The Jabverse: An O.C. Thread (Mnemosyne, Themis, Saturn, Hera)

Where in all of your character write ups will go.
bsdigitalq
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Re: The Jabverse: An O.C. Thread (Skyscraper! Lady Dynamo! Osprey! Professor Mantis!)

Post by bsdigitalq » Sat Aug 12, 2017 7:46 am

Digging the hell out of Professor Mantis and his cold, greedy asshole personality. He actually seems like he could be one of the more intimidating and fearsome villains in the setting, outside megavillains like Lord Tiburon.

Jabroniville
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Locust

Post by Jabroniville » Sun Aug 13, 2017 12:22 pm

Image

LOCUST II (Carl Anderson)
Role:
Minor Villain
PL 8 (142)
STRENGTH
2/6 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+4, +8 Suit)
Deception 4 (+5)
Expertise (Criminal) 5 (+5)
Insight 3 (+4)
Intimidation 4 (+5)
Perception 3 (+4)
Stealth 2 (+5, +3 Suit)

Advantages:
Close Attack, Equipment (Soldier Gear), Ranged Attack 3

Powers:
"Locust Powersuit" (Flaws: Removable) [64]
Enhanced Strength 4 (8)
Protection 5 (Extras: Impervious 5) (10)
Flight 7 (250 mph) (14)
"Sensors" Senses 2 (Infravision, Radius Sight) (2)
Movement 2 (Sure-Footed, Wall-Crawling) (4)

"Matter-Dissolver" Blast 6 (Extras: Secondary Effect) Linked to Weaken Toughness 8 (Extras: Ranged, Affects Objects) (42)

"Suit Flaws"
Stealth -2 (-1)
-- (79 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Powersuit Strength +9 (+6 Damage, DC 21)
Matter-Dissolver +8 (+6 Ranged Damage & +8 Weaken, DC 21 & 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Suit, +3 Impervious), Fortitude +5, Will +4

Complications:
Motivation (Greed)
Reputation ("That guy's a sociopath")- Carl appears to show no difficulty slaughtering people- something that irks even his most hard-edged teammates.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 5 / Powers: 64 / Defenses: 10 (142)

-Carl Anderson is the second man to wear the Locust Armor- the original, David Halston, quit after only two missions with the team, having been arrested twice and having disagreements with Mantis' business plan. Halston attempted to go back into standard Mercenary work, but was drawn back into Supervillainous work as one of the many "Card-Themed" guys in The 52 Pick-Up army. Anderson, a nasty, vicious crook, was hired on in Halston's stead, and proved to be a much better Locust, taking better to the Powersuit. His lack of morals and eagerness to slaughter people also helped "advertise" the Squad's armor. However, he was also a poor team player, often arguing with his more professional teammates, who could be disgusted at his disregard for human life. At various occasions, Carl was expelled from the group, usually replaced with "promoted" soldiers in Army Ant or Pillbug Armors, but most were usually rather sub-par, earning Carl his job back.

-Locust's armor features a Matter-Dissolver gun (attached to the suit, making it impossible to disarm without shattering the suit) packing a lethal acidic compound- this would arguably work better on Fire Ant (since real fire ants use burning chemicals and not actual fire), but Mantis was a canny enough capitalist to realize that the Fire Ant needed to shoot actual flaming substances, while people associated locusts with the disintegration of matter.

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: The Jabverse: An O.C. Thread (Skyscraper! Lady Dynamo! Osprey! Professor Mantis!)

Post by Jabroniville » Sun Aug 13, 2017 12:23 pm

bsdigitalq wrote:
Sat Aug 12, 2017 7:46 am
Digging the hell out of Professor Mantis and his cold, greedy asshole personality. He actually seems like he could be one of the more intimidating and fearsome villains in the setting, outside megavillains like Lord Tiburon.
Thanks! I always figured guys like that make for PERFECT villains, and his wealth (and usefulness to the government) are a "get out of jail free" card. I think he'll also be helpful in explaining "why does _____ suddenly have a Powersuit?" and where mooks get all their gear from.

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Hornet

Post by Jabroniville » Mon Aug 14, 2017 7:47 am

Image

(The Arthro-Squad leaves the scene, the heroes unable to legally stop them, thanks to Professor Mantis's manipulations)
Hornet: ".... WHAT?"
Osprey: *smirks* "Nice HEELS."
Hornet: "... whatever." *flies off with the group*
Hornet: * to Professor Mantis* "I TOLD you the heels were stupid."
Mantis: "It's STYLE, my dear. Style... and BRANDING."


THE HORNET (Esmeralda Barton)
Role:
Villain Gone Good
PL 9 (156)
STRENGTH
2/7 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 1

Skills:
Athletics 2 (+4, +9 Suit)
Deception 4 (+5)
Expertise (Science) 7 (+12)
Expertise (Criminal) 2 (+7)
Insight 2 (+5)
Investigation 2 (+5)
Perception 3 (+6)
Technology 8 (+13)

Advantages:
Evasion, Improved Aim, Improved Critical (Stinger Blasts), Improved Defense, Ranged Attack 2

Powers:
"Hornet Powersuit" (Flaws: Removable) [64]
Enhanced Strength 5 (10)
Protection 6 (Extras: Impervious 7) (13)
"Sensors" Senses 2 (Infravision, Radius Sight) (2)
Movement 2 (Sure-Footed, Wall-Crawling) (4)
"Guiding Sensors" Enhanced Advantages 3: Ranged Attack 3 (3)

Flight 7 (250 mph) (14)

"Pacifier Beams" Affliction 8 (Fort; Dazed/Exhausted/Asleep) (Extras: Ranged, Multiattack, Cumulative) (32) -- (33)
  • AE: "Stinger Blasts" Blast 9 (Extras: Multiattack) (27)
-- (79 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Powersuit Strength +8 (+7 Damage, DC 22)
Stinger Blasts +9 (+9 Ranged Damage, DC 24)
Pacifier Beams +9 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+9 Suit, +4 Impervious), Fortitude +5, Will +7

Complications:
Motivation (Making Good)- Esmeralda came to admire and appreciate superheroes during her time with the Arthro-Squad, and tries to be one of them.
Enemy (The Arthro-Squad)

Total: Abilities: 60 / Skills: 30--15 / Advantages: 6 / Powers: 64 / Defenses: 11 (156)

-Esmeralda Barton was a highly-intelligent Super-Science Major at college, and the apple of her criminal parents' eyes. Wanting her to follow them into the business, they set her up with a special scholarship with Professor Mantis, an old family friend. Mantis made her the subject of an all-new "Women's Powersuit", the curvaceously-designed Hornet Suit. However, the shy, nervous Barton had little taste for combat, and hesitated several times in battle. Angered by this, Mantis berated her cruelly. The fact that she was sent against heroic individuals made it even worse- when she witnessed one of her potential victims saving the life of a child (endangered by her own errant Energy Blast), she realized the totality of what she'd done. Stealing away in the night with her Suit, she revealed her band's hideout to the authorities, and turned herself in.

-As Hornet, now an outcast from her family (ashamed by her actions), and exiled from the villainous community, she served some time, and signed up with the government's superhuman operations in order to help clear her name- she eventually became a full-fledged superhero, though frequently has to deal with Copyright Infringement suits from Professor Mantis over the use of one of his armors- eventually, many operating systems were switched out in order to make it more "legal" (plus, he's a criminal anyways, and many of his Copyrights are invalidated by their use in criminal enterprises, or he's unable to attend court properly due to being on the run).

Jab's Notes: I kind of wanted a female Powersuit user named "Hornet", and two and two came together pretty well here. This allows a "Redemption Story", a ready-made Rogues Gallery, and more. And I just had to do something to justify with a suit of power armor has boobs, hips and heels on it :).

Capers:
* Eager to restart the "Armor For Women" line, Professor Mantis hires a band of dangerous female mercenaries in Hornet Armor to showcase it, then sends them after Esmeralda, whom he believes is hurting his brand.

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Antlion

Post by Jabroniville » Tue Aug 15, 2017 7:52 am

The middle guy in the above pic.

ANTLION (Kabe Whitman)
Role:
Journeyman Villain
PL 10 (151)
STRENGTH
3/8 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Athletics 2 (+5, +10 Suit)
Deception 5 (+5)
Expertise (Mercenary) 7 (+8)
Insight 2 (+5)
Intimidation 6 (+6)
Perception 3 (+6)
Stealth 2 (+6, +4 Suit)
Technology 3 (+5)
Vehicles 2 (+7)

Advantages:
Equipment (Soldier Gear), Improved Critical (Lasers), Precise Attack (Ranged/Cover), Ranged Attack 5

Powers:
"Antlion Powersuit" (Flaws: Removable) [54]
Enhanced Strength 5 (10)
Protection 6 (Extras: Impervious 5) (11)
"Sensors" Senses 4 (Infravision, Radius Sight, Ranged Radius Touch) (4)
Movement 2 (Sure-Footed, Wall-Crawling) (4)
Enhanced Advantages 1: Startle (1)
Enhanced Skills 4: Stealth 4 (+8) (Flaws: Limited to Underground) (1)

Flight 5 (60 mph) (10) -- (11)
  • AE: Burrowing 8 (8)
"Ballistics Array" Blast 8 (Extras: Multiattack) (24) -- (26)
  • AE: "Claws" Strength-Damage +2 (Feats: Split) (Extras: Penetrating 6) (9)
  • AE: "Grenades" Blast 8 (Extras: Area- 30ft. Burst) (24)
"Suit Flaws"
Stealth -2 (-1)
-- (67 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Powersuit Strength +10 (+8 Damage, DC 23)
Ballistics Array +10 (+8 Ranged Damage, DC 23)
Claws +10 (+10 Damage, DC 25)
Grenades +8 Area (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+10 Suit, +3 Impervious), Fortitude +6, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 62 / Skills: 32--16 / Advantages: 8 / Powers: 54 / Defenses: 11 (151)

-The Antlion Armor is the "Blue Chipper" of The Arthro-Squad, especially with its original user, Kabe Whitman. Kabe is a long-term Mercenary of high repute, often doing missions for the U.S. Government or supervillain organizations. He's been on many various "Villain Army" groups and terrorist organizations, coming highly-recommended as a capable and heartless operative. Alas, he's also very expensive, as is his Armor, making the two a rarely-seen combination. The Antlion Suit is bought only by the wealthiest individuals, and not for general army use, making it part of the "Platinum Club" line- it's not as durable as the Goliath Beetle line, and can't fly as fast as Locust or Fire Ant, but its stealth capabilities and variable fire are extremely effective.

Jab's Notes: Kind of an "Elite Armor" guy. In "real" comics, he'd be the one created after all of the others, given a big push... but then forgotten about by others.

Jabroniville
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Goliath & Stag Beetles

Post by Jabroniville » Wed Aug 16, 2017 8:51 am

Image

GOLIATH BEETLE (Jacek Borecki)
Role:
Minor Villain, Powerhouse
PL 9 (127)
STRENGTH
3/11 STAMINA 4 AGILITY 1/-1
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 3 (+5)
Expertise (Mercenary) 4 (+5)
Insight 3 (+4)
Intimidation 4 (+6, +9 Size)
Perception 3 (+4)
Vehicles 2 (+6)

Advantages:
Equipment (Soldier Gear), Ranged Attack 3

Powers:
"Goliath Beetle Powersuit" (Flaws: Removable) [54]
"Huge Size" Growth 3 (Str & Toughness +3, +3 Mass, +3 Intimidation, -0 Fighting, -1 Dodge, -3 Stealth, Reach 1) -- (12 feet) (12)

Enhanced Strength 5 (10)
Protection 5 (Extras: Impervious 11) (16)
Flight 1 (4 mph) (2)
"Sensors" Senses 2 (Infravision, Radius Sight) (2)
Movement 1 (Sure-Footed) (2)

"Gatling Guns" Blast 9 (Extras: Multiattack) (27) -- (28)
  • AE: "Missiles" Blast 8 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 6 Uses) (16)
"Suit Flaws"
Stealth -2 (-1)
Agility -2 (-4)
-- (67 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Powersuit Strength +7 (+11 Damage, DC 24)
Missiles +8 Area (+8 Ranged Damage, DC 23)
Gatling Guns +7 (+9 Ranged Damage, DC 24)
Initiative +1 (-1 Suit)

Defenses:
Dodge +8 (+5 Suit, DC 18-15), Parry +7 (DC 17), Toughness +4 (+11 Suit, +6 Impervious), Fortitude +6, Will +4

Complications:
Motivation (Greed)- Jacek is a mercenary.

Total: Abilities: 46 / Skills: 20--10 / Advantages: 5 / Powers: 54 / Defenses: 12 (127)

-The Goliath Beetle Armor is a super-heavyweight among Powersuits, and designed to face off against Class 10 Superhumans and up- due to its massive size and power, Goliath Beetles have been seen modified throughout the world by anyone with enough money, and are often used as bodyguards (the suit can carry up to two people in the seating area). They are slow, but strong, and have a lot of firepower- the only thing holding them back is their cost. The most commonly-seen Goliath Beetle is Jacek Borecki, a powerful Polish Mercenary known for being gregarious and steady, and brighter than he seems.

STAG BEETLE (Erdem Bakkal)
Role:
Minor Villain, Powerhouse
PL 9 (124)
STRENGTH
3/11 STAMINA 3 AGILITY 1/-1
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Close Combat (Unarmed) 2 (+8)
Expertise (Soldier) 5 (+6)
Insight 3 (+5)
Intimidation 3 (+5, +8 Size)
Perception 3 (+4)
Vehicles 2 (+6)

Advantages:
Equipment (Soldier Gear), Ranged Attack 3

Powers:
"Goliath Beetle Powersuit" (Flaws: Removable) [52]
"Huge Size" Growth 3 (Str & Toughness +3, +3 Mass, +3 Intimidation, -0 Fighting, -1 Dodge, -3 Stealth, Reach 1) -- (12 feet) (12)

Enhanced Strength 4 (8)
Protection 5 (Extras: Impervious 11) (16)
Flight 1 (4 mph) (2)
"Sensors" Senses 2 (Infravision, Radius Sight) (2)
Movement 1 (Sure-Footed) (2)

"Laser Cannons" Blast 9 (Feats: Split) (Extras: Penetrating 6) (25) -- (27)
  • AE: "Rhino Horn" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 6) (8)
  • AE: "Shoulder Guns" Blast 6 (Feats: Accurate) (Extras: Multiattack) (19)
"Suit Flaws"
Stealth -2 (-1)
Agility -2 (-4)
-- (64 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Powersuit Strength +7 (+10 Damage, DC 25)
Rhino Horn +7 (+11 Damage, DC 26)
Shoulder Guns +9 (+7 Ranged Damage, DC 22)
Laser Cannons +7 (+9 Ranged Damage, DC 24)
Initiative +1 (-1 Suit)

Defenses:
Dodge +8 (+5 Suit, DC 18-15), Parry +7 (DC 17), Toughness +4 (+11 Suit, +6 Impervious), Fortitude +6, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 42 / Skills: 20--10 / Advantages: 5 / Powers: 54 / Defenses: 13 (124)

-Stag Beetles are modifications of the Goliath Beetle line, packing a long "Nose Horn" and more close-ranged power. Erdem Bakkal is a Turkish mercenary, having left the army after several tours of duty.
Last edited by Jabroniville on Sun Oct 22, 2017 8:00 am, edited 1 time in total.

Jabroniville
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Chain Gang

Post by Jabroniville » Thu Aug 17, 2017 10:19 am

Image

CHAIN GANG
Hgt:
6'4" Wgt: 350 lbs.
Role: One-Man-Gang
PL 10 (171)
STRENGTH
8 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 2 (+5)
Expertise (Criminal) 4 (+3)
Intimidation 3 (+5)
Perception 2 (+5, +9 Minds)

Advantages:
All-Out Attack, Fast Grab, Improved Initiative, Power Attack, Ranged Attack 3, Startle, Takedown

Powers:
"Living Ball & Chain"
Immunity 30 (Fortitude Effects) [30]
Protection 10 (Extras: Impervious 9) [19]

Movement 1 (Slithering) [2]
"Chain Limbs" Extra Limbs 6 [6]
Elongation 4 [4]

"Whirling Chains" Damage 8 (Feats: Reach 3) (Extras: Reaction +3) (Flaws: Distracting) (27) -- [30]
  • AE: "Multi-Strike" Blast 8 (Feats: Accurate 2) (Extras: Multiattack) (26)
  • AE: "Never Break The Chain" Snare 8 (Feats: Accurate 2) (26)
  • AE: "Chain Slam" Strength-Damage +2 (Feats: Reach 8) (10)
"Multiple Minds"
Enhanced Skills 4: Perception 4 (+8) [2]
Enhanced Advantages 2: Second Chance (Mind Control, Perception Checks) [2]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Chain Slam +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+5 Impervious), Fortitude +12, Will +4

Complications:
Motivation (Greed & Power)
Normal Identity (Separation)- Chain Gang will separate into its various components if struck by a high dose of electricity.
Involuntary Transformation (Personality)- Chain Gang is largely controlled by an agreeable hive-mind. However, if their goals differ (some want to escape; others want to fight), Chain Gang can become erratic while the personalities within wrestle for control. This is most prominent when the violent Carl is fighting for power, though occasionally the others get tired of Thanh's controlling nature.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 9 / Powers: 92 / Defenses: 10 (171)

-The "Chain Gang" is actually one being made up of five- five criminals in Edmonton, Alberta, Canada, who were part of a literal "chain gang" after being imprisoned years ago. They were part of a controversial, experimental "retro" attempt at prison reform, putting members of various ethnic groups into individual gangs meant to do road work and other physical labor. This was meant to break up the "gang mentality" of prisons in Canada, but tended to just result in inter-group fighting. However, this particular group were soon able to work together under their charismatic, professional criminal leader, a Vietnamese immigrant named Thanh. Eventually, he led the group in a jailbreak, and they escaped capture despite being physically chained to each other. Desperate for a way out of this predicament and unable to contact associates for help, they broke into the Royal Alberta Museum, figuring there would be bolt cutters or something there. Instead, they came across an ancient axe on loan from Brazil, and as these things tend to be, it was magical.

-This artifact failed to "cut" the chain, but instead merged the five men into it- they became a "living chain" in humanoid form that was capable of causing tremendous damage. The group went on the rampage, attacking police officers and rival gang members, until being stopped by SuperStar (who had coincidentally been there on a science meet) and a Canadian superheroine Crystalla. A powerful electric shock caused the members to separate back into human form.

-Eventually, the five realized they could simply recombine into Chain Gang at will, after they were broken out of jail by a villain recruiting them for a new super-gang (one of many that quickly flamed out- this one was called "The Brutal Brigade" and consisted of many one-off or forgotten foes). This moved the crew to the U.S., where they faced a wider array of superhuman competition, though they often crossed the border to face the smaller population of Canadian heroes as well (attacks from enemies in rival gangs also kept them from Canada too often). Despite starting out many missions fighting SuperStar, they quickly became "Journeyman Villains", operating for high payouts across North America. Despite some success (they were very difficult to capture, as they could split up at will), interpersonal problems could plague the team, as the youngest member, Carl Arnesson, was a considerably dangerous, mentally ill sort.

-Years later, it would be revealed that the magical axe was placed there by Eris, Goddess of Chaos, all to create more super-villains in the world. Plus, she liked the idea of this disagreeable, violent group being shoved together. At one point, Ryan Tolbert was killed, and his very similar-looking brother Mike took up his place in the Chain Gang- Ryan later reappeared without explanation, though years later someone realized that it was Michael who was killed, after taking Ryan's place in secret.

Jab's Notes: This is an idea I had years ago, but I finally came up with an origin. The whole "Sentient Ball & Chain" thing is a cool look, though my God, even the smaller, quick version up there took me FOREVER to get right- a guy literally made of chains would be a nightmare for any comic book artist. I couldn't come up with an origin until I finally figured that the "Gang" part would be literal- much like the Wrecking Crew, they were all empowered at once. I based the gang off of something I'd read years ago- that Edmonton's street gangs were eschewing old rivalries and forming "inter-racial" gangs that included people of various origins- I couldn't decide whether this was life-affirming or not :). This obviously didn't last, as Edmonton has criminal organizations pretty divided up by racial lines even today, though the Somalians have invaded the territory of others. But I based these five off of the most-notorious types in the area (though the Vietnamese gangs have fallen by the wayside- their most prominent days were years ago, when a guy was hacked to death by machete in West Edmonton Mall), giving them an adorably-diverse vibe.

-Making them Canadian kind of stuck them way out of the range of other heroes, so I made them move about a bit. Then I added in the thing about Eris, who's a major villain in the "Jabverse". Classic "Everything You Know Is Wrong" about someone's origin, though not as bad as changing a 40-year old hero's origin. And yes, I threw in the Suspiciously Similar Substitute thing on purpose.


CHAIN GANG MEMBERS TEMPLATE
Role:
Diverse Criminal Gang
PL 5 (59)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Criminal) 4 (+4)
Intimidation 4 (+5)
Perception 1 (+1)

Advantages:
Equipment 2 (Pistol +4), Fast Grab, Ranged Attack 2

Offense:
Unarmed +6 (+3 Damage, DC 18)
Pistol +6 (+4 Ranged Damage, DC 19)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +4, Will +4

Complications:
Motivation (Greed & Power)

Total: Abilities: 40 / Skills: 12--6 / Advantages: 5 / Powers: 0 / Defenses: 8 (59)

-The indidividual members of the Chain Gang are career criminals with varying degrees of talent.

Members:
ERNIE CARDINAL- PL 5 (59):
-Ernie is part of the Cree Nation tribe, but moved to Edmonton years ago, along with much of his family. He quickly joined Red Alert, a violent, troublesome street gang, but was arrested years ago for stabbing a rival member in a street fight.

THANH PHUONG- PL 5 (71): ST 2, INT 2, AWA 3, PRE 3 [12]
-Thanh's family emigrated from Vietnam years ago due to "political troubles", but he was unable to find work. Quickly falling in with the various Asian gangs in town, he became a noted crime-boss until finally being arrested for manslaughter after stabbing a rival to death in public. He is the group's overall leader, being the smartest and longest-time criminal.

RYAN TOLBERT- PL 6 (62): ST 4, STAMINA 5, AGI 1, Criminal +2 [3]
-Tolbert is a 6'5" biker associated with the Hells Angels, and was arrested on prostitution and drug characters years ago. His link to the Chain Gang has broken up his association with the Angels, who rarely deal with criminals of other races.

ABSHIR GHEDI- PL 5 (59):
-Abshir is a Somalian immigrant who fled the violence in Toronto for greener pastures in Alberta, where he mostly got hooked up with the same. Somali gangs made a lot of headway in Alberta, but are currently on the downswing. He was arrested for manslaughter when he was part of a group that shot a rival to death.

CARL ARNESSON- PL 6 (55): ST 2, FIGHTING 8, INT -1, AWA -1, PRE -1, All-Out Attack, Startle [-4]
-Carl is a street kid with a violent reputation and mental problems, leaving him rather uncontrollable. Left to the "system" years ago, he is the hardest member of the team to control, but the best fighter when left in charge of the "Chain Gang".

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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by bsdigitalq » Fri Aug 18, 2017 5:28 am

I really, really like the Stag/Goliath Beetles- really sleek and intimidating looking.

The Chain-Gang is a really cool character concept. I once had a similar character as a minor Thunder Woman opponent, though nowhere near as cool looking or inventive as your guy here- just a bunch of chains animated by a demonic spirit into a semi-humanoid form. I may revive that character for CCA, with an toward similar inventiveness. ;)

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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by Horsenhero » Fri Aug 18, 2017 5:48 am

I'm loving the miscellaneous mooks going on here, but really...Brick House ought to be a woman.

You know why. ;)

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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by Jack of Spades » Fri Aug 18, 2017 6:17 pm

'Cause she's mighty mighty?
Jack's Deck build threadFantasy Geographic Society campaign web site

Thorpocalypse
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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by Thorpocalypse » Sat Aug 19, 2017 12:24 am

I thought it was because she was letting it all hang out...

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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by Horsenhero » Sat Aug 19, 2017 12:32 am

It's nice to know there are gentlemen of class and distinction on this thread. :D

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Joined: Fri Nov 04, 2016 8:05 pm

N.E. Anderthal

Post by Jabroniville » Sat Aug 19, 2017 9:36 am

Image

NATHANIEL EDMUND ANDERTHAL, ESQUIRE (aka Ukk, Corporal Caveman)
Hgt:
5'5" Wgt: 190 lbs.
Role: Bloodthirsty Lawyer
PL 8 (107)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 6 (+9)
Expertise (Survival) 4 (+7)
Expertise (Lawyer) 11 (+14)
Expertise (Military) 5 (+8)
Insight 5 (+8)
Intimidation 3 (+6)
Perception 3 (+6)
Stealth 1 (+4)

Advantages:
Diehard, Extraordinary Effort, Great Endurance, Fast Grab, Ranged Attack 6, Ultimate Lawyer Skill

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5, Fortitude +7, Will +6

Complications:
Prejudice (Caveman)- Nathaniel is clearly a non-human Neanderthal. Passing the bar required a lot of work.

Total: Abilities: 66 / Skills: 40--20 / Advantages: 11 / Powers: 0 / Defenses: 10 (107)

-Nathaniel used to be Ukk, a Neanderthal man living in the Pleistocene Era. One day, he was hunting a mammoth or something, and fell into a crevasse. However, instead of dying, he was frozen in suspended animation and thawed out in present-day Ukraine. He was molded by some nasty government figures into becoming an agent in their power, but upon being taught to speak, he rebelled against his masters and fled to America. Once there, he fashioned a new identity as Corporal Caveman, a military specialist out to fund a new paramilitary organization. He had a bit of success at first recruiting anti-government crackpots, but was soon relegated to "Joke Status" among villains, and was seen being pumelled by most major superheroes. Eventually, after one too many losses, he was able to change his focus into studying law- he successfully argued that his supervillainous nature was the result of the thawing process, and the brainwashing techniques of the government agents who took ownership of him, and was thus able to apply for the bar in the United States.

-Changing his name to Nathaniel Anderthal, he became a high-powered lawyer, funding his collegiate career with a combination of stolen funds and corporate donors- he focused on corporate law, using his genius to uncover loopholes and allow for dirty deals, and protection from the authorities. In this new identity, he has become wealthy and infamous, and an even bigger annoyance to the heroes he used to fight- now he can get their wealthier enemies out of prison.

Jab's Notes: A one-note "SNL" joke turned into a supervillain. Nothing more to him than that. I then came up with a jokey Silver Age-style origin, before sidetracking him into a Saul Goodman-like Douchey Lawyer. It's just sick enough to work PERFECTLY- having the iconic "Evil Lawyer" character (not really a thing in comics, but I figure it'd work well for a Gyrich-like recurring nemesis that annoys every hero) be a freakin' CAVEMAN.

Jabroniville
Posts: 4727
Joined: Fri Nov 04, 2016 8:05 pm

Nobasu

Post by Jabroniville » Sun Aug 20, 2017 7:30 am

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NOBASU (Tetsuo Nobasu)
Hgt:
5'11" (Variable) Wgt: 120 lbs. (Variable)
Role: Assassin, Grotesque Villain
PL 9 (152)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Athletics 13 (+15)
Expertise (Assassin) 10 (+12)
Insight 2 (+6)
Intimidation 3 (+5)
Perception 6 (+10)
Sleight of Hand 5 (+10)
Stealth 7 (+13)

Advantages:
Chokehold, Benefit (Ambidexterity), Daze (Intimidation), Defensive Attack, Diehard, Evasion 2, Extraordinary Effort, Fast Grab, Improved Critical 2 (Unarmed, Knife), Improved Inititiative, Move-By Action, Power Attack, Ranged Attack 2, Startle, Takedown 2, Tracking, Uncanny Dodge

Powers:
"Create Bone Matter"
Elongation 3 [3]
"Multiple Elbows" Strength-Damage +2 [2]
"Giant Strides" Speed 3 (16 mph) [3]
"Creeping Movements" Movement 1 (Slithering) [2]
"Hard to Hold" Immunity 5 (Entrapment Effects) [5]
"Freakish Appearances" Enhanced Skills 4: Intimidation 4 (+9) [2]

Offense:
Unarmed +14 (+2 Damage, DC 17)
Extended Strike +14 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +7

Complications:
Responsibility (Loyalty)- Nobasu is highly loyal to his clan.
Enemy (Night Dragon)- Nobasu was hired to kill Night Dragon, and his failure provoked great shame. He seeks to redeem himself, and gain vengeance against the man who stopped him.

Total: Abilities: 78 / Skills: 46--23 / Advantages: 20 / Powers: 17 / Defenses: 13 (152)

-Nobasu is the latest in a long line of shapeshifting warriors, loyal to the same clan Night Dragon and Black Dragon came from. He possesses the horrifying Magical power to shift his own body's bone mass at will, creating extended limbs which manifest as elongated bones that sprout extra joints every few feet- his arms and legs thus resemble extended, oddly-jointed limbs with numerous knees or elbows. He can also extend his jawbone, spine, extremities, and ribs in this manner- the only static bones in his body are his skull and hips. This is an extremely-disconcerting ability, which he uses to startle his victims into becoming easier prey.

-This power has existed within his family for generations- their natural dexterity enhanced through extended mystical training that is Ochre Magic turned inwards- control of their own bodies. This combines with great martial arts skill to make him a very skilled assassin. He had amassed an impressive career until Night Dragon turned on the clan- sent against the hero, he was nearly victorious until a surprise flip-kick appeared to break his spine and kill him. Though he survived thanks to his limber skeleton, he was humiliated by the loss, and became an obsessed foe- one of the few ninjas to repeatedly survive battles against Night Dragon.

-Nobasu's powers allow him to extend his limbs, take long strides, and generally be impossible to grapple. His specialty is either striking out at odd angles (with multiple elbows giving his fists impressive power for a man so frail-looking), lashing out with surprise attacks at range, or strangling opponents to death with his elongated fingers. His primary weapon, however, is his horrible appearance.

Jab's Notes: One of my early ideas for a deformed Night Dragon Rogue is "Nobasu" (Japanese for "stretching", kinda), inspired by the baddies from the anime "Basilisk", who specialized in weird magical powers that manifested as shapeshifting. This also suits my concepts for magic- how one specific school can lead you to an odd specialty or two. This kind of "inward magic" is reflected in a lot of Night Dragon's bad guys- eschewing simple Chi Blasts most of the time, they often have strange Body Horror-type powers that leave them a lot more horrific. The sight of this guy, with his freaky hands and extended jaw, would be hideous.
Last edited by Jabroniville on Sun Oct 22, 2017 7:28 pm, edited 1 time in total.

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Re: The Jabverse: An O.C. Thread (Lady Dynamo! Osprey! The Arthro-Squad! Chain Gang!)

Post by bsdigitalq » Sun Aug 20, 2017 8:09 am

Dude, I've been looking forward to this guy for a while, ever since you showed me that pic of him fighting Night Dragon. While I'm not a fan of stretchy heroes, I *love* body horror villains, and this guy really falls into that category perfectly. Man, just imagine what the Crooked Man from "The Conjuring 2" would've been like if the guy playing him could do what this guy can.

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