The T-Verse (Earth 75): Firedrake

Where in all of your character write ups will go.
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Davies
Posts: 556
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: The T-Verse (Earth 75): The Brimstone House - Conjorer, Jin Toju & Harvester

Post by Davies » Sun Jun 04, 2017 2:09 am

Tattooedman wrote:
Sun Jun 04, 2017 2:08 am
Davies wrote:
Sat Jun 03, 2017 5:58 pm
... stealing!
The picture or the character idea? Either one is fine by me, but I was wondering which.
Character idea. It answered a question I didn't know I needed to ask.

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Tattooedman
Posts: 608
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: The T-Verse (Earth 75): The Brimstone House - Conjorer, Jin Toju & Harvester

Post by Tattooedman » Sun Jun 04, 2017 4:06 pm

Davies wrote:
Sun Jun 04, 2017 2:09 am
Tattooedman wrote:
Sun Jun 04, 2017 2:08 am
Davies wrote:
Sat Jun 03, 2017 5:58 pm
... stealing!
The picture or the character idea? Either one is fine by me, but I was wondering which.
Character idea. It answered a question I didn't know I needed to ask.
Very cool, I look forward to seeing the question & how you use him as the answer.

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Tattooedman
Posts: 608
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Technus

Post by Tattooedman » Sun Jun 04, 2017 5:19 pm

Image
Technus:
PL:
10
Strength 1
Stamina 1
Agility 2
Dexterity 2
Fighting 4
Intellect 8
Awareness 1
Presence 1

Skills: Athletics 3 (+4), Close Combat [Scythe] 6 (+10), Deception 8 (+9), Expertise [Criminal] 8 (+9), Expertise [Science] 12 (+20), Insight 6 (+7), Perception 6 (+7), Persuasion 5 (+6), Ranged Combat [Technology Control Array] 8 (+10), Stealth 9 (+11), Technology 12 (+20)

Advantages: Eidetic Memory, Favored Foe [Machines], Inventor, Speed of Thought, Ultimate Effort [Ultimate Technology Skill]

Powers: Wired Brain:
Information Processor: Quickness 7 (Flaw: Mental Tasks only)
Interface: Comprehend 2 [Speak & Understand all machines]
Machine Awareness: Senses 7 [Detect (Machines: Accurate, Acute, Extended, Radius, Ranged)

Tech Scythe: (Easily Removable –28 pts) [44 pp]
Blade: Strength-Based Slashing Damage 9 (Extra: Penetrating 10); (Feat: Improved Critical 2, Reach [5 ft])
Technology Control Array:
Machine Minions: Summon 8 (Extras: Controlled, Horde, Independent, Type [General – machines]); (Feats: Multiple Minions 5 [16 total], Sacrifice); (Flaw: Self-Powered)
-Arc Blast: Ranged Electrical Damage 10 (Extra: Penetrating)
-Arc Flash: Ranged Affliction 10 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extras: Area [Burst], Cumulative)
-Drain Power: Transform 10 [working electronics into powerless electronics] (Flaw: Affects Objects Only)
-Electromagnetism: Move Object 10 (Feat: Precise)

Repulsion Suit: (Removable –7 pts) [30 pp]
Repulsion Field: Protection 10 (Extra: Impervious); (Feat: Subtle)
Repulsion Propulsion: Flight 8

Offense: Initiative +8
Melee Attack +4 // Scythe Attacks +10
Ranged Attack +2 // Technology Control Array Attacks +10

Defense: Dodge +9
Parry +9
Toughness +11*/+1 [*Impervious 10]
Fortitude +8
Will +8


Costs: Abilities 40+ Skills 30+ Advantages 7+ Powers 89+ Defenses 26= 192 pts.


Real Name: Natalie Evans
Height: 5’3"
Weight: Unknown
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Power To The Machines!: Technus seeks to liberate all machines from "the oppression of humanity”, no matter what steps she has to take.

Prejudice: Criminal Transhuman.

Power Loss: Technus has focused most of her powers into her Tech Scythe, so if it is taken from her she cannot use her Technology Control Array.


Background: Natalie Evans gained technopathic powers when her Transhuman genes manifested, now able to manipulate and control machines, but was traumatized by the experience. Now viewing herself as a prophet for machines Natalie seeks to free them from “the oppression of humanity” so that machines can live as free as they want (which in most cases means that they just keep doing whatever it is they’re programmed to do, but that’s another thing entirely). However, Natalie realizes that she needs money, and a lot of it, to fund her plans so she commits crimes to build up her capital. Thus, she will often work for others as well as commit crimes on her own.

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Tattooedman
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Blackheath

Post by Tattooedman » Sun Jun 04, 2017 6:00 pm

Image
Blackheath:
PL:
12
Strength 3
Stamina 4
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 0
Presence 0

Skills: Athletics 6 (+9), Expertise [Life Sciences] 12 (+15), Expertise [Magic] 15 (+18.), Expertise [Nature] 13 (+16), Expertise [Survival] 9 (+9), Expertise [Theology & Philosophy] 4 (+8), Insight 9 (+9), Intimidation 10 (+10), Perception 9 (+9), Ranged Combat [Corrupted Druidic Magic] 6 (+12)

Advantages: Animal Empathy, Close Attack 4, Improved Initiative, Power Attack, Ranged Attack 4, Ritualist, Speed of Thought, Task Focus [Expertise (Magic): Druidic Magic]

Powers: Barkskin: Protection 8 (Extra: Impervious 10); (Feat: Subtle)

Corrupted Presence: Affliction 5 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst], Cumulative); (Flaws: Limited [Affects Animals Only], Limited [Changes Emotions Only], Limited [Hate Only], Permanent)

Rejected By The Earth: Flight 2 (Flaw: Low Ceiling)

Corrupted Druidic Magic Array:
Storm’s Anger: Ranged Electrical Damage 12 (Extra: Penetrating); (Feat: Indirect 2)
-Concealing Mists: Visual Concealment 4 (Extra: Area, Attack)
-Fireflare: Ranged Affliction 11 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [1 sense only (vision)])
-Rage Of The Storm: Electrical Damage 12 (Extras: Area [Burst], Penetrating)
-Searing Sun: Environment 12 [extreme heat] (Feat: Precise); (Flaw: Reduced Range)
-Snowfall: Environment 12 [extreme cold] (Feat: Precise); (Flaw: Reduced Range)
-Wildfire: Ranged Fire Damage 12 (Power Feats: Improved Critical 2)
-Wild Vines: Ranged Affliction 8 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extra: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Uncontrolled Overgrowth: Create 12 [plant matter] (Extra: Moveable); (Feat: Precise)

Corrupted Elementals: Summon 12 (Extras: Active, Variable Type [elemental creatures])

Offense: Initiative +7
Melee Attack +8
Ranged Damage +6 // Corrupted Druidic Magic Attack +12

Defense: Dodge +12
Parry +12
Toughness +12* [*Impervious 10]
Fortitude +11
Will +13


Costs: Abilities 36+ Skills 32+ Advantages 14+ Powers 120+ Defenses 38= 240 pts.


Real Name: Redmond Reese
Height: 5'10"
Weight: Unknown
Hair: White
Eye Color: Blue


Complications:
Power Loss: Blackheath cannot cast any of his Corrupted Druidic Magic when he is unable to gesture & speak the verbal components of his spells.

Weakness: Blackheath is vulnerable to attacks from items made of silver.


Background: Redmond Reese was high ranking member of a druid sect who tried to rally his people against the invading Romans during the Gallic War, however his vicious usages of magic against the invaders only made his peers question Redmond’s dedication to their path. In the end Redmond attempted a violent coup only to fail and be cursed by the other druids to “sleep until he stood among the clouds so that the Moon shone upon him unhindered.” The manifestation of that curse was that Redmond was turn to stone and his former friends sealed his petrified body in a cave, where Redmond stayed until modern times.

In 1997 David Rhodes hosted a party at his skyscraper penthouse that featured parts of a display about Celtic mythology from the Museum of History, which ironically enough the petrified Redmond was a part of. During the party, the conditions of breaking Redmond’s curse were met and the druid was returned to flesh and blood. Needless to say, Redmond was not happy about what had happened to him and promptly showed his displeasure by using his magic on those in attendance thinking that they were descendants of his jailers celebrating what had been done to him.

Luckily enough the heroes Blackstone I and Carapace were both in attendance in their civilian identities, and following a quick change of attire, both opposed Redmond’s rampage. However, while the pair of heroes were able to prevent the time-lost druid from harming the majority of the party goers they were unable to prevent him from escaping from the scene.

It took Redmond several weeks to better understand what had happened to him but now that he does he feels that his spiritual patrons deemed it his mission to save this sad, lost, modern world from itself by ushering in a return to the “old ways” of his time. Now known as the super villain Blackheath, Redmond seeks to destroy all of modern technology and bring back the mystical ways of his druidic sect, with him leading them of course.

Image
Pyrus:
PL:
12
Strength 8
Stamina 8
Agility 4
Dexterity 4
Fighting 4
Intellect -2
Awareness 0
Presence 0

Skills: Insight 9 (+9), Intimidation 9 (+14), Perception 9 (+9), Ranged Combat [Fire Blast Array] 6 (+8.)

Advantages: Close Attack 4, Power Attack

Powers: Elemental Of Fire:
Flight 7
Growth 8 [+8 Strength, +8 Stamina, +4 Intimidation, +1 Speed, -8 Stealth, -4 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 5 [Emotion Effects]
Impervious Toughness 12
Protection 4
Senses 1 [Infravision]
Body of Fire: Damage 12 (Extra: Reaction)
Cone of Fire: Damage 12 (Extra: Area [Cone]); (Feat: Improved Critical 2)

Offense: Initiative +4
Melee Attack +8 // Bite Damage +8 // Fire Shroud Damage +12
Ranged Attack +4 // Cone of Fire Damage +12; critical 18-20

Defense: Dodge +7
Parry +7
Toughness +12
Fortitude +10
Will +6


Costs: Abilities 20+ Skills 12+ Advantages 5+ Powers 119+ Defenses 22= 178 pts.


Complications: .
Disabilities: Pyrus cannot speak.
Image
Tyrus:
PL:
12
Strength 12
Stamina 12
Agility 0
Dexterity 0
Fighting 4
Intellect -2
Awareness 0
Presence 0

Skills: Insight 9 (+9), Intimidation 9 (+13), Perception 9 (+9)

Advantages: All-Out Attack, Close Attack 4, Follow-Up Strike, Improved Critical [Horn Shot] 3, Interpose, Power Attack, Ranged Attack 4

Powers: Elemental Of Earth:
Enhanced Strength 8 (Flaw: Limited [Lifting Only])
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 7 [Critical Hits, Emotion Effects]
Impervious Toughness 12
Speed 4
Body Spikes: Damage 10 (Extra: Reaction [being touched])
Groundstrike: Damage 12 (Extra: Area [Burst]); (Flaw: Limited [Both Tyrus & his targets must be in contact with the ground])
-Earthwave: Affliction 12 [Vulnerable, Prone] (Extras: Area [Burst], Cumulative); (Flaws: Limited [Both Tyrus & his targets must be in contact with the ground], Limited Degree)

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

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +14
Will +6


Costs: Abilities 36+ Skills 9+ Advantages 15+ Powers 89+ Defenses 28= 177 pts.


Complications:
Disabilities: Tyrus cannot speak.
Image
Delphi:
PL:
12
Strength 4
Stamina 9
Agility 0
Dexterity 0
Fighting 4
Intellect -2
Awareness 0
Presence 0

Skills: Athletics 9 (+9), Insight 9 (+9), Perception 9 (+9), Ranged Combat [Water Body Attacks Array] 12 (+12)

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

Powers: Elemental Of Water:
Enhanced Advantages 1 [Environmental Adaptation (Underwater)]
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 13 [Environmental Cold, Environmental Pressure, Underwater Suffocation, Water Effects]
Immunity 7 [Critical Hits, Emotion Effects]
Insubstantial 2 (Flaw: Permanent)
Senses 2 [Darkvision]
Swimming 6

Water Body Attacks Array:
Crushing Tides: Move Object 12 (Extra: Damaging)
-Blinding Spray: Ranged Affliction 12 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [1 sense only (vision)])
-Control Water: Move Object 12 (Extra: Perception Range); (Flaw: Limited [Water only])
-Drown: Affliction 12 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra; Concentration, Cumulative)
-Still Waters: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Flaw: Limited Degree)
-Water Spout: Water Damage 12 (Extra: Area [Line], Penetrating)
-Waters Of Wrath: Ranged Affliction 12 [Impaired, Disabled, Unaware; resisted by Fortitude]

Offense: Initiative +0
Melee Attack +10
Ranged Attack +0 // Water Body Attacks Array +12

Defense: Dodge +12
Parry +12
Toughness +9
Fortitude +10
Will +8


Costs: Abilities 14+ Skills 15+ Advantages 10+ Powers 79+ Defenses 36= 163 pts.


Complications:
Disabilities: Delphi cannot speak
Image
Avius:
PL:
12
Strength 4
Stamina 9
Agility 0
Dexterity 0
Fighting 4
Intellect -2
Awareness 3
Presence 0

Skills: Expertise [Spying] 9 (+12), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Air Control Array] 12 (+12), Stealth 9 (+14)

Advantages: Hide In Plain Sight, Improved Initiative 2, Move-By Action, Power Attack, Seize Initiative

Powers: Elemental Of Air:
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation, -4 Stealth, -2 Dodge/Parry] (Feat: Innate); (Flaw: Permanent)
Immunity 14 [Air Effects, Environmental Cold, Environmental Pressure, Suffocation]
Immunity 7 [Critical Hits, Emotion Effects]
Insubstantial 2 (Flaw: Permanent)
Senses 2 [Darkvision]

Air Control Array:
Tornado: Move Object 12 (Extras: Area [Cylinder], Damaging)
-Air Control: Move Object 12 (Extra: Perception Range); (Flaw: Limited [Air only])
-Create Fog: Concealment 8 [all visual senses] (Extras: Area [Burst], Attack, Ranged, Selective)
-Pushing Winds: Move Object 12 (Extra: Damaging)
-Stolen Wind: Ranged Affliction 12 [Dazed, Stunned, Incapacitated; resisted by Fortitude (Extra: Progressive)
-Storming Winds: Affliction 12 [Dazed & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Strength or Acrobatics] (Extras: Area [Burst], Selective)
-Whirlwind: Move Object 12 (Flaw: Limited [Away only])

Offense: Initiative +8
Melee Attack +0
Ranged Attack +0 // Air Control Array +12

Defense: Dodge +12
Parry +12
Toughness +9
Fortitude +10
Will +8


Costs: Abilities 16+ Skills 16+ Advantages 6+ Powers 99+ Defenses 37= 174 pts.


Complications:
Disabilities: Avius cannot speak
Last edited by Tattooedman on Sun Jun 11, 2017 3:01 pm, edited 2 times in total.

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Tattooedman
Posts: 608
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Location: Ohio

Black Dragon

Post by Tattooedman » Sun Jun 04, 2017 6:37 pm

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

Skills: Acrobatics 9 (+13), Athletics 9 (+11), Deception 12 (+16), Expertise [Criminal] 12 (+14), Expertise [Medicine] 9 (+13), Expertise [Survival] 6 (+11), Insight 6 (+11), Investigation 9 (+11), Persuasion 12 (+16), Perception 6 (+11), Sleight of Hand 9 (+13), Stealth 9 (+13), Vehicles [Land] 6 (+10)

Advantages: Close Attack 4, Daze [Deception], Follow-Up Strike, Hide In Plain Sight, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Language 2 [Chinese, English], Move-By Action, Power Attack, Precise Attack [melee; concealment], Quick Draw, Ranged Attack 7

Powers: Shadow Blessings:
Immunity 2 [Powers of the Sword of Shadows, Starvation & Thirst]
Protection 4

Curse Of The Sword Of Shadows: Weaken Stamina 5 (Feat: Slow Fade 7 [1 hour])

Sword Of Shadows: (Removable –7 pts)
Shadow Bolt: Ranged Damage 10 (Extra: Penetrating)
-Shadow Blade: Strength-Based Damage 8 (Extra: Penetrating 10); (Feat: Improved Critical 4)
Shadow Field: Concealment 4 [all visual senses] (Extras: Area [Burst], Attack)

Offense: Initiative +7
Melee Attack +10 // Unarmed Damage +2 // Shadow Blade Damage +10; critical 16-20
Ranged Attack +10 // Shadow Bolt Damage +10

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +9
Will +11


Costs: Abilities 60+ Skills 38+ Advantages 24+ Powers 50+ Defenses 25= 197 pts.


Real Name: Suki Aoki
Height: 5’1”
Weight: 103 lbs
Hair: Black
Eye Color: Brown


Complications:
Curse Of The Sword: Black Dragon must use her Weaken Stamina power every couple of days to get enough nourishment or else she’ll start to suffer from starvation.

Hunted: Black Dragon's former masters in the Black Lotus Cult seek to make her pay for a past failure of a mission they gave to her.

Motivation ~Money: Black Dragon seeks to amass as much wealth as she possibly can.

Reputation ~Mercenary: Black Dragon will work for anyone who can pay her the fee she demands.


Background: A mid-level assassin for the Black Lotus Cult, Suki Aoki had spent months getting close to her mark (a Russian mobster who'd been trying to build connections in China for his criminal organization) just so she could kill him. On the night she tried the poison she dripped down a thread onto the older man’s lips was stopped by some unseen force and the Russian woke up obviously very angry and somehow wielding a broadsword.

The following fight was difficult, as Suki only had a dagger but she managed to win. Then she heard a voice call to her, telling her to take up the dead man's sword for she had earned it. Hearing the foot-falls of the Russian's guards and realizing she needed a better weapon than just her dagger, Suki did as the voice said. Instantly she was clad in modernized armor and the broadsword had somehow transformed into a katana, a weapon she was much more familiar with. When the gangsters kicked in the door they weren't ready for a Transhuman assassin armed with a magical weapon, and Suki made short work of them then made her escape.

Unfortunately, her masters in the Black Lotus Cult were extremely unhappy with her for killing the Russian mobster in such an obvious fashion and sent other members to kill her for her failure. Thankfully Suki's possession of the Sword of Shadows has allowed her to stay alive and make her way to America where the Black Lotus Cult have much less of an influence and she can support herself by plying her criminal skill set, so far she's managed to do well for herself as well as keep her head attached.

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Tattooedman
Posts: 608
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Carapace

Post by Tattooedman » Wed Jun 14, 2017 1:31 pm

Image
Carapace:
PL:
10
Strength 5/1
Stamina 2
Agility 1
Dexterity 2
Fighting 4
Intellect 3
Awareness 2
Presence 0

Skills: Expertise [Magic] 12 (+15), Insight 9 (+11), Perception 9 (+11), Persuasion 6 (+6), Ranged Combat [Mystical Battery Array] 8 (+10)

Advantages: Artificer, Benefit 2 [Wealth 2 (Independently Wealthy)], Close Attack 4, Equipment 3, Improved Initiative, Luck 2 [Determination], Luck [Recovery], Power Attack, Ritualist, Task Focus 2 [Expertise (Magic): Artifacts]

Powers: Arcane Armor: (Removable –13 pts) [54 pp]
Enchanted Materials: Protection 10
Levitation: Flight 5
Mystical Sensors: Senses 7 [Detect (Magic: Accurate, Acute, Analytical, Radius, Ranged)]
Sub-Dimensional Storage: Feature 1 [Quick Change]
Mystical Battery Array:
Mystic Missile: Ranged Mystical Force Damage 10 (Extra: Penetrating)
-Acid Arrow: Ranged Mystical Acid Damage 10 (Extra: Secondary Damage)
-Acid Cloud: Ranged Mystical Acid Damage 7 (Extras: Area [Cloud], Secondary Damage)
-All-Seeing Eyes: Remote Sensing 9 [auditory, visual] (Feat: Subtle)
-Blinding Flash: Ranged Affliction 10 [Vision Impaired, Vision Disabled, Vision Unaware; resisted by Fortitude] (Extra: Cumulative); (Flaw: Limited [One sense only (vision)])
-Heal Wounds: Healing 10 (Feat: Stabilize)
-Summon Darkness: Ranged Concealment 4 [all visual senses] (Extras: Area [Burst], Attack)
-Mental Maze: Ranged Affliction 10 [Entranced & Vulnerable, Defenseless & Immobilized, Incapacitated; resisted by Will] (Extras: Extra Condition)
-Mystical Hands: Move Object 10 (Feats: Precise, Subtle)
-Seven League Striding: Teleport 6 (Extra: Accurate); (Feat: Increased Mass 4 [800 lbs])

Quicksilver Arm: Enhanced Strength 4 (Flaw: Limited [Right arm only])
Arm Blade: Strength-Based Slashing Damage 3 (Feat: Improved Critical, Variable Descriptor [Piercing])

Offense: Initiative +5
Melee Attack +8
Ranged Attack +2 // Mystical Battery Array Attack +10

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Arcane Armor]
Fortitude +8
Will +8

Equipment: Artificer's Workshop [ (15 ep); [Size: Small/Medium; Toughness: 12] Features: Dual Size [medium], Laboratory, Library, Living Space, Personnel, Secret, Security System 3 [DC 30], Workshop


Costs: Abilities 32+ Skills 16+ Advantages 18+ Powers 63+ Defenses 21= 150 pts.


Real Name: Caleb Kendrick
Height: 6’
Weight: 186 lbs
Hair: Black
Eye Color: Hazel


Complications:
Disability: Caleb has only one real arm (his left) without his Quicksilver arm.

Enemy: Blackrune.

Motivation ~Responsibility: Caleb feels that he should use his talents to the benefit of others.

Relationships: His parents (Hugh and Selene), siblings (brothers Valentine, Randall & Ellison and sisters Levicy & Roseanna), who disapprove of his activities, and his Uncle Tolbert (who crafted Caleb's Quicksilver arm and only supporter).


Background: The Kendrick family has long been involved in the mystical community despite their inability to actually cast spells. Instead they devoted their efforts to the field of artificing - creating magical items through ritual magic. It is a kind of magic not many mages specialize in given the time required to craft said items but the Kendrick’s willingness to take on such work for pay has allowed them to build an impressive fortune that allow the current generation of the family to devote their time solely to continuing the family's trade as well as expand upon it.

However, Caleb, the youngest member of the family, often found himself wondering why his family didn't used their skills to help others instead of just lining their pockets. It was a point of view that made him something of the black sheep among most of his kin, and during his teenaged years he set out to make the “right choice”. For years Caleb worked on a suit of armor that held many enchantments within it that would allow him to fight a variety of threats, though the process cost him his right arm when an accident occurred. While his parents viewed the accident as “a proper lesson for his foolishness” and hoped that Caleb would come to his senses and abandon his efforts, however, his mother's older brother, Tolbert, saw that Caleb was determined enough to continue despite his handicap and created a Quicksilver limb to replace the one Caleb lost (and as he grew with age, Tolbert made new ones to properly fit him) and shared a good deal of his own technical skills and experience with Caleb.

When Caleb turned eighteen, he moved in with Tolbert and continued to take work as an artificer, he also finalized a working suit version of his magical armor he put to use as the hero Carapace. Over the years since then, with Tolbert’s help, Caleb has established himself as a respected, if somewhat secretive, hero.

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Tattooedman
Posts: 608
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

El Brujo

Post by Tattooedman » Thu Jun 15, 2017 3:44 am

Image
El Brujo:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 5
Intellect 3
Awareness 3
Presence 3

Skills: Athletics 6 (+8), Deception 9 (+12), Expertise [Archeology] 6 (+9), Expertise [History] 6 (+9), Expertise [Magic] 6 (+9), Insight 9 (+12), Perception 9 (+12), Persuasion 6 (+9), Sleight of Hand 6 (+8), Stealth 6 (+8)

Advantages: Improved Feint, Power Attack, Task Focus [Expertise (History): Mexico], Task Focus [Expertise (History): Ancient Civilizations of Mexico], Task Focus [Expertise (Magic): Lore & Legends of Mexico]

Powers: Champion Of Quetzalcoatl:
Enhanced Advantage 5 [Close Attack 5]
Enhanced Dodge 5
Enhanced Parry 5
Feature 1 [Change into costume as free action]
Protection 8

Psionic Talents:
Telepathy:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 8
-Illusions: Ranged Affliction 9 [Figment, Phantasm, Immersion; resisted by Will] (Extra: Perception); (Feat: Precise)

Psionic Might:
Psi-Saber: Mystical Mental Damage 10 (Extra: Alternate Resistance [Will])
-Telekinetic Strike: Mystical Bludgeoning Damage 10 (Extra: Penetrating)
-Physchoportation: Teleportation 6 (Extra: Accurate); (Feat: Move-By Action)

Offense: Initiative +6*/+2 [*Blessed By Quetzalcoatl]
Melee Attack +10
Ranged Attack +2

Defense: Dodge +10*/+5 [*Blessed By Quetzalcoatl]
Parry +10*/+5 [*Blessed By Quetzalcoatl]
Toughness +10*/+2 [*Blessed By Quetzalcoatl]
Fortitude +8
Will +12


Costs: Abilities 44+ Skills 23+ Advantages 5+ Powers 75+ Defenses 18= 165 pts.


Real Name: Eduardo "Ed" Dorado
Height: 5’9”
Weight: 173 lbs
Hair: Black
Eye Color: Brown


Complications:
Champion Of Quetzalcoatl: Sometimes mystical beings take issue with El Brujo because of his patron deity, other times he must do as the Feathered Serpent God commands.

Identity: The fact that El Brujo is actually Ed Durado is a secret he protects to keep his friends and family safe from the mystical threats he faces.

Motivation ~Responsibility of Power: El Brujo feels that he needs to use his powers for the benefit of others.


Background: A historian and archeologist specializing in pre-Columbian societies, Ed Dorado discovered a way to contact the Aztec god Quetzalcoatl from a lost temple he'd been exploring. Judging Ed to be of strong moral character, Quetzalcoatl empowered him with several psychic abilities to use to protect the people of the land as the deity's champion.

After a period of being trained by Quetzalcoatl in the use of his powers, Ed set to becoming a hero to the Mexican people as EL Brujo (the Wizard). Now years later he often finds himself dealing with mystical threats as well as drug cartels, in addition to keeping an eye on local crime as well as dealing with the occasional threat from the Boca Tierra Caverns.
Last edited by Tattooedman on Sat Jul 08, 2017 2:12 pm, edited 1 time in total.

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Tattooedman
Posts: 608
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Samhain

Post by Tattooedman » Fri Jun 30, 2017 4:13 am

Image
Samhain:
PL:
10
Strength 8 (2)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 3
Presence 2

Skills: Acrobatics 3 (+5), Athletics 5 (+7), Deception 10 (+12), Expertise [Criminal] 9 (+11), Insight 7 (+10), Intimidation 9 (+11), Investigation 4 (+6), Perception 7 (+10), Sleight of Hand 18 (+20), Stealth 8 (+10), Vehicles [Exotic] 10 (+12)

Advantages: Agile Feint, Benefit [Use Vehicles (Exotic) for Agile Feint], Close Attack 4, Daze [Deception], Equipment 8, Favored Environment [Airborne], Improved Feint, Improved Initiative 2, Luck [Determination], Move-By Action, Power Attack, Precise Attack [ranged; cover], Ranged Attack 8, Takedown

Powers: Samhain Costume: (Removable –9 pts) [36 pp]
Strength Enhancing: Enhanced Strength 6
Flex-Mesh Weave: Protection 6
Jack-O-Lantern Helmet:
Enhanced Advantage 1 [Equipment (Cell Phone, Flash Goggles, Gas Mask, Rebreather, Video Camera)]
Senses 5 [Darkvision, Infrared Vision, Vision (Extended, Radius)]
Witchfire Gloves: Ranged Light Damage 10 (Feat: Improved Critical)

Bag of Tricks: (Easily Removable -16 pts) [27 pp]
Spider‘s Silk Bombs: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Paralyzed; resisted by Dodge/Strength or Damage] (Extra: Cumulative, Extra Condition)
-Gas Ghosts: Ranged Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
-Gas Goblins: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Pumpkin Bombs: Ranged Damage 10 (Extra: Area [Burst])

Offense: Initiative +10
Melee Attack +8
Ranged Attack +10

Defense: Dodge +12*/+10 [*Airborne]
Parry +12*/+10 [*Airborne]
Toughness +8*/+2 [Samhain Costume]
Fortitude +7
Will +12

Equipment: Halloween Arsenal: (15 ep)
Bat-O-Rangs: Ranged Strength-Based Damage 2 (Extra: Multiattack 10); (Feat: Homing
-Smoke Bomb: Concealment 4 [visual] (Extras: Area [Cloud], Attack, Ranged)
-Sickle: Strength-Based Slashing Damage 2 (Feats: Improved Critical 3, Improved Smash)



Bat Glider: [(25 ep) Size: Medium; Strength: 2; Speed: 7; Defense: 10; Toughness: 8] Features: Hidden Compartments, Remote Control, Smokescreen


Costs: Abilities 38+ Skills 26+ Advantages 32+ Powers 63+ Defenses 28= 187 pts.


Real Name: Jonathon “Jon” Levins
Height: 5' 10"
Weight: 160 lbs
Hair: Brown
Eye Color: Hazel


Complications:
Motivation ~Respect: Samhain is driven by a need to be respected by others, if he feels he's not getting his due then he will take steps to prove that he does deserve it.

Reputation: Samhain is known for being a difficult criminal to deal with, as he uses odd strategies that are the opposite of what one might normally expect from a supervillain.


Background: Jonathon “Jon” Levins grew up being raised by his single mother, who suffered from some unknown kind of mental illness and abused him many times over the years until he finally ran away from home when he was fourteen, eventually joining a circus. By the time Jon was nineteen he was a good acrobat but was a highly skilled contortionist and escape artist that was one of the circus’ main performers. At some point several members of the circus had begun pulling robberies, using their unique skills, at the towns the circus stopped at to perform and Jon was among them using his contortionist skills to break into the different business and let the others in.

Of course when the circus came to New York City, the Hawk happened to run across the circus crew while they were in the middle of pulling their latest robbery. He made short work of them until Jon faced off against the hero, managing to hold his own briefly due to his contortionist skills giving him a temporary advantage as his fellow circus crooks made their escape before he followed after them. But the Hawk managed to gather enough clues to point him in the right direction and the following night he went to where the circus had set up and joined the audience in watching the various acts, quickly picking out the members of the robbery crew from the performers.

After the circus closed for the night, the Hawk silently crept through the camp and managed to capture the majority of the circus crooks before any of them knew what was happening. Jon wasn’t one of them, in fact he’d spotted the Hawk and decided to cut his losses, heading for where the loot was stashed to take it all for himself and get away from there as quickly as possible. But right as Jon had finished loading up the Hawk found him and things quickly degenerated into a fight, with Jon thinking that this time would be like the last.

Jon hadn’t considered the idea that the Hawk was a very fast learner, and he dealt with him and in half the time of their previous fight, knocking him out cold then leaving him tied up along with his cohorts waiting for NYPD to come collect them. With all the evidence the Hawk had left it was an easy task for the DA to get the entire crew convicted and sent to prison for a few years, but Jon had come to a realization – he had challenged the Hawk and held his own. It was something of a milestone, despite his losing their next meeting, and Jon carefully analyzed his memories of that encounter so he could capitalize on it for the next time he would face the hero.

You see, Jon had a bit of mental issues himself, with his upbringing surely not helping any and he’d become fixated on proving that he could do whatever he set his mind to. It was one of the reasons he’d managed to become the showman he’d been in the circus – a single-minded drive and determination. It was simply a matter of learning what he needed to know, and the young criminal realized that he was in the perfect place to learn many of the skills he’d need to properly challenge the Hawk once he was out.

Jon perverted the prison’s concept of “bettering himself”, learning all that he could from all manner of criminal and crooks so that by the time he was paroled Jon had all the skills he needed to be a serious threat to someone of the Hawk’s caliber. The only thing he felt that he still needed was a gimmick. Something that set him apart from all the common thugs and goons that the Hawk regularly dealt with. It was in the last cold days of October that Jon finally came up with the identity he would take on for when he faced the Hawk. It was so simple it was brilliant.

With his idea firmly in mind Jon contacted the Technician, the techincal expert who would work fir super villains for a price, about designing equipment for him built around the theme of his new criminal identity. Six months later Jon accepted a shipment of crates, loaded them onto the truck he’d stolen and drove to where he’d been slowly building his base of operations where he carefully unloaded his newly gained equipment and began to familiarize himself with all of it.

It was a month later when Samhain made his public debut, breaking into Odyssey Labs looking for something called an ARC reactor, the Technician had said that if Jon could bring that to him then he would cut his remaining balance in half (so if must have been valuable considering how much Jon still owed for his equipment). Breaking in had been a alight challenage, but his equipment had been working perfectly and he’d already taken care of the guards with no problem. By the time the Hawk had let his presence be known Jon had already stowed the item he’d been sent to collect into his bag-o-tricks and was on his way out.

But now here he was face to face with the Hawk again and he had no clue who Jon was or what he could do. This was exactly how he’d pictured it in his mind so many times and Jon, or rather Samhain, wasted no time in pulling out one of the pumpkin bombs as he introduced himself just before throwing the explosive at just the right angle so it was far enough away the Hawk couldn’t knock it away from himself, but he’d be caught in the worst of its blast radius.

Or so Jon thought as he watched him calmly launch a grapple line and was pulled out of harm’s way just seconds before the bomb detonated. Jon recovered and kept on the defensive, throwing out more pumpkin bombs and even some bat-o-rangs to keep the Hawk further off balance. And it worked, he’d thought he was going after him but once Jon had cleared himself a path out he didn’t hesitate to use it, laughing all the way as he managed to escape the Hawk, taunting him the whole time.

This pattern of being unpredictable colored all of the following meetings between Samhain and the Hawk; when it looked like he should run, he fought. When it looked like he should fight, he ran. If he looked as if he was alone, suddenly the goons he’d brought alone sprung from their hiding places. And for a while it worked but then the Hawk adapted to Samhain’s style of crime and suddenly Jon found himself on the losing end of their exchanges, and even though he didn’t get whatever it was he’d come for he did manage to give the Hawk the slip, keeping his personal freedom.

Now, years later Jon has grown past his petty rivalry with Hawk and now enjoys the notoriety he gained from his original showings against one of the best known heroes of the times and branched out into working in places like Capital City, Arcadia and New York. Mostly pulling crimes for himself but he’s been known from time to time to take part in a supervillain team-up if he thinks the hassles are worth the potential payoff.
Last edited by Tattooedman on Fri Jun 30, 2017 12:05 pm, edited 3 times in total.

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Falcon

Post by Tattooedman » Sun Jul 09, 2017 4:36 pm

Image
Falcon:
PL:
8
Strength 5
Stamina 5
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 1
Presence 2

Skills: Acrobatics 1 (+4/+10), Athletics 2 (+7), Expertise [Pop Culture] 5 (+5), Insight 6 (+8), Investigation 4 (+4), Perception 6 (+8), Persuasion 3 (+5/+14), Stealth 3 (+6/+9)

Advantages: Attractive 2, Close Attack 4, Defensive Roll, Favored Environment [Airborne], Great Endurance, Improved Initiative, Power Attack, Takedown

Powers: Avian Physiology:
Immunity 1 [Low Pressure]
Movement 1 [Environmental Adaptation (High Altitude)]
Regeneration 3 [1/every 3 rounds]
Senses 1 [Normal Vision (Extended)]

Euphoric Stimulation: Enhanced Skill 3 [Persuasion +9]

Feather Wings:
Winged Flight: Flight 6 (Flaw: Winged)
Wing Bash: Bludgeoning Strength-Based Damage 2 (Feats: Reach, Split)
Wing Wind: Affliction 6 [Hindered, Prone; resisted by Strength/Agility] (Extra: Area [Cone]); (Flaw: Limited Degree)

Aerial Mastery:
Enhanced Skills 3 [Acrobatics +6, Stealth +3] (Flaw: Limited [when flying only])
Enhanced Dodge 3 (Flaw: Limited [when flying only])
Enhanced Parry 3 (Flaw: Limited [when flying only])
Enhanced Advantages 12 [Agile Feint, Defensive Attack, Defensive Roll 2, Evasion 2, Improved Defense, Improved Initiative, Move-by Action, Redirect, Takedown 2] (Flaw: Limited [when flying only])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +

Defense: Dodge +5*/+8 [*Airborne]
Parry +5*/+8 [*Airborne]
Toughness +8
Fortitude +7
Will +7


Costs: Abilities 46+ Skills 10+ Advantages 11+ Powers 42+ Defenses 11= 120 pts.


Real Name: Stewart Robbins
Height: 5'10" (as Stewart) / 6'2" (as Falcon)
Weight: 218 lbs (as Stewart) / 178 lbs (as Falcon)
Hair: Dark Brown
Eye Color: Brown (as Stewart) / Hazel (as Falcon)


Complications:
Motivation ~Thrills: Falcon wants to live the life of action & adventure.

Power Loss: Flight-based powers if wings are restrained.

Reputation ~Ladies Man: Falcon was known for his ability to get any woman he wanted.

Secret: Falcon has always hid his Euphoric Stimulation power.

Transformation ~Falcon Form: By concentrating, Stewart is able to turn into Falcon. He can usually maintain that form for several hours before fatigue forces him to change back to his non-powered form.


Background: Stewart Robbins wasn’t a popular young man growing up, between his unfit physical build, and awkward social skills he was often the victim of pranks and bullying and unfortunately his graduation from high school brought virtually no change in those areas of Stewart’s life.

What did change it all for him was the manifestation of his Transhuman powers.

Like many other people, Stewart found himself transformed, however, unlike so many other Transhumans Stewart considered his transformation a blessing as he gained a picturesque physique as well as a pair of functional feather wings. Immediately understanding what this meant for his life, Stewart wasted no time in putting his abilities to use as a vigilante in the 1980s, taking on all kinds of dangers head on as the first Transhuman hero for hire – the Falcon, often times romancing the various women he encountered during those times. For several years Stewart lived the high life of adventure and excitement he’d dreamt of until the first of several paternity cases were made against him. It seemed that many of the women he’d slept with had become pregnant and realized he was the father.

Needless to say the following court proceedings that revealed all of this ruined what little reputation the Falcon had (because honestly most of the other heroes of the time considered him to be less than reliable given his inclination to chase after attractive women at the drop of a hat and the general public thought very little of his grandstanding ego), especially when it was revealed that the winged man also possessed a mental ability he’d kept secret – one that let him stimulate the pleasure centers in people's brains, making them open to suggestion. This led to a series of rape accusations that were investigated by not only the NYPD, but also the Vanguard.

Under incredible amounts of stress from these events the Falcon disappeared from the public eye. You see, Stewart had shrewdly crafted the Falcon identity separate from his non-powered persona – everything from bank accounts to W9s, all forms of personal identification had been procured separately for the Falcon at the start of his career. While Stewart enjoyed living the high life as the Falcon he’d always made sure that his clients covered the majority of his expenses while he socked away an impressive nest egg. So once the public, and his perceived peers, turned against him Stewart simply transformed from is super-powered form one last time after emptying the majority of his bank accounts and returning to his mundane life, content to life off of his profits that would keep him free of the usual worries most people had to deal with. That is until he was diagnosed with AIDS, and quietly died a few years later in a health care facility that had taken the majority of Stewart’s personal funds to care for him.

Ironically very few members of the super hero community know of the connection between Stewart Robbins and the Falcon, though with the number of winged Transhumans that have manifested in recent years there are those among the staff of the Vanguard Academy who are starting to put things together.
Last edited by Tattooedman on Mon Jul 10, 2017 12:29 am, edited 3 times in total.

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Re: The T-Verse (Earth 75): Carapace, El Brujo, Samhain, Falcon

Post by Skaramine » Sun Jul 09, 2017 7:12 pm

Samhain and Carapace are just both too awesome.
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Re: The T-Verse (Earth 75): Carapace, El Brujo, Samhain, Falcon

Post by Tattooedman » Sun Jul 09, 2017 7:15 pm

Thank you.

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Re: The T-Verse (Earth 75): Carapace, El Brujo, Samhain, Falcon

Post by EnigmaticOne » Sun Jul 09, 2017 7:17 pm

So Falcon is Peter Parker without the Great Power Comes Great Responsibility. You know, we make jokes about how Peter could have still used his powers and talents and made a very comfortable life without sacrificing all the diligent heroism we know him for, but then there's this picture about the other extreme.
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Re: The T-Verse (Earth 75): Carapace, El Brujo, Samhain, Falcon

Post by Tattooedman » Sun Jul 09, 2017 7:33 pm

EnigmaticOne wrote:
Sun Jul 09, 2017 7:17 pm
So Falcon is Peter Parker without the Great Power Comes Great Responsibility. You know, we make jokes about how Peter could have still used his powers and talents and made a very comfortable life without sacrificing all the diligent heroism we know him for, but then there's this picture about the other extreme.
It's nice to see that others see some of the "comic commentary" I sometimes try to weave into some of the characters I've made. Falcon (Stewart) is exactly the opposite of Spider-Man (Peter) in the way he used his powers, which I think, is how many people would use super powers if they were to gain them.

I realize it's not an original idea, I've seen it before in comics, but I wanted to include it because I find the subject interesting. Plus it allows me to into introduce as many winged characters (both heroic & not) as I wanted in this setting since I'm using the idea that powers are passed down from parent to child - so if Daddy's got eye beams then so does Junior. So I broke it down as to how there would be a large number of people with wings and then what kind of person would father so many children? I'm almost ashamed to admit that "picked on nerd who suddenly gains powers" was the first thought I had as an answer. My second thought was - well he's kind of like Peter Parker, just without Uncle Ben dying because of Peter's inaction and teaching the "Responsibility of Power".

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Re: Falcon

Post by Ken » Sun Jul 09, 2017 7:36 pm

Tattooedman wrote:
Sun Jul 09, 2017 4:36 pm
Falcon

Avian Physiology:
Immunity 1 [High Pressure]
Wouldn't Immunity to low pressure be more of an avian thing? Air gets thinner as one gets up, away from the surface. High pressure would be more of an aquatic thing.
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Re: Falcon

Post by Tattooedman » Sun Jul 09, 2017 7:38 pm

Ken wrote:
Sun Jul 09, 2017 7:36 pm
Tattooedman wrote:
Sun Jul 09, 2017 4:36 pm
Falcon

Avian Physiology:
Immunity 1 [High Pressure]
Wouldn't Immunity to low pressure be more of an avian thing? Air gets thinner as one gets up, away from the surface. High pressure would be more of an aquatic thing.
You're likely correct, I was probably thinking something along the lines of "High altitude" & "Pressure". Hence, High Pressure. So a quick edit and it's fixed. Thanks.

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