BSDQ's OCverse Builds

Where in all of your character write ups will go.
Jabroniville
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Re: BSDQ's OCverse Builds

Post by Jabroniville »

haha- weird goof.

The design is like "Evil Robin", with the domino mask, plus a '90s-style super-detailed armor. I find it funny that his backstory is that he's essentially an egomaniacal twerp and nobody really takes him seriously. Interesting how he takes the "Duplicator" thing to an extreme, but packs a lot of side-skills (the Variable) into it, which really gives off the sense that he could be top-tier if he wasn't devoted to be a silly Jobber Villain.

The in-universe "Legion sucks" mentality is pretty good world-building. They can't all be top-tiers :).
bsdigitalq
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Re: BSDQ's OCverse Builds

Post by bsdigitalq »

Yeah, Legion is a fav of mine for how goofy and overly committed he is to his vendetta and theme. I think he'll be a lot of fun, and might put in a good number of appearances.
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Lycaon

Post by bsdigitalq »

Image

LYCAON
PL 11 (250)
STRENGTH
13 STAMINA 12 AGILITY 7
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 4 (+11)
Athletics 6 (+19)
Close Combat: Unarmed 1 (+9)
Deception 4 (+6)
Expertise: Mythology 4 (+6)
Expertise: Survival 6 (+8)
Insight 3 (+7)
Intimidation 12 (+14)
Investigation 4 (+6)
Perception 9 (+13)
Stealth 5 (+12)

Advantages:
Agile Feint, All-out Attack, Beginner's Luck, Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical 2- Claws & Teeth, Improved Hold, Improved Initiative, Improved Trip, Languages 2 (Greek, English), Power Attack, Startle, Takedown 2, Uncanny Dodge

Powers:
“Werewolf Physiology”
Immortality 5 [10]
Immunity 4 (Pressure, Poison, Suffocation (All)) (Flaw: Limited- Half Effect) [2]
Immunity 5 (Aging, Disease, Environmental Condition: Cold, Sleep, Starvation & Thirst) [5]
Impervious Toughness 12 [12]
Leaping 4 (120 ft) [4]
Movement 2 (Wall-crawling 2) [4]
Power-Lifting 3 (1600 tons) [3]
Regeneration 10 (Extra: Regrowth) [11]
Speed 5 (60 mph) [5]

“Animalistic Senses” Senses 14 (Accurate, Acute, Extended, Tracking 2 Scent; Accurate, Extended, Ultra-Hearing; Extended Low-light Infra/Ultravision) [14]

“Claws & Teeth” Strength-based Damage 1 (Extras: Penetrating 14, Split) [16]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Claws & Teeth +8 (+14 Damage, DC 29)
Initiative +11

Defenses:

Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude +12, Will +10

Complications:


Enemies (Monster hunters)- Lycaon has repeatedly run afoul of many of the various monster hunter and slayer societies that exist around the world, and is still hunted by them, although none realize that he is the original "first" werewolf.

Motivation (Revenge)- Lycaon's ultimate goal is vengeance against Zeus for slaying his sons and inflicting the lycanthropy curse upon him.

Prejudice (Werewolf)- Lycaon is a big, scary-as-hell looking werewolf, and very obviously not human.

Relationship (Hera)- Hera and Lycaon have mutual interests and goals, and he is eternally grateful to Hera for restoring his mind. In return for helping her, she has promised to restore his kingdom, sons, and humanity after she brings Earth under her power.

Rivalry (Deathgrip/Thunder Slayer)- Deathgrip dislikes Lycaon immensely, and Thunder Slayer takes umbrage at him commanding her whenever Hera gathers the Herakratites together. Much of the reason the Herakratites often fail to defeat Thunder Woman and her allies is because of this infighting.

Total: Abilities: 102 / Skills: 58--29 / Advantages: 22 / Powers: 86 / Defenses: 11 (250)

Lycaon is the first werewolf. Originally he was the corrupt Grecian king of Arcadia, who attempted to trick Zeus into eating one of his own sons as a test of the god's divinity. Instead, Zeus slew his other sons and transformed him into a hideous wolf-like beast doomed to wander the earth forever.

Over the centuries Lycaon roamed the Earth, spreading his curse to other men and creating the legend of "werewolves" until modern day, when Hera found him and used her power to restore the king's mind, then took his desire for vengeance against Zeus and redirected it against Thunder Woman. He has been an enemy of Samantha ever since, although for him she is simply a stepping stone toward his greater goal of revenge upon Zeus. Given Hera's own plans to depose the King of the Gods, he often allows her to use him as a minion, and among the Herakratites, Hera's team of Thunder Woman rogues, he is the leader whenever Hera is absent, much to the chagrin of Deathgrip and Thunder Slayer.
Jabroniville
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Re: BSDQ's OCverse Builds

Post by Jabroniville »

Lycaon is pretty bitching- his appearance is one of your best ones, and one I'm going to have to consciously decide not to rip off every time I need an animalistic character :). I like his more simple, easy-to-read bio with a pretty direct origin story, concept and motive. I still dig your giant character essays, but it's nice to have an easy one once in a while :).
bsdigitalq
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Re: BSDQ's OCverse Builds

Post by bsdigitalq »

Jabroniville wrote: Mon Oct 16, 2017 12:23 am Lycaon is pretty bitching- his appearance is one of your best ones, and one I'm going to have to consciously decide not to rip off every time I need an animalistic character :). I like his more simple, easy-to-read bio with a pretty direct origin story, concept and motive. I still dig your giant character essays, but it's nice to have an easy one once in a while :).
Thanks! If you want a more essay length version of his bio...
Once a few millennia ago, during the height of Greek culture and civilization, there was a man known as Lycaon, king of the city of Arcadia. He and his fifty sons were wicked, carefree men who did whatever they wished, no matter what. This annoyed Zeus, who only spared them because they were devoted worshippers of him. One day, Zeus decided to pay Lycaon a visit. Being faithful servants of Zeus, Lycaon and his sons met to decide on the extent of the feast they would prepare for the god. Lycaon, though a consistent worshipper of Zeus, had his doubts about the god’s power, and wanted to test him to see if Zeus was truly a god. He proposed slaughtering a human and cooking the victim as a meal for Zeus. All of his sons accepted the idea except Lycaon’s youngest, Nyctimus. Because of Nyctiumus’ opposition, his father and brothers chose him to be the victim. They butchered and cooked him, and then offered the meal to Zeus at the feast.

Zeus knew immediately what they had done. His patience with Lycaon and his fifty sons was over. Zeus killed the sons with a thunderbolt, sparing only Lycaon, who attempted to flee. As further punishment, Zeus cursed Lycaon to forever wander the earth, marked by his wrath and unable to die. So it was that Zeus’ curse transformed Lycaon into the first werewolf in history.

Lycaon spent the next few thousand years wandering the earth, a living legend that hunted and devoured fellow humans. By doing so his curse spread into mankind, spawning other werewolves. Mutations developed, weakening the successive generations and giving them weaknesses such as silver. The curse became so weak in some modern werewolves that the cursed men would only transform during the full moon. But throughout all of this Lycaon remained, a mindless unkillable beast with the faintest remembrance of what had occurred in Arcadia.

That is, until Hera found him. Using her magic she was able to restore Lycaon’s mind and give him power to shift between a mortal and werewolf guise. She took his desire for revenge on Zeus, and directed it toward another target, one with a close relation to Zeus: Thunder Woman. Since then Lycaon has become a frequent adversary of Samantha’s, both scheming alone and as part of plots by Hera.

But this really is just a step for Lycaon, one part of an extensive plan he is developing for the true target of his revenge: Zeus. And with the assistance of Hera and the new world he lives in full of gods and ancient powers, he might very well be capable of pulling it off.
Jabroniville
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Re: BSDQ's OCverse Builds

Post by Jabroniville »

That's still good- your other one is just a summed-up version of that, really. Either one would have worked for the build :).
bsdigitalq
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Re: BSDQ's OCverse Builds

Post by bsdigitalq »

Yeah, I used to post really long, uber-detailed versions with the older designs. With the newer ones, I either didn't have time or wasn't interested in doing all new ones (since I had changed certain details in my head from what the original vision was). So I just took them and did summaries. Only some of the newer characters like Mandragora (who, coincidentally, is up next) got the big bios.
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Mandragora

Post by bsdigitalq »

Image

MANDRAGORA
PL 10 (215)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Athletics 8 (+11)
Deception 4 (+8)
Expertise: Criminal 8 (+12)
Expertise: History 4 (+8)
Expertise: Soldier 6 (+10)
Insight 4 (+8)
Intimidation 4 (+8)
Investigation 4 (+8)
Perception 4 (+8)
Persuasion 4 (+8)
Sleight of Hand 4 (+8)
Stealth 4 (+8)
Technology 8 (+12)
Treatment 2 (+6)
Vehicles 6 (+10)

Advantages:
Assessment, Beginner's Luck, Benefit 2: Underworld Assassin, Defensive Roll 2, Diehard, Extraordinary Effort, Fearless, Great Endurance, Improved Aim, Improved Critical: Unarmed, Improved Smash, Improved Trip, Jack-of-all-trades, Languages (Russian, English), Power Attack, Prone Fighting, Quick Draw, Ranged Attack 6, Seize Initiative, Takedown, Taunt, Uncanny Dodge, Well-informed

Powers:

“The Voice”
Affliction 10 (Impaired & Dazed, Stunned & Disabled, Paralyzed & Unaware; Resisted by Fortitude) (Extras: Perception Area- Hearing, Extra Condition) (30) – [33]
  • AE: Affliction 10 (Entranced, Compelled; Resisted by Will) (Extras: Perception Area- Hearing, Concentration, Cumulative, Insidious) (Flaws: Instant Recovery, Limited Degree) (21)
  • AE: Weaken Toughness 10 (Resisted by Fortitude) (Extras: Affects Objects Only, Increased Range, Subtle) (21)
  • AE: Damage 10 (Extra: Area- 60 ft Cone) (20)
Equipment:
“Body Armor” Protection 2
“Weapons, Traps, Gear, Vehicles” 95ep [20]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Afflictions (+10 Effect, DC 20)
Damage 10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+6 w/Def. Roll, +8 w/Shirt), Fortitude +6, Will +9

Complications:

Enemy (Alexsei Mikhailov)- Initially hired by the Newport Bratva's pakhan to eliminate Thunder Woman, the subsequent events turned Mikhailov against Mandragora, and he has a hit out on the former Bratva troubleshooter.

Relationship (Thunder Woman)- Initially, Mandragora was a major archenemy for the newbie Thunder Woman, but over time he grew to like her, and their battles took on the air of more rivalry than out and out hostility. While he is still a criminal, he is no longer interested in killing her. For Samantha, she finds her former archenemy rather cute and charming, but she remains resistant to his attempts to appeal to her darker impulses. Still, she likes him enough that whenever she does confront him, she exercises more restraint than usual.

Reputation- Mandragora used to be one of the world's elite anti-extraordinary troubleshooters, and a member of the exclusive "Thievse-in-Law" of the Bratva. However, the events in Newport have resulted in a somewhat tarnished reputation, and he is no longer considered to be trustworthy by many in the criminal underworld. He makes do with what he can get now.

Total: Abilities: 78 / Skills: 78--39 / Advantages: 50 / Powers: 33 / Defenses: 15 (215)

Mandragora is one of the Thunder Woman's earliest major recurring enemies. In fact, he is in many ways the first major adversary after Hera to force Samantha to seriously mature and improve herself as a heroine in order to overcome a considerable obstacle. Without Mandragora entering her life and presenting a serious challenge to Thunder Woman, it is unlikely she would have been ready for the future trials and tribulations that would have utterly wrecked her.

Mandragora himself is an extraordinary troubleshooter for the Bratva ("Brotherhood"), better known in the west as the Russian Mafia. He was originally a member of the Valorous Knights, the group of Soviet heroes originally formed to support the Red Guardians, only to be forced into the spotlight when the Guardians vanished. There he was known by the psuedonym of "Golos," or "The Voice." But his life as a Soviet hero would end with the dissolution of the Valorous Knights following the Berlin Wall Massacre and the use of the Knights by various factions during the brief civil war that followed the collapse of the USSR. Golos would himself be sentenced to imprisonment in a gulag for his role in the conflict. While there, he became acquaintances with members of the Bratva. The post-Soviet situation offered a unique opportunity: the Bratva, created within the Soviet gulag system and limited in influence only to those prisons by the Soviet authorities, were now able to expand in influence and power beyond the walls of the prisons they knew as "home." Golos' new friends offered him a chance at freedom again, and more importantly, purpose. But unlike his role in the Valorous Knights, where he was little more than a super-soldier in a simultaneously gaudy and drab costume, he could be himself as a member of the Bratva, and within their ranks determine his own path. This combination of freedom and guidance appealed to him, and so Golos joined the Bratva, one of many former Soviet heroes who found themselves becoming mercenaries or villains in order to eek out a living.

In time, Mandragora, as Golos' chose to rechristen himself (the Russian version of "Mandrake," in reference to the folklore surrounding the plant of the same name and its killing scream), would rise in prominence as a Bratva criminal and become an elite troubleshooter, going wherever a pakhan was having trouble beyond his ability to manage. After repeated imprisonments in various countries, he would earn the title of "Vor," or "thief" in Russian, a significant honor that granted him much authority and respect within the Bratva beyond his station, and which entitled him to abide by the "Vor v Zakone," the code of honor among the "Thieves."

So it was when Mandragora was summoned by the pakhan of the Newport Bratva, Alexsei Mikhailov, to deal with an unusually difficult problem: a new heroine by the name of Thunder Woman. Mikhailov had already attempted to deal with her using his own extraordinary thugs, the Grozny Gang, and even made an alliance with the underworld scientist Helregin to supply a solution, but both had failed to pan out. Thunder Woman, aided by the vigilante Night Stalker, was dealing serious damage to the Bratva's operations and ability to maintain control over the other criminal factions in the city, who were beginning to smell blood in the water. Mandragora arrived in Newport, ready to clean up, beginning with the upstart rival gangs attempting to exploit the Bratva's weakening influence. Then, he turned his attention to Thunder Woman.

Though lacking Thunder Woman's raw power, Mandragora had decades of experience and skills honed to razor sharpness, as well as the best anti-extraordinary equipment money could buy in the black market. And furthermore, he had his voice. This made him a far more difficult and capable opponent than any Samantha had seriously faced before, right alongside Hera and Helregin (Author's Note: As this is early in her career, Thunder Woman has yet to face the rest of her major rogues). The two would clash repeatedly, Thunder Woman barely managing to survive some of her initial battles with Mandragora or overcome his strategies. But as they continued to fight, Mandragora's perception of the heroine changed, and he began to gain respect for her, for her determination, quick-thinking, and improvisational ability. What was once a target for him to eliminate became a worthy rival to him, and so the nature of his battles with her shifted, much to the chagrin of Mikhailov, especially when Mandragora finally managed to truly defeat Thunder Woman and brought her captive to Mikhailov, only to then let Samantha go and prevent Mikhailov and the Bratva from killing or torturing her. The only thing that kept them from turning their wrath on Mandragora, besides his ability to kill them easily, was that thanks to him and the other enemies Thunder Woman was now combating, she had significantly less time and energy to focus upon dismantling the Bratva, and they were now in a better position than ever before thanks to his influence. This left Night Stalker as the only real source of trouble for them, and Mikhailov promised to forgive Mandragora's "error" if he instead eliminated the Night Stalker.

Mandragora accepted this assignment, not knowing that Mikhailov planned an ambush to eliminate him, the Night Stalker, and Thunder Woman all in one fell swoop. Even as Mandragora tracked down and cornered the Night Stalker, Mikhailov had secretly sabotaged Mandragora's equipment, while also secretly leaking his location to Thunder Woman. When she arrived, she found Mandragora, triumphant and ready to kill Night Stalker. Sensing a certain "finality" to the situation, Mandragora and Samantha fought, but this time, it was Thunder Woman who emerged triumphant, fueled by anger at her previous defeat and what Mandragora had done to her ally. She beat him to a pulp, and was ready to deliver a final blow, when Mikhailov sprung his trap, taking advantage of the weakened state of all three combatants. But Thunder Woman was still in her enraged state of mind, and so despite the new and powerful weapons the Bratva were using, she remained standing. Recovering a bit, Mandragora was inspired by her grit, and using the last bit of stamina he had, used his voice to destroy the weapons, leaving the Bratva and Mikhailov suddenly unarmed against a very angry demigoddess.

After these events, Mandragora would return to prison, no longer a Bratva troubleshooter, but still offering his services as an extraordinary criminal. And while he continued to be active as a powered villain, he would continue to be an admirer of Thunder Woman, and their future clashes would take on an air of friendly rivalry, instead of active enemies. Mandragora even flirts with Samantha now, toying around with the idea of becoming a hero once again, or possibly temping Samantha to join him as part of duo, reveling in the possibility of a good girl gone bad. So far, all she has been is tempted, although Samantha does find Mandragora charming and cute. Given this turn, the future holds many possibilities...
Jabroniville
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Re: BSDQ's OCverse Builds

Post by Jabroniville »

ah, I remember Mandragora's story- the early enemy turned almost-ally. Sorta. It's kind of interesting how TW's early foes are like "guy in trenchcoat" or "mean rich guy", eventually upgrading to more comic-booky menaces. Even with this guy's super-powers, he looks more typical of a common criminal than a super-villain.

I dig the whole "No, I won't let you kill or torture her" part of his story, and how odd that is for a villain to really fall into the "Villain's Respect" thing. The odd nature of his current relationship with TW gives him another "wrinkle", too- not a lot of villain/hero relationships that have a flirtatious vibe to them in quite that way. Basically he's a male Catwoman :).
bsdigitalq
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Marek al-Dajjal

Post by bsdigitalq »

Image

MAREK AL-DAJJAL
PL 11 (290)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise: Magic 10 (+15)
Insight 3 (+6)
Intimidation 4 (+7)
Perception 4 (+7)
Stealth 3 (+6)

Advantages:

Artificer, Diehard, Improved Critical 2: Aquatic Sorcery, Languages 2 (Persian, Arabic, English), Power Attack, Ranged Attack 5, Ritualist, Taunt, Trance

Powers:
“Dark Water Magic”
“Wave Riding” Flight 4 (30 mph) (Extra: Affects Others) (Flaw: Platform) [8]
“Water Shield” Force Field 8 (Extra: Impervious) [16]
“Water Passage” Immunity 3 (Cold, Pressure, Drowning) (Extras: Affects Others, Area: 30 ft Burst, Selective, Sustained) [12]
“Blessing of Ahriman” Immunity 2 (Disease, Poison) [2]

Immunity 20 (Mental Effects) (Flaw: Half Effect) [10]
“True Sight” Senses 11 (Counters Illusion- All Senses, Danger Sense) [11]

"Aquatic Sorcery"
“Create Water Giant” Summon 12 (Extras: Active, Controlled, Dynamic, Heroic, Mental Link, Responsive, Sacrifice) (87) – [125]
  • Dynamic AE: “Create Water Creatures” Summon 8 (Extras: Horde, Multiple Minions 3- 8, Sacrifice) (73)
  • Dynamic AE: “Water Knives” Blast 11 (Extras: Accurate, Multiattack, Penetrating 6) (40)
  • Dynamic AE: “Water Cannon” Blast 13 (Extra: Penetrating 9) (35)
  • Dynamic AE: “Enchanted Fog” Concealment 10 (All Senses) (Extras: Affects Others, Area- 30 ft Burst) (40)
  • Dynamic AE: “Summon Water” Create 11 (2000 cft.) (Extras: Impervious, Innate, Movable, Precise, Selective) (57)
  • Dynamic AE: “Water Wave” Damage 11 (Extra: Area- 120 ft Cone +2) (33)
  • Dynamic AE: “Water Stream” Damage 11 (Extra: Area- 5x60 ft Line +2) (33)
  • Dynamic AE: “Living Flood” Damage 11 (Extra: Area- 250 cft Shapeable +4) (55)
  • Dynamic AE: “Drown Opponents” Affliction 11 (Fatigued, Exhausted, Incapacitated; Resisted by Fortitude) (Extras: Concentration, Cumulative, Increased Range 2) (55)
  • Dynamic AE: “Hydrokinesis” Move Object 11 (1600 tons) (Extras: Damaging, Increased Mass 5, Increased Range) (Flaw: Limited to Water) (38)
  • Dynamic AE: “Rainstorm” Environment 6 (900 ft; Cold, Impede Movement 2, Visibility 2) (30)
  • Dynamic AE: “Watery Phantasms” Illusion 12 (Affects: Vision, Hearing, Touch) (48)
  • Dynamic AE: Nullify Water-based Effects 11 (Extras: Effortless, Increased Range, Simultaneous) (44)
  • Dynamic AE: “Water Serpent” Snare 11 (Extras: Accurate, Multiattack, Reversible) (46)
  • Dynamic AE: “Water Leviathan” Snare 13 (Extra: Reversible) (40)
  • Dynamic AE: “Water Snakes” Snare 11 (Extras: Area- 125 cft Shapeable +3, Reversible) (56)
  • Dynamic AE: “Water Transmission” Teleport 10 (4 miles carrying 3 tons) (Extras: Accurate, Change Direction, Change Velocity, Extended- 1000 miles, Increased Mass 7, Portal, Turnabout) (70)
  • Dynamic AE: “Water Scrying” Remote Sensing 17 (500 miles, Visual and Auditory, 500 miles) (Flaw: Medium- Water) (34)
  • Dynamic AE: “Boosted Water Shield” Force Field +2 (Extra: Impervious) (4)
Offense:
Unarmed +5 (+2 Damage, DC 17)
Snare/Blast 1 +11 (+11 Effect/Damage, DC 21/26)
Snare/Blast 2 +9 (+13 Effect/Damage, DC 23/28)
Area Attacks (+11 Damage, DC 26)
Area Afflictions (+11 Effect, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+11 w/Water Shield, +13 Boosted Shield), Fortitude +7, Will +10

Complications:

Enemies (Marduk & Ishtar)- Next to Mazdak and other followers of Ahura Mazda, Marek's most frequent and notable enemies are the demigod hero duo of Marduk & Ishtar, who also rank as one of the few Middle Eastern heroes more powerful than Marek. Even with his water creatures or some other additional assistance from Ahriman, Marek is hard pressed to fight the duo.

Enemies (Middle Eastern nations and people)- In a predominantly Islamic portion of the world, it's not terribly surprising that a guy who's named after the friggin' Islamic equivalent of the Antichrist is hardly regarded all that well. Numerous jihadist groups and national forces have gone after Marek and his Cult of Ahriman and continue to hound him, including national superteams like the Pillars of Allah's Will, Iran's Champions of the Revolution, Egypt's A'saiqa, and the Baathist Elite Guard.

Enemy (Khagan Tsan)- Tsan and his father, Malek Khan, are descended from ancient sorcerer-warrior kings who fought against the minions of Ahriman. Ergo, Tsan opposes Marek and his agenda, and while he refrains from pursuing him outside the borders of Zahrgiah, the Khagan is vigilant abut even the slightest hint of Marek and his cult within the borders of the Khanate.

Enemy (Mazdak)- Out of the numerous enemies he has made, Marek's archnemesis is the superpowered Zoroastrian priest known as Mazdak. The two have clashed countless times, and despite his power and minions Marek has been foiled time and again by the hated priest and his allies, from local Iranian heroes like the Firekeeper, to distant foreigners like Thunder Woman. Even if he were to successfully carry out the will of his master, Ahriman, Marek would not be certain of his complete victory until the utter defeat of his most loathed opponent.

Motivation (Power)- Marek's desires are fairly simple. He simply wants to be the top dog, and believes serving Ahriman will get him the most ideal version of that outcome.

Responsibility (The Will of Ahriman)- All of Marek's goals and plans are based around what he has been told to do by his master, the aspect of evil known as Ahriman. While he does often embark on his own schemes and machinations, ultimately these serve as ways for him to accomplish what his master desires, and nothing more. None of what he wants plays into this, as Marek is not foolish enough to try and attempt to subvert the will of Ahriman for his own ends.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 15 / Powers: 184 / Defenses: 21 (290)
WATER CREATURE
PL 8 (144)
STRENGTH
6 STAMINA - AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -4 AWARENESS 2 PRESENCE -

Skills:
Athletics 4 (+10)
Stealth 4 (+7)

Advantages:
Close Attack 2, Fast Grab, Ranged Attack 6

Powers
“Mindless Water Construct”
Immunity 30 (Fortitude Effects) [30]
Immunity 30 (Will Effects) [30]
Insubstantial 1 (Fluid) (Extra: Innate) (Flaw: Permanent) [6]
Movement 1 (Environmental Adaptation- Aquatic, Slithering) [4]
Protection 8 [8]
Regeneration 4 [4]
Swimming 6 (30 mph) [6]

“Water Form Attacks”
“Engulf & Suffocate” Affliction 8 (Fatigued & Hindered, Exhausted & Restrained, Incapacitated, Resisted by Fortitude) (Extras: Concentration, Cumulative, Extra Condition) (Flaw: Grab-based) (24) – [26]
  • AE: “Water Trap” Snare 8 (24)
  • AE: “Water Jet” Blast 8 (16)
Offense:
Unarmed +8 (+6 Damage, DC 21)
Engulf/Snare +8 (+8 Effect, DC 18)
Blast +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude Immune, Will Immune

Total: Abilities: 10 / Skills: 8--4 / Advantages: 9 / Powers: 114 / Defenses: 7 (144)
WATER GIANT
PL 11 (155)
STRENGTH
12 STAMINA - AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -

Skills:
Close Combat: Grab 2 (+10)
Stealth 10 (+0)

Advantages:
Chokehold, Close Attack 4, Fast Grab, Improved Grab, Improved Hold

Powers:
“Mindless Water Construct”
Immunity 30 (Fortitude Effects) [30]
Immunity 30 (Will Effects) [30]
Insubstantial 1 (Fluid) [5]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Regeneration 2 [2]

“Huge Size”
Growth 12 (+12 STR, +12 Toughness, +12 mass, +6 Intimidate, -6 Dodge/Parry, +1 Speed, -12 Stealth) (Extra: Innate) (Flaw: Permanent) [25]
Impervious Toughness 12 [12]
Reach 6 (30 ft.) [6]

“Movement Ability”
Swimming 6 (30 mph) (6) – [8]
  • AE: Burrowing 6 (4 mph) (6)
  • AE: Speed +2 (Speed: 16 mph) (2)
“Engulf Target” Affliction 10 (Fatigued, Exhausted, Incapacitated; Resisted by Fortitude) (Extra: Cumulative) (Flaw: Grab-based) (10) – [12]
  • AE: “Giant-size Smash” Burst Area +1 on Strength 10 Damage (10)
  • AE: “Shockwave” Affliction 10 (Dazed and Vulnerable, Stunned and Prone; Resisted by Dodge, Overcome by Fortitude) (Extras: Area- 30 ft. Burst, Extra Condition) (Flaws: Limited to targets on the ground, Limited Degree) (10)
“Varying Animal Form and Attributes” Variable 1 (Flaw: Limited to attributes of creature's form, Slow) [5]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Engulf +8 (+10 Effect, DC 20)
Smash (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +12, Fortitude Immune, Will Immune

Total: Abilities: -14 / Skills: 12--6 / Advantages: 8 / Powers: 137 / Defenses: 18 (155)
A notorious Iranian villain, Marek al-Dajjal, who derives his name from an Antichrist-like figure in Islamic eschatology, is a powerful elemental sorcerer who is the leader of the Cult of Ahriman, the personification of the aspect of evil in Zoroastrianism. Though originating from Iran, he has fought heroes all across the Middle East and dabbled in schemes with villains of other allegiances and nationalities, such as Sokar the Eternal of Egypt and the Children of Ares. His ultimate goal is to bring his master into this world fully and upset the balance of power with Ahura Mazda. He is a frequent major enemy of Thunder Woman and her allies, but his archnemesis is one of her allies, the Zoroastrian priest Mazdak.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: BSDQ's OCverse Builds

Post by Jabroniville »

Ooh, another new guy!

I like the whole "Sorcery Tied To One Thing" concept- it's the big thing about magic in my world, too- everything has to fit a "theme", or school of magic- you can't just do whatever. I like the more "reasonable" Power Level, too.

Another reminder of the much vaster international-flavor that your world has, with all these superteams. Granted, most of them are just names & concepts thus far, from what I've seen, but it's a touch beyond what I've done with mine.

The nipplie-icious outfit gives him a very odd visual- almost like Disturbing Sex Priest, and the colors make it really stand out.
bsdigitalq
Posts: 543
Joined: Sun Nov 13, 2016 8:46 am
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Re: BSDQ's OCverse Builds

Post by bsdigitalq »

Jabroniville wrote: Sun Oct 22, 2017 9:32 amI like the whole "Sorcery Tied To One Thing" concept- it's the big thing about magic in my world, too- everything has to fit a "theme", or school of magic- you can't just do whatever. I like the more "reasonable" Power Level, too.
Yeah, I feel the same way. I haven't yet entirely figured out my whole magic system yet beyond the idea that it's essentially "reality hacking/glitch exploiting," but eventually I should have it figured out. As for power level, that was something I was struggling to figure out, as I wanted this guy to be capable of taking the demigod duo of Marduk/Ishtar, who I've set as being in that "PL12-13" elite tier, but didn't want him so high that it would seem a little odd that Mazdak would be able to beat him so much by himself, let alone with aid from allies like Thunder Woman. Thankfully, having some powerful minions around is a way to tip the scales without overwhemling the PL.
Another reminder of the much vaster international-flavor that your world has, with all these superteams. Granted, most of them are just names & concepts thus far, from what I've seen, but it's a touch beyond what I've done with mine.
Yeah, that's the vast majority right now. But hopefully in the next couple years that'll change. :)
The nipplie-icious outfit gives him a very odd visual- almost like Disturbing Sex Priest, and the colors make it really stand out.
Then it's doing its job. :D
bsdigitalq
Posts: 543
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Martin Clay

Post by bsdigitalq »

Image

MARTIN CLAY
PL 8 (108)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 5

Skills:
Athletics 4 (+6)
Deception 6 (+11)
Expertise: Business 6 (+11)
Insight 4 (+6)
Intimidation 2 (+7)
Investigation 4 (+9)
Perception 4 (+6)
Persuasion 6 (+11)
Stealth 2 (+5)
Technology 4 (+9)
Vehicles 6 (+9)

Advantages:
Attractive, Beginner's Luck, Benefit: Status- Corporate Executive, Benefit: Wealth 2, Connected, Jack-of-all-trades, Leadership, Ranged Attack 2, Taunt

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +7, Will +9

Complications:

Enemy (Interceptor)- Martin played a big role in the events that led to the creation of Interceptor, and he is among the individuals she wants to bring to justice.

Motivation (Power & Success)- Martin grew up in poverty, disadvantaged by his class status and race. His entire life has been one singular mission to succeed in spite of his birth and origins.

Motivation (Revenge)- After discovering that Thunder Woman and Samantha were one in the same, Martin felt deeply betrayed. He now seeks revenge against Samantha for this supposed betrayal and her role in exposing the CAM super-soldier conspiracy.

Relationship (Derek Duvall)- Early on, Derek Duvall recognized Martin's drive, ambition, and cleverness. He has made sure to keep Martin close and groom him into a possible trump card against Miranda Iryn, not realizing that Martin has his own ideas about who he wants to associate himself with. For now, Martin is playing along, using Duvall to advance through the ranks of CAM.

Relationship (Jessica Sinclair)- Though he Initially bristled at the intrusion of Miranda's right hand woman into the affairs of CAM, Martin has grown to enjoy Jessica's company, and she has reciprocated him. It seems very likely that the two of them will make quite the power couple once Derek Duvall and Miranda Iryn are out of the picture.

Relationship (Miranda Iryn)- Like Duvall, Miranda has recognized Martin's talent and intellect, and has made sure to bring him into her fold as a kind of "watchdog" within CAM. It seems certain that, should Derek disappoint her for the last time, she will appoint Martin to be Duvall's successor. And if he continues to impress her, perhaps even more good things will come to him.

Relationship (Samantha West)- Martin and Samantha dated for a while during the CAM conspiracy mess, neither one aware of who the other was really up to. After nearly killing Martin toward the end of the sordid affair, Samantha accidentally revealed herself as Thunder Woman to Martin while trying to save his life, not realizing he was conscious and able to see and hear her. They came to a mutual understanding and broke up, with Samantha not realizing that Martin knew now that she was Thunder Woman...

Secret (Thunder Woman's Identity)- Martin knows that Samantha is Thunder Woman. Combined with his knowledge of her from their time dating, he has leveraged this knowledge into a key role in Miranda's campaign against Thunder Woman, and informs his overall plan for revenge against Samantha...

Total: Abilities: 60 / Skills: 48--24 / Advantages: 11 / Powers: 0 / Defenses: 13 (108)
MARTIN CLAY IN INTERDICTOR MK. 2 ARMOR
PL 11 (224)
STRENGTH
12 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 5

Skills:
Athletics 4 (+16)
Deception 6 (+11)
Expertise: Business 6 (+11)
Insight 4 (+6)
Intimidation 2 (+7)
Investigation 4 (+9)
Perception 4 (+10)
Persuasion 6 (+11)
Stealth 2 (+5)
Technology 4 (+9)
Vehicles 6 (+9)

Advantages:
Attractive, Beginner's Luck, Benefit, Status: Corporate Executive, Benefit, Wealth 2 (independently wealthy), Connected, Jack-of-all-trades, Leadership, Ranged Attack 2, Taunt

Powers:
“Interdictor Mk. 2 Armor” (Removable) (145) – [116]
“Synthetic Muscle Fibers & Micromotors” Enhanced Strength 10 (20)
“Portable Flight System” Flight 8 (500 mph) (16)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
“Reinforced Armor Plating” Protection 8 (Extra: Impervious 10) (18)
“Restricted Access: Approved CAM Employees Only” Feature 1 (1)
“Remote Control” Feature 2 (2)

“Mentally Integrated Combat System, MICS”
Enhanced Advantages 20 (All-out Attack, Close Attack 2, Defensive Attack, Extraordinary Effort, Improved Aim, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Precise Attack 2 (Ranged, Concealment or Cover), Ranged Attack +5, Withstand Damage) (20)
Enhanced Trait 11.5 (Dodge +4, Parry +4, Perception +4, Close Combat +2, Ranged Combat +1) (12)
“Radar” Senses 4 (Accurate Radius Radio Sense) (4)
“Sensors” Senses 9 (Extended & Infravision, Extended Hearing, Accurate and Acute Detect Energy, Direction Sense, Distance Sense) (9)

“Portable Weapons Array”
“Built-in Next Generation Advanced Firearms” Blast 11 (Extra: Multiattack) (33) – (37)
  • AE: “Thunderbolt Missile” Blast 11 (Extra: Area- 30 ft Burst) (33)
  • AE: “Homing Micromissiles” Blast 11 (Extras: Homing 2, Penetrating 5, Split, Variable Descriptor- Heat/Force) (31)
  • AE: “Energy Beam” Damage 11 (Extras: Area- 5x30 ft Line, Penetrating 11) (Flaw: Distracting) (22)
  • AE: “Repelling Burst” Move Object 10 (25 tons) (Extras: Area- 10 ft Burst, Damaging) (Flaws: Limited Direction- Away, Reduced Range) (13)

Offense:
Unarmed +10 (+12 Damage, DC 27)
Weapons +11 (+11 Damage, DC 26)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude +7, Will +9

Total: Abilities: 60 / Skills: 48--24 / Advantages: 11 / Powers: 116 / Defenses: 13 (224)
Martin Clay is an executive at Consumer Advanced Mercantile. Ambitious and constantly seeking to advance himself in life, Martin is a frequent associate of his boss, Derek Duvall, and so embroils himself in the CAM conspiracy to sell illegal cybernetic soldiers based on Interceptor on the black market. But independently of his criminal activities, he begins to date Samantha West, charming her with kindness and smooth flirtation. But neither of them is aware of who the other is actually up to, so that at the same time as Thunder Woman and Interceptor begin their quest to unravel the CAM scheme, Derek Duvall assigns Martin Clay the task of eliminating the heroic duo. As every attempt to misdirect or destroy Interceptor and Thunder Woman fails, Martin considers taking matters into his own hands and donning the Interdictor Mk. 2 armor in a last ditch effort to succeed and ensure his future at CAM, not knowing the woman he is trying to kill is the love of his life...
bsdigitalq
Posts: 543
Joined: Sun Nov 13, 2016 8:46 am
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Monster Woman

Post by bsdigitalq »

Image

MONSTER WOMAN (Ira McCullough)
PL 11 (188)
STRENGTH
15 STAMINA 14 AGILITY 2
DEXTERITY 0 FIGHTING 4
INTELLECT -1 AWARENESS -1 PRESENCE -1

Skills:
Close Combat: Unarmed 3 (+7)
Intimidation 12 (+12)
Perception 4 (+3)
Ranged Combat: Throw 7 (+7)

Advantages:
All-out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improvised Weapon, Power Attack, Startle, Takedown, Withstand Damage

Powers:
“Monster Woman Size” Growth 2 (+2 STR & STA, +2 mass, +1 Intimidate, -1 Dodge/Parry, -2 Stealth) (Extra: Innate) (Flaw: Permanent) [5]
Immunity 10 (Mental Effects) (Flaw: Limited- Half Effect) [5]
Leaping 6 (500 ft) [6]
Power-Lifting 3 (6,000 tons) [3]
Protection 1 (Extra: Impervious 15) [16]
Regeneration 6 (Extra: Regrowth) [7]

“Adaptational Shape Shifting” Variable 5 (Extra: Action- Move) [40]

“Super-Strength Feats” AE’s off of Strength [3]
  • AE: “Handclap” Affliction 11 (Dazed, Stunned; Resisted by Fortitude) (Extra: Area- 30 ft Burst) (Flaw: Limited Degree) (11)
  • AE: “Shockwave” Move Object 11 (50 tons) (Extras: Area- 30 ft Burst, Damaging) (Flaws: Limited- Both Monster Woman and target must be grounded, Limited Direction- Away, Reduced Range) (11)
  • AE: “Ground Stomp” Move Object 11 (50 tons) (Extras: Area- 5x30 ft Line, Damaging) (Flaws: Limited- Both Monster Woman and target must be grounded, Limited Direction- Away, Reduced Range) (11)
Offense:
Unarmed +7 (+15 Damage, DC 30)
Strength Feats (+11 Effect, DC 21)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +15, Fortitude +14, Will +8

Complications:

Secret (Identity)- The connection between Ira and Monster Woman is not known outside a select few, and she does her best to keep it a secret.

Hatred (Invidia McCullough/Thunder Slayer)- Because of their past, Ira absolutely hates her sister Invidia, and she fantasies about all sorts of revenge against her for the past abuse. Monster Woman is a physical externalization of this hatred. This is also why Monster Woman goes after Thunder Woman, due to Thunder Slayer's intentional resemblance to the heroine.

Normal Identity (Ira McCullough)

Prejudice (Monstrous Appearance)- Monster Woman ain't no normal human, that's for sure.

Temper- Monster Woman is the externalization of all of Ira's hate and anger. She comes out whenever Ira becomes too stressed or frustrated, particularly in circumstances that might call up old memories of her abuse by Invidia.

Total: Abilities: 56 / Skills: 26--13 / Advantages: 15 / Powers: 85 / Defenses: 19 (188)

Monster Woman is Ira McCullough, the sister of Invidia McCullough, better known as the notorious dark reflection of Thunder Woman: Thunder Slayer. Growing up, Ira was the opposite of Invidia: while Invidia was loud, demanding, and mean spirited, Ira was quiet and shy, which only served to make her a target of her sister's vicious bullying, something both of their parents failed to keep in check. Secretly, she harbored the fantasy of turning the tables on Invidia and giving her sister a taste of her own bitter medicine.

Despite her sister's abuse, Ira was extremely bright, succeeding academically. She became a molecular biologist and gained a position at the Newport branch of SATRN. There, she studied a wide range of extraordinarily enhanced pathogens and biological samples, including bits of the extraterrestrial menace Nosophoros, which she helped Thunder Woman defeat during its initial landfall in Newport. But one day, Invidia, now Thunder Slayer, came calling. Not content to hound Thunder Woman, Invidia was jealous and incensed at her sister's success while she herself had failed. She decided it had been too long since she'd taught Ira "some proper respect," and began to systematically destroy the SATRN laboratory. In horror, Ira was helpless as Invidia unleashed countless previously contained biological horrors and tortured her with her powers. Thunder Slayer left, hearing of Thunder Woman's arrival, leaving Ira lying helpless in a collected pool of biological nightmares. Unable to do anything else, she withdrew into her childhood fantasy once again...

As Thunder Woman battled both Thunder Slayer and the mutant horrors unleashed by her, they heard a loud roar. Suddenly, Thunder Slayer was jumped by a huge, greenish humanoid figured in tattered clothes. The interloper proceeded to wail on Invidia, giving Samantha time to focus on containing the mutants created by Thunder Slayer's attack. Invidia, not at all used to being the brunt of an attack (in spite of previous defeats by Thunder Woman), fled, leaving her attacker behind just as Thunder Woman returned. The huge greenish woman turned her sights on Thunder Woman, and attacked her with just as much ferocity as against Thunder Slayer. In the midst of the battle, Samantha began to realize that her opponent bore a vague resemblance to Ira McCullogh. With an immense strike she managed to stun the creature long enough to cover her in ice, and attempted to reach out to Ira, to see if there was anything left of her inside. Miraculously, it worked, and the creature deformed back down to Ira's regular human form.

Ira's new superpowered form was dubbed "Monster Woman," but she didn't like the new attention. She just wanted to be left alone and continue her work. But every time she felt helpless and trapped, she felt the desire to return to her fantasy, of giving back to the world all of the hate and persecution she received. Inside, everything was Invidia to her. And so periodically, Monster Woman would return, usually in retaliation against some perceived threat, or whenever Ira experienced a flashback of her childhood abuse. And because Thunder Woman generally resembled Invidia's new guise as Thunder Slayer, sometimes Monster Woman would go after her instead. Worse, Ira is beginning to gain control of herself as Monster Woman. Whereas she began as almost mindless berserker, now she can think and plan, and even manipulate her body to generate various new bodyparts and weapons; now, she *revels" in being Monster Woman, in the power and ability to do whatever she wants and take revenge on any and everyone that has slighted her. But occasionally, when she breaks free of the euphoric righteous anger of her mutated form, Ira seeks a way to cure herself, as she is sometimes horrified of what she has done, especially since she experiences everything as Monster Woman. No alternate personalities here folks. In Ira's words, being Monster Woman is like "Wearing beer goggles full of rage and spite."

Thunder Woman hopes to bring Ira back from the brink, but ever day that hope fades as Ira embraces her darker impulses more and more...
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Martin Clay

Post by Jabroniville »

bsdigitalq wrote: Sun Oct 22, 2017 6:30 pm Image
ANOTHER evil business douchebag? Man, are there ANY good corporate executives in your universe, or are you just aiming for realism instead of escapism :)?

His interpersonal stuff with the other characters is actually rather interesting- him and Jessica perhaps becoming an Alpha Couple, followed by the Mentor/Student thing with Duvall, then also being one of Iryn's eyes and ears? That's a lot of stuff. His personal edge with Interceptor and TW is also rife with complications. When did he & Samantha date? Before her current off-and-on boyfriend?
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