train his abilities. As his superiors debated how to handle his growing insubordination, Paul focused on how to get free and he was the one to come up with a solution the quickest. Choosing one of the times he was taken out into the field for more training Paul attacked the scientists and soldiers who’d accompanied him and killed most of them, leaving the rest seriously injured while he took off their vehicle.

Two weeks later the super criminal Barrage made his debut and he’s been active ever since. The military is still looking to get him back under their control, but so far haven’t had any luck in locating Barrage when he’s not in the middle of a crime, which causes them to believe that he’s using some kind of criminal network to help stay hidden. The good news to them is that Paul loves using his powers in such a destructive manner that he always pops back up somewhere to cause some mayhem. Though the few times that troops have been deployed they’ve been beaten by Barrage after some serious exchange of heavy fire. At this point the higher-ups are considering letting CASTLE step in; it’s not that they don’t have a couple other special agents who should be able to deal with Barrage but they want to keep those agents out of the public eye and working on the missions they were made to handle, not dealing with the rogue element that has gotten lose.

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Arkrite
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Location: Canada

Re: Bonfire

Post by Arkrite » Sat Dec 30, 2017 12:52 am

Tattooedman wrote:
Thu Dec 28, 2017 6:16 pm
Bonfire:
Well, looks like we found a new date for Sean ;~)

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Tattooedman
Posts: 789
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: Bonfire

Post by Tattooedman » Sat Dec 30, 2017 4:05 pm

Arkrite wrote:
Sat Dec 30, 2017 12:52 am
Tattooedman wrote:
Thu Dec 28, 2017 6:16 pm
Bonfire:
Well, looks like we found a new date for Sean ;~)
If he were to ever show up in this setting? Very possible.

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Tattooedman
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Location: Ohio

Blight

Post by Tattooedman » Sat Dec 30, 2017 4:07 pm

Image
Blight:
PL:
12
Strength 2
Stamina 2
Ability 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 5
Presence 3

Skills: Expertise [Magic] 12 (+17), Expertise [Medicine] 9 (+14), Expertise [Theology & Philosophy] 9 (+14), Insight 9 (+14), Intimidation 12 (+15), Perception 9 (+14), Ranged Combat [Bone Staff] 10 (+12), Technology 9 (+14), Treatment 12 (+17)

Advantages: Artificer, Benefit 3 [Wealth (x3)], Close Attack 4, Luck [Determination] 3, Luck [Determined Recovery] 3, Minion 9 [Brass Frog], Ritualist, Speed of Thought, Task Focus 2 [Expertise (Magic): Necromancy (+5)]

Powers: Bone Staff: (Removable -8 pts) [36 pp]
Kill The Will To Live: Weaken Awareness 10 [resisted by Will] (Extras: Area [Burst], Progressive)
-Bone Summoning: Create 12 (Extra: Movable); (Feat: Innate)
-Chill Of Death: Ranged Affliction 12 [Daze, Stunned, Paralyzed; resisted by Will]
-Necromantic Blast: Ranged Magical Death Damage 12 (Extra: Penetrating)
-Skull Strike: Strength-Based Damage 10 (Extra: Penetrating 12)

Necro-Tech Armor: (Removable -8 pts) [32 pp]
Arcane Sensors: Senses 7 [Darkvision, Low-Light Vision, Vision Penetrates Concealment]
Life Extending Enchantments:
Enhanced Advantage 1 [Diehard]
Immunity 11 [Aging, Life Support]
Protective Wards: Protection 10 (Extra: Impervious 12)

Necro-Tech Artifacts: Variable Power 10 [50 pt pool]

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +2 // Skull Strike Damage +12
Ranged Attack +2 // Bone Staff Attacks +12 // Necromantic Blast Damage 12

Defense: Dodge +12
Parry +10
Toughness +12* [*Impervious]
Fortitude +10
Will +13


Costs: Abilities 50+ Skills 32+ Advantages 27+ Powers 138+ Defenses 32= 279 pts.


Real Name: Unknown
Height: 6’ 2” (in armor)
Weight: Unknown
Hair: Unknown
Eye Color: Unknown


Complications:
On the Path to Knowledge: Blight is always trying to increase his magical knowledge, by whatever means he deems needed. From attacking another mage and then using a device to drain their minds for the information or digging up a body and performing a ritual that will force the spirit to share all it knows.

Weakness: Attacks with the Holy/Light Descriptor bypass Blight's ranks of Impervious.


Background: Nothing is known about the life of the man who calls himself Blight. He’s somehow learned to craft mystical artifacts, which indicates that he’s had some training in matter of the arcane, though he’s never said who taught him or where that training might have taken place.

All that is really known about Blight is that his artifacts are among some of the most powerful currently being used by any mage or mystic operating around the world and that he is fascinated with the areas of magic concerning necromancy. He seems to be seeking items that are related to that area of magic as well as learning more about magic in general from other mages, unfortunately though he seems more willing to take the information he wants by force. Simply ripping the information from the bodies of those he defeats via one of the many strange creations he carries on him, he‘s traveled around the world on this quest for knowledge.
Brass Frog:
PL:
8
Strength 2
Stamina --
Agility 5
Dexterity 5
Fighting 4
Intellect 0
Awareness 0
Presence 0

Skills: Acrobatics 9 (+14), Athletics 9 (+11), Stealth 9 (+14)

Powers: Construct Traits:
Immunity 60 [Fortitude Effects, Mental Effects]
Leaping 4
Movement 2 [Wall-Crawling 2]
Protection 8
Regeneration 5
Teleport 6 (Feat: Increased Mass 4 [800 lbs])

Offense: Initiative +5
Melee Attack +4
Ranged Attack +5

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude N/A
Will N/A


Costs: Abilities 22+ Skills 9+ Advantages 0+ Powers 97+ Defenses 7= 135 pts.


Complications:
Just A Simple Creature: The Brass Frog is cannot speak nor manipulate objects due to it’s animal-like design.

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Tattooedman
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Cobra

Post by Tattooedman » Sat Dec 30, 2017 4:11 pm

Image
Cobra:
PL:
11
Strength 5
Stamina 5
Agility 6
Dexterity 6
Fighting 8
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 8 (+14), Athletics 5 (+10), Deception 7 (+9), Expertise (Criminal) 6 (+8.), Insight 9 (+12), Intimidation 10 (+12), Perception 9 (+12), Sleight of Hand 8 (+14), Stealth 8 (+14)

Advantages: Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Close Attack 5, Cunning Fighter, Defensive Attack, Diehard, Evasion 2, Fast Grab, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Precise Attack [melee; concealment], Ranged Attack 7, Skill Mastery [Acrobatics], Skill Mastery [Athletics], Ultimate Effort [Ultimate Acrobatics Skill]

Powers: Snake-Like Anatomy:
Contortionist: Immunity 5 [Entrapment Effects]
Flexible Skeleton:
Movement 1 [Slithering]
Protection 2

Poisonous Touch: Affliction 8 [Fatigued, Exhausted; resisted by Fortitude] (Extras: Cumulative, Linked [Weaken], Progressive) (Flaws: Limited Degree) & Weaken Dexterity 8 (Extra: Linked [Affliction])

Cobra Costume: (Removable -2 pts) [8 pp]
Hidden Armor: Protection 2
Mask: Senses 4 [Darkvision, Infravision, Low-Light Vision]
Suction Cups: Movement 2 [Wall-Crawling 2]

Kama Fangs: (Easily Removable –20 pts) [30 pp]
Paralytic Poison Coated Blades: Affliction 8 [Dazed, Stunned, Paralyzed; resisted by Fortitude] (Extras: Cumulative); (Feat: Split) & Weaken Strength 8 (Extras: Progressive) (Feats: Improved Critical 3, Split) & Strength-Based Damage 3 (Feat: Improved Critical 2)

Martial Training: Strength-Based Damage 3 (Feats: Improved Critical 2, Innate)

Offense: Initiative +10
Melee Attack +13
Ranged Attack +13

Defense: Dodge +13
Parry +13
Toughness +9*/+7 [*Cobra Costume]
Fortitude +10
Will +12


Costs: Abilities 74+ Skills 23+ Advantages 32+ Powers 77+ Defenses 26= 232 pts.


Real Name: Seth Burroughs
Height: 6’
Weight: 210 lbs
Hair: Black
Eye Color: Green


Complications:
Motivation ~Greed: A mercenary at heart, Cobra can always be bought.

Motivation ~Self-Improvement: Cobra is obsessed with becoming greater, though this typically manifests as interest in some Asian artifact that supposedly empowers the wielder in some way.

Reputation ~Bloodthirsty: Cobra is known for using excessive force while working a job, even if it is somewhat counterproductive to his current goals.

Secret: Cobra typically lets his opponents think that his Snake-Like Anatomy and Neural Poison Touch powers are the result of his studying some obscure martial arts style when in truth they are the result of his Transhuman nature carefully applied during combat.


Background: Seth Burroughs grew up a scrawny kind of kid, the type that bullies always seem to prefer to pick on given the chance so when he was twelve years old his parents enrolled him in a local dojo. Seth quickly blossomed under master’s teachings, and within a few years had become skilled enough in the martial arts that he easily handled all three of his bullies at once and never got hit by any of them once.

But that experience had an effect on Seth – after finally facing his tormentors he realized he was stronger than they were and that he could do to them what they’d done to him his whole life. Thus, Seth began to bully his bullies until they were basically little more than his goons, but this new attitude of Seth’s did little to impress master who began to include ‘moral enlightenments’ in Seth’s usual lessons which only caused Seth to think that his master was little more than an old fool who wasn’t in touch with modern times.

Then the second biggest event in Seth’s life happened – his Transhuman abilities manifested, and after testing what he could and couldn’t do over the following weeks he started incorporating it into the fighting style he’d learned to develop a uniquely dangerous style. Though, Seth continued to train, but his master began to slow up the pace of the lessons sensing something had changed in his student.

This eventually led to the end of Seth’s time as a student of the martial arts as he felt his master was trying to hold him back now, fearful that the student would surpass the master. Things came to a head when the two had a heated exchange with Seth trying to strike the older man, but the master saw the attack coming and was able to not only block it but counterattack with his walking stick to prove that he was still the better between the two. Seth really lost his temper then and after a tirade about his former master’s style of teaching he left the dojo and never returned.

By this point Seth was out of high school and decided that he needed to learn from new teachers, so he packed his few belongings into a bag and traveled abroad for several years. At some point he came into possession of the Kama Fangs as well as an increased knowledge of martial arts techniques and began to sell his services to those willing to pay him for them. Now calling himself Cobra, Seth is a well-known member of the super-merc community and has a reputation for being both professional and bloodthirsty.

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Tattooedman
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Carnifex

Post by Tattooedman » Sat Dec 30, 2017 5:52 pm

Image
Carnifex:
PL:
12
Strength 8 (3)
Stamina 8 (3)
Agility 6 (2)
Dexterity 6 (2)
Fighting 8
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 3 (+9), Athletics 3 (+11), Deception 6 (+8), Expertise [Criminal] 9 (+11), Expertise [Military] 6 (+8), Expertise [Soldier] 9 (+11), Insight 9 (+12), Intimidation 9 (+11), Perception 9 (+12), Sleight of Hand 9 (+15), Stealth 9 (+15), Vehicles [Air] 6 (+12), Vehicles [Land] 6 (+12), Vehicles [Sea] 6 (+12)

Advantages: All-Out Attack, Close Attack 7, Cunning Fighter, Equipment 2, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Disarm, Improved Feint, Improved Trip, Improvised Weapon, Instant Up, Move-By Action, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2, Throwing Mastery 3, Weapon Bind, Weapon Break

Powers: Enhanced Strength, Vitality & Reflexes:
Enhanced Strength 5
Enhanced Stamina 5
Enhanced Agility 4
Enhanced Dexterity 4
Enhanced Advantages 4 [Diehard, Great Endurance, Improved Initiative, Uncanny Dodge]

Disruptive Touch Array:
Inflict Blindness: Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
-Inflict Deafness: Affliction 12 [Hearing Impaired, Hearing Disabled, Hearing Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
-Inflict Numbness: Affliction 12 [Tactile Impaired, Tactile Disabled, Tactile Unaware; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
-Inflict Pain: Damage 12 (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)
-Inflict Unconsciousness: Affliction 12 [Dazed, Stunned, Asleep; resisted by Fortitude] (Extra: Increased Duration 2 [Continuous]); (Feat: Insidious)

Energy Resistant: Immunity 40 [Energy Damage, Energy Effects] (Flaw: Limited [Half Effective])

Arsenal Of Blasters: (Easily Removable –16 pts) [27 pp]
Laser Blaster: Ranged Heat Damage 12 (Extra: Penetrating); (Feat: Improved Critical 3, Precise)
-Ballistic Blaster: Ranged Ballistic Damage 12 (Extra: Multiattack)
-Neural Blaster: Ranged Mental Damage 12 (Extra: Alternate Resistance [Will])
-Stun Blaster: Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Area [Cone] 2)

Offense: Initiative +10
Melee Attack +15
Ranged Attack +12

Defense: Dodge +14
Parry +14
Toughness +10*/+8 [*Costume]
Fortitude +10
Will +11

Equipment: Costume: (5 ep)
Protection 2 (Feat: Subtle)
Immunity 2 (Environmental Cold, Environmental Heat)]

Visor: (5 ep)
Senses 4 [Darkvision, Low-Light Vision, Infravision]

Costs: Abilities 50+ Skills 33+ Advantages 35+ Powers 128+ Defenses 24= 270 pts.


Real Name: Sean Dunham
Height: 6'4"
Weight: 235 lbs
Hair: Dark Blonde
Eye Color: Blue


Complications:
Motivation ~Greed: Carnifex is almost obssessed with gaining money, and will take on almost any job if the price is right.

Overconfident: Carnifex is cocky and will take unnecessary risks, a trait some opponents could take advantage of.

Reputation: Carnifex is known for using lethal force.


Background: Sean Dunham was a member of a anti-terrorist unit in the Canadian Army who ended up getting dishonorably discharged following his beating up a superior officer during an argument. He quickly fell into a life of crime to support himself to make the kind of money he felt he deserved and soon he was one of the best hit men working for the various mobs, but his lust for money drove him to skim money from his employers and eventually his treachery was discovered, and made an example of - beaten and sealed in a drum of industrial waste then dumped into Lake Michigan.

Fortunately for Dunham, the lid to his prison was smashed open on the rocky bottom of the lake and he was found washed ashore by a fisherman. Dunham woke up in the hospital with police guards on his door waiting for him to wake up so they could question him about his employers (figuring that he'd be more likely to spill the beans given his treatment of late), but instead Dunham was focused on trying to find a way out.

That night when he tried to slip out of his room Dunham ended up in a fight with the single guard left to watch over him, it was during the struggle that the changes to Dunham's body due to his exposure to industrial waste revealed themselves - he blinded the police officer and left him writhing in pain on the floor before making his escape. Dunham disappeared for months while he learned about his powers and when he resurfaced he quickly established himself as a dangerous super villain, calling himself Carnifex, by robbing numerous banks as well as taking on various murder for hire jobs that he successfully pulled off across the country.

Nowadays Dunham is wanted by not only the American law enforcement but the Canadian and Mexican as well for his various crimes done in the years before gaining his powers in addition to the crimes he’s done since, and they'd love to know exactly who it was that paid him to do any of them.

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