Where in all of your character write ups will go.
Batgirl - PL 8
Strength 0, Stamina 1, Agility 5, Dexterity 3, Fighting 11, Intellect 3, Awareness 3, Presence 2
Agile Feint, Benefit, Athletics Based on Agility, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 14, Evasion, Improved Critical 2: Bat-Catapult, Improved Critical: Bat-Gauntlets: Strength-based Damage 2, Improved Initiative, Improved Trip, Luck 2, Power Attack, Ranged Attack 8, Redirect, Takedown, Trance
Acrobatics 8 (+13), Athletics 6 (+11), Deception 4 (+6), Insight 6 (+9), Investigation 4 (+7), Perception 6 (+9), Sleight of Hand 6 (+9), Stealth 6 (+11), Technology 6 (+9), Treatment 4 (+7), Vehicles 4 (+7)
. . Ballbearing: Strength-based Damage 2 (DC 17; Increased Range: ranged)
. . Electro Pellet: Cumulative Affliction 2 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 12; Cumulative, Increased Range: ranged)
. . Flash Pellet: Cumulative Affliction 2 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 12; Cumulative, Increased Range: ranged; Limited: Sight)
. . Smoke Pellet: Cloud Area Concealment Attack 2 (Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Will, Increased Range: ranged)
Bat-Gauntlets: Strength-based Damage 2 (DC 17)
Cowl: Senses 10 (Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory)
Glide Cape: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Bat-Catapult [Bat-Catapult], Batgirl suit [Bat-Gauntlets: Strength-based Damage 2, DC 17; Cowl: Senses 10, Extended: Vision 2: x100, Extended: Hearing 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory; Glide Cape: Flight 4, Speed: 30 miles/hour, 500 feet/round; Gliding, Wings; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Camo Clothing, Cell Phone (Smartphone), Commlink, Concealable Microphone, Flash Grenade, Flashlight, Gas Mask, Handcuffs, Mini-tracer, Rebreather, Restraints, Smoke Grenade, Toolkit (Basic)
Ballbearing: Strength-based Damage 2, +11 (DC 17)
Bat-Gauntlets: Strength-based Damage 2, +11 (DC 17)
Electro Pellet: Cumulative Affliction 2, +11 (DC Fort 12)
Flash Grenade, +11 (DC Dog/Fort 14)
Flash Pellet: Cumulative Affliction 2, +11 (DC Fort 12)
Grab, +11 (DC Spec 10)
Smoke Grenade, +11 (DC 19)
Smoke Pellet: Cloud Area Concealment Attack 2 (DC Will 12)
Throw, +11 (DC 15)
Unarmed, +11 (DC 15)
Dodge 11, Parry 11, Fortitude 4, Toughness 5/1, Will 8
Abilities 56 + Powers 0 + Advantages 39 + Skills 30 (60 ranks) + Defenses 14 = 139
While he recovered Batman put Carrie Kelly through an accelerated program of training and completely re-equipped her. In place of her Robin costume he adapted an old Batgirl suit design to fit her. In place of her wooden catapult he got her a deadly stinger type catapult, suitably styled with Bat colors and decoration, along with improved ammunition. Carrie is a natural fighter, with no inhibitions against hitting people, all she needed was to be taught how to do it properly. Soon she was a lean and fit nocturnal crimefighter and the two of them set out to redeem the old neighborhoods of Gotham.
Before long though their steady success in this endeavor attracted the attention of the incumbent Batman of Gotham, Bruce's old apprentice Tim Drake. He confronted them and asked what Bruce thought he was doing, he was much too old for this, battling crime needs a younger, fitter man than he now was. He was going to get himself and others hurt. To Carrie he offered to take her on as an apprentice as he could see that she had talent. Carrie though supported Bruce as he accused Tim of elitism and neglecting the people of Gotham in pursuit of his utopian vision. Tim retorted that his vision, which he had gotten from Bruce himself, was now a reality. He had more important matters to attend to than some marginal areas of the city, they would be sorted out in time. It had taken generations of work to get Gotham to this point and he would not have it jeopardized now by ill-considered interference. Bruce's actions against the gangs in the old neighborhoods was stirring up a tremendous amount of trouble that he was not yet in a position to deal with. In this he had the support of the commissioner, Barbara Grayson. He would not see another war across the city like back in Bruce's day, they had to be smarter than that now, the people of Gotham expected more.
The two men parted without resolving their differences, leaving Carrie rather bewildered and frightened. She had thought her Batman was magnificent, but he looked old and tired compared to the Batman of Gotham. Looking at him afresh with her now trained eyes she saw that he moved stiffly and stooped slightly. Was he really up to what they had taken on? He would need her support a lot more than she had anticipated. This has indeed proved to be the case, Carrie is rapidly becoming a better fighter and operative than her mentor who really is too old. He still has his skills, but lacks the stamina to really use them. After a few hours of rushing around the city he is exhausted, his knees pain him, and any injuries take a long time to heal. Bruce is actually nearly twenty years older than Tim and has gone past his sixtieth birthday. Bruce is trying to prepare himself for a rematch against the gang leader who beat him last time, but Carrie is thinking that she is going to have to do it herself.
Copperhead - PL 8
Strength 0, Stamina 1, Agility 6, Dexterity 3, Fighting 10, Intellect 2, Awareness 3, Presence 2
Agile Feint, Attractive, Benefit, Athletics Based on Agility, Defensive Roll 3, Improved Critical: Fangs: Strength-based Damage 1, Improved Initiative, Move-by Action
Acrobatics 10 (+16), Athletics 8 (+14), Insight 4 (+7), Intimidation 8 (+10), Perception 6 (+9), Persuasion 4 (+6), Sleight of Hand 8 (+11), Stealth 8 (+14)
Copperhead Fang Vambraces (Removable)
. . Copperhead Poison
. . . . Fangs: Strength-based Damage 1 (Linked; DC 16; Split: 2 targets)
. . . . Hallucinations: Illusion 6 (Linked; Affects: All Sense Types, Area: 60 cft., DC 16; Independent, Reaction 3: reaction; Limited: to those damaged by the fangs, Limited to One Subject, Resistible: Fortitude, Uncontrolled)
. . . . Poison: Progressive Weaken 6 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 16; Progressive, Reaction 3: reaction; Limited: to those damaged by the fangs)
. . Metal Vambraces: Protection 2 (+2 Toughness; Impervious [2 extra ranks], Sustained)
Immunity: Immunity 1 (Rare Descriptor: Copperhead poison)
Fangs: Strength-based Damage 1, +10 (DC 16)
Grab, +10 (DC Spec 10)
Poison: Progressive Weaken 6, +10 (DC Fort 16)
Throw, +3 (DC 15)
Unarmed, +10 (DC 15)
Dodge 10, Parry 10, Fortitude 4, Toughness 6/1, Will 7
Abilities 54 + Powers 55 + Advantages 9 + Skills 28 (56 ranks) + Defenses 11 = 157
Larissa Diaz is an assassin for hire. Rather than using guns though she employs poisoned finger talons, her fangs. The poison in these causes violent hallucinations and rapid death from heart failure. She normally attacks from ambush, often from above, striking from ceiling fixtures or out of a vent. She is a skilled fighter but relies on her poison, striking once with often just a small scratch and then retreating to let the poison do its work. If her victim is alone and proving resilient to its effects she will move in again to further beat, scratch and poison them to death. If confronted by an aware opponent or superior numbers she will hold off an attack until circumstances are more favorable.
Copperhead delights in the fear and agony of her victims and if at all possible will stay around to watch them die, all the while crowing and gloating. The hallucinations the poison induces are random, but often take the form of seeing multiple copies of things, particularly people. Larissa likes to exploit this by showing herself because then her victim will see many images of her, all dancing around them hissing with evil glee. This makes attacking them a lot easier as they flail desperately at mirages. When her target collapses and enter the final agonies she will often perch herself on their chest and press against them, writhing in ecstasy over their death.
When not out murdering some unfortunate Larissa likes to hang around other supervillains. She has a very high opinion of herself and wants other people to be impressed, attracted to and frightened of her. Being such a sociopath herself she is not freaked out by almost anyone, even fiends like the Joker or the Scarecrow she just finds entertaining. It is suspected that she is the Scarecrow's occasional girlfriend. Where she got her poisons and training is unknown, but may be from some of the stranger criminal cartels who operate in the American south. Long-term exposure to it means that she herself is immune to its effects and she has been seen to lightly sting herself with her fangs to get a thrill from the reduced effects of her own poison.
Cyber-Cat - PL 10
Strength 4, Stamina 0, Agility 4/0, Dexterity 2, Fighting 10/4, Intellect 3, Awareness 0, Presence 0
Agile Feint, Benefit, Athletics Based on Agility, Defensive Roll 2, Eidetic Memory, Evasion, Improved Aim, Improved Critical: Extensible Cat Claws: Strength-based Damage 3, Improved Critical: Extensible Cat Claws: Strength-based Damage 3, Improved Grab, Improved Initiative, Improved Trip, Inventor, Move-by Action, Ranged Attack 4, Redirect, Takedown
Expertise: Science 6 (+9), Investigation 6 (+9), Perception 4 (+4), Sleight of Hand 4 (+6), Technology 8 (+11), Vehicles 4 (+6)
Cyber-Cat suit (Removable)
. . Armor Plating: Protection 8 (+8 Toughness; Impervious)
. . Brow-mounted Ruby Laser
. . . . Cutting Beam: Damage 5 (DC 20; Increased Range: ranged, Penetrating 7)
. . . . Scatter Beam: Damage 5 (DC 20; Increased Range: ranged, Multiattack)
. . Cat Visor: Senses 9 (Extended: Hearing 1: x10, Extended: Vision 1: x10, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision, Advantages: Eidetic Memory, Improved Aim)
. . Catwoman's Brain Engrams: Enhanced Trait 38 (Traits: Fighting +6 (+10), Dodge +2 (+10), Agility +4 (+4), Acrobatics +6 (+10), Athletics +4 (+8), Advantages: Agile Feint, Benefit, Athletics Based on Agility, Defensive Roll 2, Evasion, Improved Critical, Improved Initiative, Improved Trip, Move-by Action, Redirect, Takedown)
. . Comms: Radio Cosmic Communication 1 (Subtle: encrypted)
. . Extensible Cat Claws: Strength-based Damage 3 (DC 22, Advantages: Improved Critical)
. . . . Climbing Claws: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)
. . Lasher Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Mini-Missile Tri-Launcher
. . . . Single Launch: Damage 8 (DC 23; Increased Range: ranged)
. . . . Volley: Damage 8 (DC 23; Increased Range: ranged, Multiattack; Activation 2: standard action, Unreliable (5 uses))
. . Radar: Senses 4 (Accurate: Radio, Extended: Radio 1: x10, Radio)
. . Sealed Suit: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Servos: Enhanced Strength 4 (+4 STR)
. . Shoulder Blades: Strength-based Damage 1 (DC 20; Reaction 3: reaction)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Cutting Beam: Damage 5, +6 (DC 20)
Extensible Cat Claws: Strength-based Damage 3, +10 (DC 22)
Grab, +10 (DC Spec 14)
Scatter Beam: Damage 5, +6 (DC 20)
Shoulder Blades: Strength-based Damage 1, +10 (DC 20)
Single Launch: Damage 8, +6 (DC 23)
Throw, +6 (DC 19)
Unarmed, +10 (DC 19)
Volley: Damage 8, +6 (DC 23)
Dodge 10/8, Parry 10, Fortitude 2, Toughness 10/8, Will 3
Abilities 18 + Powers 114 + Advantages 5 + Skills 16 (32 ranks) + Defenses 9 = 162
Christina Chiles is a professional technology thief. She turns stolen advanced technology into useful products for her backers and customers. For most of her career she has been a backroom criminal, slaving away at a workbench with the materials brought to her by talented thieves. There is all sorts of restricted tech in the world, such as military grade equipment, cutting edge prototypes from places like the S.T.A.R. labs and alien or future technology used by superheroes and supervillains. Dissatisfied with her role and feeling that she was being very underpaid for her work she determined to be able to purloin her own resources. Being a slight and geeky woman she did not feel that she was up to becoming an agile cat burglar herself. In her criminal career though she had met some talented people who had deeply impressed her with their abilities. The one that had struck her most was the Catwoman, who had been repeatedly engaged by her clients to bring her all sorts of advanced tech and special materials for use in her projects. This svelte and sexy woman was all she wanted to be, rather than an oil-stained nerd. To this end she built herself an advanced combat suit designed to mimic the Catwoman's abilities and then some. Much of it is based on tech stolen from the John Henry Irons Steelworks facility by Catwoman (no alarm system, no matter how good, is any match for Selina).
While she had built herself a superb battlesuit rig she now had the problem that she was herself a klutz with limited training in combat and agility. To her it was obvious who had what she needed, Catwoman herself. Luring in Selina with offers of a highly lucrative job she ambushed her with a taser grid and stunned her unconscious. Selina came to strapped to a lab bench with an encephalogram net on her head. Christina used this to scan Selina's brain patterns, stimulating her nervous system with electric shocks and recording everything that passed through her head. She then uploaded this data into the suit. Donning the suit a neural interface downloaded Selina's talents directly into her brain through controlled neural stimulation. She could now move and fight exactly as Selina, as far as her rather slight body was able to do so.
With her new talents and battlesuit she embarked on a crime spree, heisting money and technology all over Gotham and Metropolis. Selina she kept locked in a cell half comatose on drugs so she could rescan her brain as needed. Catwoman cannot be confined however and even in her drugged state Selina soon escaped. The result was a running battle across the rooftops of Gotham as Cyber-Cat sought to recapture Catwoman. Against the armored and heavily armed suit Catwoman was badly outgunned and could not even get through the heavy armor plate protecting Christine. Selina is a pragmatic woman however and she evaded her enemy and obtained a weapon that could put a dent in her, an anti-tank rocket launcher (the weapons black market in Gotham can supply pretty much anything). While Christina survived the resulting blast her suit was wrecked and she was left at the mercy of Selina. Catwoman nearly killed her after all she had put her through, but Selina is not a murderer and she settled for a few hours of torture followed by turning her over to the authorities.
In custody Christina's decision to overwrite her brain with the engrams of another person was found to have had some serious side effects. Elements of Selina's memories and personality began to surface, taking over her own mind in fits and spasms. Confused and agitated she was transferred to Arkham for claiming that she was Catwoman. The staff of Arkham are not actually sure if she is Catwoman or not, she was apprehended by an anonymous tip-off. In terms of age and build and ethnicity she could be her, due to her costume and goggles it is not known to the authorities what color Catwoman's hair and eyes actually are. So many Gotham crooks are completely crazy that her schizophrenic condition is regarded as something half expected. Catwoman has some powerful and well-connected enemies and they may well want to get hold of Christine to see if it is really her, or if not to find out what she knows. In addition there are old clients of Christine's who know her true identity and want to get their hands on the research used to build the suit. Catwoman herself will object to her brain patterns being traded on the supervillain black market.
The Creeper - PL 10
Strength 7/0, Stamina 7/0, Agility 5/0, Dexterity 0, Fighting 11/0, Intellect 2, Awareness 2, Presence 2
Agile Feint, Connected, Defensive Roll 2, Diehard, Evasion, Fearless, Improved Critical: Unarmed, Improved Initiative, Improved Trip, Luck, Move-by Action, Redirect, Startle, Takedown, Uncanny Dodge
Deception 6 (+8), Insight 6 (+8), Investigation 8 (+10), Persuasion 6 (+8)
Become the Creeper (Activation: Move Action, Advantages: Agile Feint, Defensive Roll 2, Evasion, Fearless, Improved Critical, Improved Initiative, Improved Trip, Luck, Move-by Action, Redirect, Startle, Takedown, Uncanny Dodge)
. . Enhanced Trait: Enhanced Trait 88 (Traits: Strength +7 (+7), Stamina +7 (+7), Fighting +11 (+11), Agility +5 (+5), Acrobatics +8 (+13), Athletics +8 (+15), Dodge +6 (+11), Fortitude +3 (+10), Intimidation +8 (+10), Perception +8 (+10), Sleight of Hand +6 (+6))
. . Incessant Unnerving Laughter: Perception Area Affliction 5 (1st degree: Dazed, Impaired, Resisted by: Will, DC 15; Perception Area: DC 15 - Hearing, Extra Condition, Reaction 3: reaction; Limited Degree 2)
. . Joker Venom Touch: Progressive Affliction 7 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Fortitude, DC 17; Progressive; Limited: to sending subjects crazy)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . Toxin Saturation: Immunity 1 (Poison)
. . Unkillable: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
Grab, +11 (DC Spec 17)
Incessant Unnerving Laughter: Perception Area Affliction 5 (DC Will 15)
Joker Venom Touch: Progressive Affliction 7, +11 (DC Fort 17)
Throw, +0 (DC 22)
Unarmed, +11 (DC 22)
Dodge 11/5, Parry 11, Fortitude 10/7, Toughness 9/7, Will 5
Abilities 12 + Powers 146 + Advantages 1 + Skills 13 (26 ranks) + Defenses 3 = 175
One of the Joker's nastiest tricks is his Joker Venom, a lethal chemical that causes anyone affected by it to convulse in hideous, uncontrollable laughter while actually experiencing agonizing pain and violent muscle spasms, soon followed by death with a pallid complexion and a terrifying rictus grin. It can be delivered in many ways, often as a multi-part compound that makes it very hard to detect in contaminated products. Over the years he has killed more people with it than even with guns and in the torture chair. It seems to be derived from a refined version of the chemical stew at Ace Chemicals that transformed him into the Joker.
Jack Ryder is a journalist who made the mistake of writing about the Joker in an unflattering way. The Joker is highly egotistical and for all his vaunted sense of humor cannot take a joke at his expense. To make an example of hacks printing scurrilous lies about him (even though they were actually all true) he kidnapped Ryder and dropped him into an entire vat of Joker Venom, which he then intended to pump into the offices of several major Gotham newspapers. Saturation by such a quantity though had a different effect to what the Joker expected. Rather than dying Jack Ryder's body went into overdrive and he burst out of the tank transformed as the Joker had been, but far more so. He was now superstrong, super agile and his body healed from any wound at a hyper-accelerated rate. He leapt madly about and trashed the Joker's chemical plant and all his goons before leaping off across the city.
Batman was tracking the kidnapping of Jack Ryder and came in hard on the heels of this chaos. The Joker made his escape in the confusion, leaving Batman to try and bring in Ryder for medical treatment. Ryder though was in no mood to come in, he wanted revenge on the Joker. Using his journalist contacts he began checking out some of the Joker's old hideouts. At one of these he ran into Harley Quinn who was cleaning it out so her boss could move in. She was grumbling at being treated like a skivvy as she was reduced to the indignity of her, the Clown Princess of Crime and doctor of psychiatry, wielding a broom. Appearing as the Creeper Ryder at first demanded that she tell him where the Joker was, but as he got a good look at her his priorities changed. He smoothed his wild hair back, softened his tone and switched from threats to flattery. Harley was at first ready to break the broom over his head, but then got a good look at him herself. Who was this dashing fellow with the fetching green hair? She began to giggle at the compliments paid to her and edged closer while lowering the broom.
Soon a new duo appeared on the Gotham scene, the Creeper and Harley Quinn, and they were out for the Joker. This crazed menage a trois was motivated by jealousy, resentment, plans of punishment, revenge and making him crawl back to her while acknowledging what a jerk he'd been. The result was chaos in Gotham as the Joker and Creeper fought, played off against each other by the manipulative Harley Quinn. In the end Batman resolved the situation by knocking everyone's heads together. The Joker and Harley made up and ran off together for another honeymoon, while Ryder was taken into secure medical care. Batman was able to suppress the effects of the Joker Venom on Ryder, but he was so saturated with the stuff that he has never been able to entirely purge it from him. Jack Ryder can at will revert to the infamous Creeper, and also does so when agitated or excited. He often uses his maniacal other form to get the scoop on stories in Gotham involving the Bat, poking his pointy hose into his investigations and confrontations. The Creeper is also still obsessed with Harley Quinn and if Ryder spends too long as him he will seek her out and try to woo her. Harley for her part plays him along as a foil to her pudding, and as a reserve boyfriend for when she is out with both Mistah J and Ivy and is feeling lonely.
Cyclone - PL 10
Strength -1, Stamina 0, Agility 3, Dexterity 3, Fighting 4, Intellect 5, Awareness 1, Presence 1
Agile Feint, Defensive Attack, Defensive Roll, Evasion, Extraordinary Effort, Luck 2, Ranged Attack 3
Acrobatics 4 (+7), Expertise: Science 8 (+13), Investigation 6 (+11), Perception 4 (+5), Persuasion 4 (+5), Ranged Combat: Air Control 4 (+7), Sleight of Hand 4 (+7), Technology 8 (+13)
. . Air Cushion: Cylinder Area Move Object 10 (25 tons; Cylinder Area: 30 feet cylinder, DC 20, Selective; Limited Material: Air)
. . Air Deflection: Cylinder Area Deflect 10 (Cylinder Area: 30 feet cylinder, DC 20, Redirection, Reflect, Selective; Limited 2: physical projectiles)
. . Air Jets: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Air)
. . Cyclone: Cylinder Area Move Object 10 (25 tons, DC 25; Cylinder Area 2: 60 feet cylinder, DC 20, Damaging; Limited Direction: Rotation, Limited Material: Air)
. . Pressure Normalization: Cylinder Area Immunity 10 (Common Descriptor: Air; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: ranged)
. . Pressure Sickness: Damage 10 (DC 25; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Pressure Variance: Cumulative Cylinder Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cylinder Area: 30 feet cylinder, DC 20, Cumulative, Increased Range: ranged; Limited: to atmospheres)
Air Pressure Sense: Senses 6 (Accurate: Air Pressure, Acute: Air Pressure, Detect: Air Pressure 1, Extended: Air Pressure 1: x10, Radius: Air Pressure)
Air Spirit: Immunity 10 (Common Descriptor: Air)
Cyclonic Propulsion: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Sound Waves: Other Area Communication 2 (Sense Type: Sound waves; Area, Selective)
Wind Wall: Force Field 10 (+10 Toughness)
Air Cushion: Cylinder Area Move Object 10 (DC 20)
Air Jets: Move Object 10, +10 (DC 25)
Cyclone: Cylinder Area Move Object 10 (DC 25)
Grab, +4 (DC Spec 9)
Pressure Sickness: Damage 10, +10 (DC Fort 25)
Pressure Variance: Cumulative Cylinder Area Affliction 10 (DC Fort 20)
Throw, +6 (DC 14)
Unarmed, +4 (DC 14)
Motivation: Acceptance: Maxine wants to be a superhero. Even more she wants to have a friend.
Quirk: Maxine is a terrible motormouth. She cannot stop talking, and her mouth runs away with her, often embarrassing her.
She suffers from atypical depression, being cheerful and talkative to conceal her loneliness and isolation.
Dodge 9, Parry 4, Fortitude 1, Toughness 11/0, Will 5
Abilities 32 + Powers 86 + Advantages 10 + Skills 21 (42 ranks) + Defenses 11 = 160
Maxine Hunkel gained her powers while conducting research as a young student into the Red Tornado's powers. She was a child prodigy and had gone to Harvard well in advance of her years. Such child geniuses are often troubled and unhappy and Maxine was no exception. Academically she had blown past her peers but her emotional maturity had been stunted by too much time associating with geeky adults and constant rejection by her age group who could never understand all the scientific gobbledygook she was forever going on about. Thinking that with the naivety of a child she could have an insight they had missed the project scientists let this young girl rummage about in the innards of a hyper-advanced robot that no-one except perhaps Superman understood how it worked. She breached some sort of containment inside Red Tornado in her enthusiasm and was contaminated by nanobots. These sent her into a coma for several weeks and when she came out of it she had the air control powers she has now, which are similar in many ways to those the Red Tornado robot body wields.
With her new powers Maxine determined to be a superhero, but was in so many ways not cut out for the life. Superman, who as the custodian of the Red Tornado robot felt responsible for her condition, arranged for her to be placed with a relative of his, Power Girl. Kara is a very strong supporter of women in science and technology, since this has historically been chronically downplayed and denigrated despite the proven and repeated contributions of many hard-working and brilliant women in these fields. Kara quickly appreciated that what Maxine really needed was not more time in the lab but friends who could teach her about life. She assigned her to her All-Stars team and charged several young superheroines with making friends with her. Kara is the mentor of a number of young female superheroes, indeed she is known for this (among other things).
As a trainee superhero Maxine has adopted the dynamic name of Cyclone, and has put together what is agreed behind her back to be the worst costume in current superherodom. She has a great deal of academic knowledge and has intensively researched and practiced with her powers. So long as things are going as predicted and she can execute her carefully thought out strategies she is a good superhero. When something unexpected and threatening happens though she tends to panic and freeze and has to be saved by her teammates. Her eagerness to please and to accomplish the task set her also means that she has almost no regard for her own safety at times, she just gets wrapped up in what she is doing. Several times she has drastically overexerted her powers in a crisis and has sent herself back into a coma, though fortunately these have only been very brief. Rather than encourage her to use her powers her friends seek to calm her down and get her to breathe and think.
In many ways Maxine acts a lot younger than she actually is. She hangs on Kara almost like a child, often trying to be physically close to her for comfort and reassurance. She slavishly mimics other young superheroines that she is impressed by, sometimes to the point of annoying them by ineptly mimicking their dress and speech. While interested in boys she is even more awkward around them than is usual for her, blushing bright red and stammering at the mere mention or sight of her latest crush. How her superheroine friends just so casually go on dates and talk about their boyfriends fills her with secret envy. At college she has no friends, she never made any while young and is too shy to do so now. When back at Harvard all she does is study, the one thing Maxine understands and can cope with is acing every academic subject she takes on.
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE CYCLONE!!! Best ever! The switch from idolizing Stargirl to Kara is actually rather fitting, though I'd imagine Supergirl would work better. I dig the modifications to her backstory, which got glossed over very quickly in the comics.
Cyber-Witch - PL 10
Strength 6, Stamina -, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 0, Presence 0
Diehard, Eidetic Memory, Fearless, Improved Aim, Improved Critical: Cybernetic Arm, Improved Initiative, Power Attack, Ranged Attack 6, Skill Mastery: Technology
Acrobatics 6 (+10), Athletics 4 (+10), Investigation 6 (+8), Perception 6 (+6), Sleight of Hand 4 (+8), Technology 10 (+12), Vehicles 4 (+8)
. . Atomic Editation: Transform 6 (Affects: Broad > Broad - Elements to elements, Transforms: 50 lbs., DC 16; Increased Range: ranged)
. . Disintegration: Weaken 10 (Affects: Stamina, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged)
. . Electromagnetism: Move Object 10 (25 tons, DC 25; Damaging, Multiattack; Limited Material: Ferrous materials)
. . EMP: Burst Area Nullify 10 (Counters: Electrics, DC 20; Burst Area: 30 feet radius sphere, DC 20, Simultaneous)
. . Nuclear Release: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Plasma Blaster: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Plasma Shockwave: Cone Area Damage 10 (DC 25; Cone Area 2: 120 feet cone, DC 20)
. . Plasma Torch: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10)
Cyborg: Immunity 30 (Fortitude Effects; Limited - Half Effect)
Data Link: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Mental Processor: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)
Molybdenum Steel Plating: Protection 8 (+8 Toughness; Impervious)
Radio Broadcast: Radio Cosmic Communication 1 (Rapid 2, Subtle: encrypted)
Reboot: Immortality 1 (Return after 2 weeks)
Self-repair: Regeneration 3 (Every 3.33 rounds; Source: technology)
Sensors: Senses 25 (Accurate: Radio, Analytical: Vision, Analytical: Hearing, Analytical: Radio, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 2: x100, Extended: Radio 3: x1k, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Radio, Rapid: Visual 1, Rapid: Radio 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Atomic Editation: Transform 6, +10 (DC Dog 16)
Disintegration: Weaken 10, +10 (DC Fort 20)
Electromagnetism: Move Object 10, +10 (DC 25)
EMP: Burst Area Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 16)
Nuclear Release: Burst Area Damage 10 (DC 25)
Plasma Blaster: Damage 10, +10 (DC 25)
Plasma Shockwave: Cone Area Damage 10 (DC 25)
Plasma Torch: Damage 10, +10 (DC 25)
Throw, +10 (DC 21)
Unarmed, +6 (DC 21)
Dodge 10, Parry 6, Fortitude None, Toughness 8, Will 4
Abilities 34 + Powers 148 + Advantages 14 + Skills 20 (40 ranks) + Defenses 10 = 226
Once something has been done, it is generally a lot easier to do again. Cyber-Witch is one of Cyborg's supervillain foes. She had the power to control atoms, being able to disintegrate and rebuild them at will, having gained this power after having been hit by a prototype atomic disintegrator. This device had been intended as a new cutting and mining tool but had been stolen from S.T.A.R. labs by supervillains intent on using it as a weapon. Cyborg pursued them and strove to take it back and during the fight a stray beam impacted an innocent bystander and caused her to disintegrate apparently into nothingness. Cyborg recorded what happened and later used S.T.A.R. labs equipment to try and retrieve her dissipated physical form from the atmosphere. In this he was partially successful, putting back together about fifty percent of her body. To save her life he used his knowledge of cybernetics to reconstruct the rest of her using much the same procedure as had been employed on him.
The young woman who would become Cyber-Witch was horrified and traumatized at her transformation. Despite Cyborg's explanations and attempts to help her she blamed him for her condition. Naive and foolish she soon got into trouble, using her strong cyborg body to beat people up and steal from shops. To make some real money she sold the secrets of her construction to several supervillains. Cyborg was forced to bring her in for arrest and S.T.A.R. labs obtained a legal order for her cyborg parts to be repossessed. Before she could be imprisoned and dismantled however she ran off with her supervillain associates. Since then she has continued to commit crimes and pursue a vendetta against Cyborg. She has had her cybernetics upgraded further in strength and armor and can fit powerful weapon onto her cybernetic right arm, such as a plasma blaster powered by her atomic control to spit raw atomic plasma. Her electronic brain gives her facility with technology and she is quite bright but nowhere near Cyborg's own level. She is good at comprehending and implementing existing tech but is poor at creating new stuff, mostly she just steals it.
Cyber-Witch is usually shacked up with some other supervillain when free. She is not a leader and by nature is lazy, preferring to have someone to look after her. She prefers scientific and technical geniuses who can maintain and improve her body, but anyone with muscle and money will do. For a while she was employed off the books by Lex Luthor but had to make an escape when he tried to have her vivisected for her technical secrets. The supervillain she would really like to make contact with is Brainiac, he sounds to her like the greatest genius in the universe.
Last edited by Gamebook on Tue Jun 26, 2018 5:20 pm, edited 1 time in total.
Huh- just noticed that Maxine has Complications on her build, which is very rare for your stuff. I don't see any on any of the other DC characters, just doing a quick check. Any reason why she's the exception? A way to curry my favor, because I adore My Beloved Cyclone so ?
Many of these DC builds are updated versions of builds I did ages ago, back when the DC Adventures Heroes & Villains books came out. I never posted those as it was before I started my own thread. I did sometimes enter complications into the builds back then as I had not written background notes to go with them. These days I prefer to put my thoughts on the character at the bottom of the post where I have more room to expound and develop them.
Cerberus - PL 7
Strength 3, Stamina 3, Agility 2, Dexterity 0, Fighting 8, Intellect 0, Awareness 2, Presence 1
Agile Feint, Chokehold, Close Attack, Defensive Roll, Equipment 10, Evasion, Improved Critical: Gauntlets: Strength-based Damage 2, Improved Initiative, Power Attack, Ranged Attack 2
Acrobatics 6 (+8), Athletics 6 (+9), Insight 4 (+6), Intimidation 6 (+7), Investigation 4 (+4), Perception 6 (+8), Sleight of Hand 4 (+4), Stealth 6 (+8), Vehicles 4 (+4)
Cowl: Senses 8 (Extended: Hearing 1: x10, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
Gauntlets: Strength-based Damage 2 (DC 20)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Sensory Protection: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Cell Phone (Smartphone), Cerberus suit [Cowl: Senses 8, Extended: Hearing 1: x10, Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision; Gauntlets: Strength-based Damage 2, DC 20; Light Body Armor: Protection 2, +2 Toughness; Impervious; Sensory Protection: Immunity 5, Sensory Affliction Effects; Limited - Half Effect], Commlink, Flash Grenade, Flashlight, Mini-tracer, Multi-tool, Rebreather, Restraints, Smoke Grenade
Flash Grenade, +2 (DC Dog/Fort 14)
Gauntlets: Strength-based Damage 2, +9 (DC 20)
Grab, +9 (DC Spec 13)
Smoke Grenade, +2 (DC 19)
Throw, +2 (DC 18)
Unarmed, +9 (DC 18)
Dodge 8, Parry 8, Fortitude 7, Toughness 6/3, Will 6
Abilities 38 + Powers 0 + Advantages 20 + Skills 23 (46 ranks) + Defenses 14 = 95
Cerberus is a nocturnal legbreaker. He beats people up at night, but as a criminal rather than a vigilante. Gotham villains employ him to find those they want found, mostly those from among their own people and associates who have failed or betrayed them, or have been found out when they have been skimming from the take. The normal method of beating people up in Gotham is to first tie them to a chair, this being known as a 'Gotham boxing match'. Cerberus prefers to enjoy himself by having his victims be untied and given the chance to defend themselves. It doesn't make any difference to the end result, most Gotham crooks have no combat training and rely on bluff and numbers to win their fights (this is why Batman can beat up almost any number of them apparently effortlessly).
Cerberus has been set on more challenging prey than the usual hapless fools. Gotham villains annoyed at the interference of the nocturnal crimefighters have employed him to track and fight them. He finds people like the Batgirls and Robins to be a much more of a challenge, they are very skilled martial artists, often more so than him. Beating up Cerberus has almost become a rite of passage for Batman's apprentices. Once you can take Cerberus in a fight you are ready to move on to the next level of your training. Despite the lumps and repeated humiliation Hank Henderson keeps on going, ferociously training himself to be better so he can beat them next time. He aspires to one day fight Batman, the few times he has encountered the Bat he just ran him down in the Batmobile or took him out with a thrown batarang.
Last edited by Gamebook on Tue Jun 26, 2018 5:24 pm, edited 1 time in total.
Deadman - PL 10
Strength -, Stamina -, Agility 2, Dexterity 3, Fighting 8, Intellect 3, Awareness 3, Presence 4
All-out Attack, Defensive Roll, Diehard, Evasion, Improved Initiative, Ranged Attack 2, Ritualist, Taunt
Acrobatics 4 (+6), Deception 8 (+12), Expertise: Magic 8 (+11), Insight 8 (+11), Investigation 8 (+11), Perception 8 (+11), Persuasion 6 (+10), Sleight of Hand 6 (+9), Stealth 4 (+6)
Dead: Immunity 33 (Aging, Critical Hits, Fortitude Effects)
Float: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Ghost: Insubstantial 4 (Incorporeal; Innate, Subtle: DC 20; Permanent)
Not of this world: Concealment 10 (All Senses)
. . Counter-Possession: Nullify 12 (Counters: Mind Control, DC 22; Affects Corporeal 12, Effortless, Subtle 2: undetectable; Reduced Range: close)
. . Manifest: Teleport 12 (Carry 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4000 miles in 2 move actions; Limited to Extended, Uncontrolled)
. . Possession: Concentration Affliction 12 (3rd degree: Controlled, Incapacitated, Resisted by: Will, DC 22; Affects Corporeal 12, Concentration, Extra Condition, Subtle 2: undetectable; Instant Recovery, Limited Degree (third only))
Reform: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
Resistance: Protection 6 (+6 Toughness)
Spectral Senses: Senses 10 (Counters All Concealment: Vision, Counters All Concealment: Hearing)
Spirit: Comprehend 1 (Spirits - Communicate)
That which is not alive cannot die: Immortality 1 (Return after 2 weeks)
Counter-Possession: Nullify 12, +8 (DC Will 22)
Possession: Concentration Affliction 12, +8 (DC Will 22)
Dodge 8, Parry 8, Fortitude Immune, Toughness 7/6, Will 10
Abilities 26 + Powers 137 + Advantages 8 + Skills 32 (64 ranks) + Defenses 13 = 216
Boston Brand in life was a paranormal investigator, one of a small clique of such in the world. Fighting unnatural forces from the beyond is dangerous and he met his end when a brimstone demon from hell plunged a fiery claw into his heart as he sought to disrupt the ritual that was bringing it into the world with the intention of bringing about hell on Earth and the end of days, when the skies shall burn and rain blood and all the dead will rise while angels and demons war. The demon sought to drag his soul with it down into hell where it could torment him for all eternity but Brand managed to break free. While now dead and without a body he found himself still in the material world due to this, caught between heaven and hell. Evading a helpful angel's attempt to usher him into the next life he resumed his career of fighting supernatural forces.
Boston is a very unusual ghost as he is in a sense still alive, even though he is dead. Ghosts are normally not the person they were in life, rather they are echoes of that person. They have no real substance and just replay scenes from their life and the moment of their death over and over again. They cannot learn anything, or often remember anything. Indeed they are usually unable to even perceive the mortal world and do not know that they are dead. Brand is still a person, with conscious thoughts and memories. He can perceive and speak with people and learn new things. Having no body though he is an imperceptible spirit most of the time and so cannot be seen or heard in any way by mortals. Those who can see the magical or spiritual can readily perceive his ghostly form however.
The one way Boston can still physically affect the material world is to enter into and take over a person's body. Guarding against this is impossible for most as they cannot perceive his approach. When he is riding a person's body in this way they blank out and have no memory of what happened. Once Boston leaves them they immediately snap back to normal, though their apparent sudden transition to a new location and jump forward in time often causes temporary disorientation. Those with a very strong will can sometimes resist this attempted possession, though Boston can often just keep trying until he gets past their mental defenses. As with most things to do with Deadman this attempted possession is imperceptible to normal senses.
As Deadman mysterious forces control Brand's existence. He does not lead a continuous life like a mortal, instead he manifests in times and places where his particular powers are needed. He is drawn to mysteries and sinister events where he feels compelled to help the people involved solve them. He does this by using his ability to move about regardless of observation and barriers to spy out situations, and takes careful possession of people to help them out. Much of the time he prefers not to reveal his presence and so uses his possession power very sparingly. A frequent trick is only to possess people when they are asleep so they never spot that anything odd has happened. He arranges matters while piloting them around such that they find clues as to what is going on after they wake.
Deadman is known to the supernatural element of the superhero community, people like Zatanna and John Constantine. They sometimes get involved in his adventures, or summon him to help with theirs. While they can see and speak to him directly they will often let him take brief possession of them so he can speak to people without the talent. As trained magicians though they can cast him out at will. Deadman will not possess and does not even like to approach certain superheroes. Batman's soul scares him, it is dark and spiky and to his perception revolves with traps for the mental intruder. Superman has the soul of a normal mortal, but his body is far too much for Boston to cope with, the power in it and the incredible super senses make him feel like he is trying to pilot a fighter jet with no clue how it is operated. Wonder Woman he cannot even look at, she is not a mortal at all and to his spiritual senses is a figure of blinding light.
Last edited by Gamebook on Wed Jun 13, 2018 1:21 pm, edited 1 time in total.
Director Bones - PL 9
Strength 6/1, Stamina 6/2, Agility 3, Dexterity 3, Fighting 9, Intellect 5, Awareness 3, Presence 3
Assessment, Benefit, Security Clearance 3: D.E.O. director, Chokehold, Close Attack 2, Contacts, Defensive Attack, Defensive Roll, Improved Critical 2: Cyanide Touch, Improved Initiative, Improvised Tools, Inventor, Leadership, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 7, Startle, Takedown, Taunt, Trance, Well-informed
Acrobatics 6 (+9), Athletics 6 (+12), Deception 8 (+11), Insight 8 (+11), Intimidation 8 (+13/+11), Investigation 10 (+15), Perception 6 (+9), Persuasion 4 (+7), Sleight of Hand 6 (+9), Stealth 6 (+9), Technology 8 (+13), Treatment 6 (+11), Vehicles 6 (+9)
Chemically Preserved: Immunity 3 (Aging, Disease, Poison)
. . Affliction: Progressive Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Progressive)
. . Weaken: Progressive Weaken 5 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 15; Progressive)
Formic Ethers: Enhanced Trait 18 (Traits: Strength +5 (+6), Stamina +4 (+6))
Impervious Defense: Impervious Toughness 6
Regeneration: Regeneration 3 (Every 3.33 rounds)
Transparent Flesh: Enhanced Trait 2 (Traits: Intimidation +2 (+13), Advantages: Startle)
Affliction: Progressive Affliction 5, +11 (DC Fort 15)
Grab, +11 (DC Spec 16)
Throw, +10 (DC 21)
Unarmed, +11 (DC 21)
Weaken: Progressive Weaken 5, +11 (DC Fort 15)
Dodge 9, Parry 9, Fortitude 9, Toughness 7/6, Will 9
Abilities 58 + Powers 62 + Advantages 29 + Skills 44 (88 ranks) + Defenses 15 = 208
Director Bones is Robert Todd, the former dark superhero known as the Black Terror. He has been active in the superhero world since the 1940's when he fought the mob and Nazi spies. Later during the Cold War he fought communist subversives and atomic supervillains. His powers are chemical based, something common in the 1940's when all sorts of dangerous experimentation with poorly understood science went on. Years of intensive dosing with all sorts of massively toxic substances has had a drastic effect on his physiology. His flesh is eerily transparent, letting you see his stained bones. There are so many chemicals in his system that he constantly exudes them through his skin, including such poisons as cyanide. Do not shake hands with him.
Mr Bones is rarely active in the field anymore and isn't quite as fast and strong as he was at his peak, though he is still much faster and stronger than a regular human. His massive knowledge and experience of crimefighting he uses these days as a director of the Department of Extranormal Operations, which he was instrumental in founding using his considerable government connections. He and his agency keep tabs on everything the massive and chaotic superpowered community is doing and interfere when necessary to protect national interests. The Justice League and other superhero organizations often regard him as an arrogant meddler who would be better off leaving them to get on with saving the world. Since some governmental interest is inevitable they do work with him, supplying him with reports in exchange for a greater degree of official cooperation. Bones used to have a large number of superhero compatriots but most of them are long dead or gone after all this time.
Being so altered Bones rarely bothers with his health, cheerfully chain-smoking massive cigars. He is permanently wreathed in smoke, which at least smothers his sharp chemical scent that catches in the back of the throat. Even spending too much time in his presence in a confined area can be dangerous to the health so Bones spends most of his time alone in his office, leafing through endless reports. His condition might depress him if he was not so naturally misanthropic. Even when he was more normal he was solitary and antisocial. He has long outlived the few friends he ever made. It is not even known if he has ever had a partner.
Deacon Blackfire - PL 6
Strength 1, Stamina 1, Agility 2, Dexterity 1, Fighting 8, Intellect 1, Awareness 3, Presence 4
Connected, Equipment 1, Fascinate (Deception), Improved Critical: Knife, Leadership, Ranged Attack 3, Taunt
Athletics 4 (+5), Deception 8 (+12), Insight 6 (+9), Intimidation 8 (+12), Investigation 4 (+5), Perception 4 (+7), Persuasion 8 (+12), Sleight of Hand 4 (+5), Vehicles 4 (+5)
Grab, +8 (DC Spec 11)
Knife, +8 (DC 17)
Throw, +4 (DC 16)
Unarmed, +8 (DC 16)
Dodge 8, Parry 8, Fortitude 3, Toughness 1, Will 8
Abilities 42 + Powers 0 + Advantages 9 + Skills 25 (50 ranks) + Defenses 13 = 89
Deacon Blackfire was a hellfire preacher who came to Gotham to castigate the population for their corrupt and godless ways. At his sermons he would insult and berate the congregation, threatening them all with eternal damnation unless they mended their sinful ways.While a lot of people scornfully dismissed him as the worst kind of religious demagogue his methods soon amassed him a devoted following. People from all walks of life in Gotham came to support him, shouting their support and coming forward to confess their own sins and accusing others. Blackfire was soon orchestrating a witch-hunt atmosphere, though one directed not at people in public life but rather the friends and family members of those drawn to his movement. Communities were split apart as half of them preached at the other half, causing offense and resentment.
Investigating this unpleasant phenomenon Batman found no evidence of mental influence through drugs or telepathy. The deacon was doing it all through skilled social manipulation of the fearful and frustrated population of Gotham. The Gotham authorities were reluctant to move against him as he was skillful enough not to preach open hate or violence. In any case large segments of city hall and the police were actually sympathetic to his message.
Batman chose to then infiltrate the Blackfire's movement in disguise, as Bruce Wayne, wealthy Gotham entrepreneur, philanthropist and notorious playboy. Those with money always get preferential treatment with religions and Wayne was quickly drawn into Blackfire's inner circle thanks to some generous donations. There he found the sick heart of the movement. Blackfire was reenacting gruesome martyrdom scenes from early Christian history using his followers. Victims, some willing, some not, were being fed alive to large predatory animals, crucified, shot full of arrows or bullets, roasted alive, skinned alive and so on. As soon as he saw this Batman summoned his people to move in and break things up before Blackfire could take his knife to the flesh of tonight's unfortunate. While Blackfire's people tried to cover his escape the Bat-clan have well-established protocols for chasing those trying to escape them and they soon ran him down. Even from his cell though Blackfire is hardly any less dangerous. He retains a core of fanatics who smuggle messages in and out and all he needs is his words to continue making trouble in Gotham. Under his encouragement family members murder each other to purify their loved one's souls and make themselves martyrs. Even killing him would probably be futile given his exaltation of martyrdom. Batman can defeat and discredit most foes but this religious frenzy is something even he is struggling against.
Diamondback - PL 8
Strength 4, Stamina 4, Agility 4, Dexterity 0, Fighting 10, Intellect 0, Awareness 3, Presence 0
Hide in Plain Sight, Improved Critical: Claws: Strength-based Damage 1, Improved Initiative, Prone Fighting, Startle
Acrobatics 4 (+8), Athletics 8 (+12), Expertise: Music 6 (+6), Insight 4 (+7), Intimidation 10 (+10), Perception 8 (+11), Sleight of Hand 6 (+6), Stealth 8 (+12)
Claws: Strength-based Damage 1 (slashing, DC 20)
. . Affliction: Progressive Affliction 5 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
. . Weaken: Progressive Weaken 5 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 15; Progressive; Resistible: Toughness)
Scaly Skin: Protection 2 (+2 Toughness; Impervious)
Senses: Senses 3 (Extended: Hearing 1: x10, Infravision, Ultra-hearing)
Affliction: Progressive Affliction 5, +10 (DC Fort/Tou )
Claws: Strength-based Damage 1, +10 (DC 20)
Grab, +10 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +10 (DC 19)
Weaken: Progressive Weaken 5, +10 (DC Fort/Tou )
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 7
Abilities 50 + Powers 28 + Advantages 5 + Skills 27 (54 ranks) + Defenses 14 = 124
Diamondback was born on a Native American reservation. He is a totem person, the human manifestation of a totemic animal. His mother mated with a snake in a bizarre magical ritual to produce him. There are a number of other such beings in the world, such as the infamous Killer Croc, but all are outcast loners. During his youth he he was kept shut away, only brought out for secret ceremonies celebrating ancient rites of his people that they had always kept secret from outsiders. When he grew up he became sick of his confinement and being so controlled and ran away. Being more snake than human he was easily able to evade the pursuers from his community.
Being so freaky in appearance and often manner Diamondback is not capable of fitting in to human society. Not that he particularly cares to, he is a reptile rather than a mammal and views humans as a lot of monkeys. Early on he made a living by stealing and occasionally mugging people out by themselves. While he has a lethal poisonous bite he rarely employs it unless seriously endangered. After a while he was 'discovered' by a traveling circus cum animal fair cum criminal gang. They took him on as a freak show act and enforcer, having him intimidate their crystal meth sellers into turning over the majority of their take. He is immensely naturally strong and is great for beating people up. During his time with the circus he took up music, something he had never had the opportunity to do before. He loves to play acoustic guitar, something which many find rather odd for such a monstrous figure.
Diamondback is a criminal by default rather than choice. He has no legal existence and given what he is it is unlikely he could ever get one. His reptilian brain is impulsive and aggressive, motivating him quickly to either retreat or attack. Even his closest associates give him a wide berth as he strongly dislikes having other people too close to him, let alone touching him. Most human things mean little to him, his preferred food is live small animals such as rodents or birds that he can swallow whole. When not out intimidating someone he likes to bask in the sun while playing his guitar. His involvement in the meth trade has recently seen him traveling to Gotham to oversee their deals there. Diamondback has heard of Batman and the other nocturnal crimefighters that the city is famous for. If any of them interferes in his business he plans to employ his bite right from the start.