A World Less Magical But No Less Fantastic

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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Quoll
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Art by TimLake66

A quoll is a carnivorous marsupial native to Australia and New Guinea, similar to but smaller than the more notorious Tasmanian devil. It's not really clear why the mutated human who chose to identify with the former animal over the latter did so, but it was somewhat seriously suggested that his relatively short stature, not quite reaching five feet in height, might have figured into the decision to name himself after the smaller animal. On the other hand, he was also somewhat famous for his load roars, similar to the "horrific, droning roars that echo deep into the night" produced by the quolls, in the words of one noted zoologist.

Quoll's earliest memories were of awakening in great pain in a laboratory, in a year he would later learn to be 2002. He found himself under the care of one Dr. Charles MacCorkindale, not yet dubbed the Manimalist, then only beginning his experimentations in granting animal traits to humans. Indeed, Quoll may have been the first successful "beneficiary" of MacCorkindale's techniques, though he was told a very different story of his origins by the mad scientist, who claimed him to be a dasyurini whom he had transformed into a humanoid. Naturally, his creation would serve him as an assistant in further research, specifically in kidnapping other humans to be subjected to it.

Naturally nix! While Quoll had no reason to doubt the account he'd been given, something in him found the notion of kidnapping people for the sake of this sick science to be utterly repugnant. He trashed MacCorkindale's laboratory and beat up his so-called creator, then took his unconscious form with him as he left the ruins to try and find some higher authority. Quoll soon learned that they were just outside the city limits of Hobart, the capital of Tasmania, and unfortunately found himself hunted by those same authorities, who believed him to have assaulted an innocent human.

The Discovery Company was called in and soon discovered the truth of Quoll's origins, though they were unable to return Quoll to his human form or discover much of anything about his former identity. Tasmania's state government attempted to make up for their earlier view of Quoll as a threat by offering to sponsor his membership in the Discovery Company, as the latter group felt that they could certainly use a fifth member. While initially interested in the offer, Quoll decided after about a week that the organization was much more of a hassle than he wanted in his life. He parted with the other members as friends, and became something of a celebrity in Australia.

That paled after only a short time as well, and Quoll returned to Tasmania where he found a position that suited him, that of a superpower park ranger in Mount Field National Park. By all accounts he was quite happy there, though his private writings reveal that he actually suffered from lingering identity issues. He had never been able to identify his former life, and on some level still worried that he might as well be an evolved marsupial rather than a transformed human. While motivated to protect human life in the abstract, he felt alienated from every human and most superpowers that he had ever met, yet also yearned for companionship.

He still had not resolved any of these issues in 2006, when he was attacked by kill teams working for Billie Zane. Overcoming his attackers, he promptly attempted to go to the assistance of the Discovery Company, who were also under attack by a much larger group. Tragically, he was killed before reaching their headquarters, with his last act to give one last roar of defiance that echoed all the way to Gibraltar Peak.

Quoll -- PL 9

Abilities:
STR
6 | STA 7 | AGL 4 | DEX 2 | FGT 9 | INT 0 | AWE 2 | PRE 1

Powers:
Beastly Senses: Senses 6 (acute tracking Smell, danger sense, extended hearing, low-light vision, ultra-hearing) - 6 points
Claws: Strength-based Damage 2 - 2 points
Fur: Immunity 1 (cold) - 1 point
Healing Factor: Immunity 2 (disease, poison); Regeneration 10 - 12 points
Roar: Feature 1 (loud cry) - 1 point

Advantages:
Animal Affinity, All-out Attack, Diehard, Fast Grab, Favored Environment (forest), Great Endurance, Improved Hold, Instant Up, Move-by Action, Power Attack, Startle, Uncanny Dodge

Skills:
Acrobatics 6 (+10), Athletics 6 (+12), Expertise: Survival 8 (+8), Intimidation 8 (+9), Perception 7 (+9), Stealth 7 (+11).

Offense:
Initiative +4
Unarmed +9 (Close Damage 6)
Claws +9 (Close Damage 8)

Defense:
Dodge 9, Parry 11, Fortitude 11, Toughness 7, Will 7

Totals:
Abilities 62 + Powers 22 + Advantages 12 + Skills 21 + Defenses 16 = 133 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 9
Skill PL: 7

Complications:
Thrills--Motivation. Brooding Loner. Inhuman Appearance.
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Sylph
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In late 2001, New Orleans had recovered from the damage that it had suffered during Cerebron's assault; for whatever reason, it had been spared the worst of it. Many lives had still been lost, and much property damaged. For the purposes of this discussion, the most significant examples of both were the deaths of Dr. Anatole Theriot -- a somewhat well-regarded mad scientist who lived in the Village de l'Est -- and the destruction of his home. While returning to her own home from a long day of work at a café in the area, Annabelle Fontenot happened to hear strange noises coming from the ruins of the doctor's house, somewhat impulsively investigated, and ended up exposed to exotic radiation from one of the doctor's inventions.

Within twenty-four hours, it was clear that Annabelle had been transformed into a superpower by her experiences, and not, unfortunately, the sort who could maintain a mundane identity. The most visible effects were on her eyes, transformed into compound organs like those of an insect, from which she could project energy discharges. Beyond that, she was able to shrink to one-fifth her height and use the non-functional wings she possessed even at her full height in order to fly. As her employer was struggling to make ends meet already and could not afford to get the insurance needed to have a superpower on staff, Annabelle found herself unemployed in the aftermath of all this.

After considering and dismissing the idea of a villainous rampage, Annabelle decided instead to become a superhero -- of sorts. She contacted a bounty hunting agency in the area and persuaded them that she could be an asset to their activities, and went to work as one of the first heroes for hire under the alias Sylph. Neither beloved nor respected within the parish, Sylph was nonetheless effective at her job and worked overtime to deal with the supervillains in the area, opposing many of those who would later also fight the Veil, more than a decade later.

And then the sex tape surfaced. In the immediate aftermath of her transformation, Annabelle had, in a vulnerable moment, let her boyfriend of the time talk her into filming their private activities, notably including what they got up to when she was in 'sylph form'. While they broke up a few months later, he claimed that the only copy of the tape had been destroyed in an apartment fire some time before. He was either lying or mistaken, and the entire thing was released by Vivid Video. Scandalized -- or possibly opportunistically getting rid of an employee who'd caused as many problems as she'd solved -- her current employer fired her on a morals clause hidden in her contract.

Sylph disappeared, perhaps hoping to wait out the humiliation. Two years after that, however, Gideon Gold managed to find her hiding place and convinced her that she might find a home with the Grim Brigade he was forming. After he sold her on the idea, she relocated to Omaha and seemed to be settling in fairly well, contributing her experience to the younger members of the group. Unfortunately, less than a year later she would be killed, with the rest of her teammates, during Billie Zane's coup d'état.

Sylph -- PL 9

Abilities:
STR
-1/1 | STA 3 | AGL 4 | DEX 6 | FGT 4 | INT 2 | AWE 4 | PRE 2

Powers:
Eyeblasts: Ranged Damage 8 - 16 points
Keen Eyes: Senses 2 (darkvison) - 2 points
Sylph Form: Linked Continuous Shrinking 8 (1 foot; -2 Strength, +4 Dodge, +4 Parry, -1 Speed, +8 Stealth, -4 Intimidation); Linked Flight 6 (120 MPH), Winged; Linked Movement 1 (wall-crawling) - 24 points

Advantages:
Agile Feint, Attractive, Daze (Deception), Evasion, Hide in Plain Sight, Improved Initiative, Move-by Action, Redirect, Taunt, Teamwork.

Skills:
Acrobatics 6 (+10), Deception 6 (+8), Expertise: Popular Culture 5 (+7), Investigation 5 (+7), Perception 5 (+9), Sleight of Hand 4 (+10), Ranged Attack: Eyeblasts 4 (+10), Stealth 5 (+9)

Offense:
Initiative +8
Unarmed +7 (Close Damage -1/1)
Eyeblasts +10 (Ranged Damage 8)

Defense:
Dodge 13/9, Parry 11/7, Fortitude 5, Toughness 5/3, Will 7

Totals:
Abilities 52 + Powers 42 + Advantages 10 + Skills 20 + Defenses 13 = 137 points

Offensive PL: 9
Defensive PL: 9
Resistance PL: 6
Skill PL: 5

Complications:
Acceptance--Motivation. Reputation (after 2003.) Strange Appearance.
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
RainOnTheSun
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Re: A World Less Magical But No Less Fantastic

Post by RainOnTheSun »

I like Sylph. Superheroes trying to make a living are always fun. Are the wings really non-functional if she can fly with them, though?
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

RainOnTheSun wrote: Fri Nov 26, 2021 11:00 am I like Sylph. Superheroes trying to make a living are always fun. Are the wings really non-functional if she can fly with them, though?
You're right, I'll drop non-functional from the final version.

Thanks!
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

The Flamen
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By 1964, Augustus Malory had done many things of interest in his forty-two years. During World War II, he'd worked with the OSS in Europe, encountering terrors both human and otherwise. After the war, he'd resumed his interrupted university career and obtained advanced degrees in classical studies. Rather than become a college professor in his discipline, however, he sought and obtained work teaching Latin at a private high school in Winchester, New York, hoping to inspire a new generation of students as he had been inspired at their age. And that was where the problem started.

Malory's career started well enough, teaching the relatively small number of students each year who chose Latin as an elective and frequently being dragooned into supervising other classes as well. He was aware that his subject wasn't a very popular one, and that he himself wasn't all that well-regarded by his fellow teachers, who viewed him as an anachronism and a snob. He took refuge in his belief that those students who did take his class were being prepared to become part of an intellectual elite who would one day help to steer the country back to sanity.

That belief, and his own sanity, was shattered in 1964, when one student in the class, whom he was lambasting for tardiness, struck back by telling Malory that nothing he was teaching mattered in the real world, that he was a high priest of a dying religion that worshiped dead ideas, and then got the rest of the class to walk out on him. However, it's likely that what happened next had been building for some time, and that these events only shaped the form that it eventually took. Malory's psyche fragmented under the sudden development of his superpowers, and he seized on the idea of himself as the high priest -- the Flamen -- of the Roman religion.

Attacking anything that struck him as too modern or too vulgar, with his first target a drive-in where some of his former students were enjoying themselves, the Flamen would curse these institutions and use his powers to inflict damage or debility on either their structures or the people enjoying them. A group of opportunistic criminals, recognizing the potential profit they could obtain from looting the Flamen's targets, began accompanying him on his missions and steering him towards rich ones. Of course, his activities did not go unopposed, and he was a frequent enemy of Diane Fortune from the start.

In 1968, four years into his crusade, the Flamen became a member of the second assembly of the Agents of Destruction. Just how he was persuaded to join such a group, given his delusions, has never really been adequately explained, but one theory holds that Ayesha, then allied with Diavolus, convinced him by posing as a priestess of Isis. Regardless, after the group was betrayed by their leader, the Flamen was the only member of the group to be captured by the Institute. Tried for his part in the death of Madame Menagerie and the attempted destruction of Detroit, the Flamen was found not guilty by reason of disease or mental defect, and imprisoned in a hospital in Massachusetts.

There he remained for more than a decade, apparently impervious to any attempts at treatment. In 1982, however, he was freed after the hospital was attacked by the forces of the Pythonian Insurgency, and somehow persuaded his liberators to introduce him to Pythia herself. Recognizing her as one blessed by the gods, just as he himself was, he chose to join her struggle, and was rewarded for his perspicacity with the title of Director of Religious Studies. He held that title for the entire duration of the Insurgency, a fixed point in the power struggles that would consume it in later years.

When the end came, it came strangely for him. A group of JSOT troopers discovered him conducting a mock-Roman ceremony in the Insurgency's headquarters, accompanied by several dozen non-combatant workers employed within the group. Rather than fight, he promptly surrendered and commanded his fellow celebrants to do the same; they did so at once. While tried for aiding and abetting treason, the Flamen was once again found not guilty and returned to his sanitarium, where he remained for another decade before passing away of old age in 1998.

But it has been noted that one of the few unifying traits of the Pythonian remnants active within the prison system, still recruiting new members to this day, is the practice of the religion that the Flamen taught. And some experts believe that the Flamen's surrender may have been part of Pythia's grand strategy that has endured even after both of their deaths.

The Flamen -- PL 9

Abilities:
STR
-1 | STA 0 | AGL 0 | DEX 0 | FGT 2 | INT 4 | AWE 5 | PRE 3

Powers:
Curses!: Array (28 points)
  • Curse It!: Perception Range Damage 9, Subtle - 28 points
  • Curse You!: Perception Range Cumulative Affliction (Resisted by Will; Vulnerable, Defenseless), Limited Degree, Subtle - 1 point
Perceive Those Likewise Touched by the Gods: Senses 1 (psychic awareness) - 1 point

Advantages:
Defensive Roll 2, Evasion, Luck 4, Ultimate Effort (Will resistance).

Skills:
Expertise: History 8 (+12), Expertise: Religion 6 (+10), Insight 6 (+11), Intimidation 8 (+11), Perception 6 (+11), Persuasion 6 (+9).

Offense:
Initiative +0
Unarmed +0 (Close Damage -1)
Curse It! -- (Perception Range Damage 9)
Curse You! -- (Perception Range Will 9)

Defense:
Dodge 3, Parry 5, Fortitude 3, Toughness 5/0, Will 11

Totals:
Abilities 26 + Powers 30 + Advantages 8 + Skills 20 + Defenses 15 = 99 points

Offensive PL: 9
Defensive PL: 5
Resistance PL: 7
Skill PL: 7

Complications:
Power--Motivation. Delusional (I am the Flamen of the Roman Empire, which still exists.) Power Loss (must speak or gesture to use Curses!)
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Plutona
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When she presented herself as a prospective member of the Institute in 1974, the entity who called herself Plutona told the following story of her origins. As a young member of a species of peaceful interstellar travelers, her family's spacecraft had needed to make a forced landing on Mars. There, the hostile locals had murdered the other members of her family group while taking her prisoner and performing cruel experiments on her. These had the effect of giving her powers far beyond those of her kind, which she used to escape and hide, eventually stowing away on a Martian saucer that traveled to Earth. Now all that she wanted was to use these strange powers to help those who sought to protect others from the cruelty of the Martians.

This story was exposed as a lie almost immediately, though most of those present didn't realize it. During the fight that broke out after the Institute turned down all the would-be members of the group, Plutona initially continued to present herself as a helpful ally, until she had a clear shot at the Meteor -- at which point she ambushed him with the words, "Vaskhane sends its regards." While she didn't succeed in killing the Meteor, the confusion of the assault allowed her to easily make her escape, and the hero's refusal to explain what that remark had meant contributed to the mutual distrust that would lead to the Institute's dissolution.

The truth, which wouldn't come out for two more decades, was that Plutona was the geneforged creation of the Vaskhane scientist Kuklafron, and the opening salvo of a renewed offensive by the interstellar crime syndicate against Earth. Her ability to create hypnotic disguises was put to good use in the years that followed, as she acted as Kuklafron's emissary and agent in a startling variety of schemes, opposing Basilea, the Scavengers, the Mile High Marauders, Songbird and the second Captain Mystic -- her most frequent opponent in the late 80s and early 90s. While ostensibly loyal to Kuklafron, Plutona frequently sought to enrich herself the course of these schemes, whether by stealing rare artifacts or extorting funds from the organization's clients. She sometimes implied that she had plans to eventually replace Kuklafron as the leader of Vaskhane's Earth-based operations, but subsequent events would suggest that could never happen.

Plutona was dispatched to Mars to serve as Vaskhane's representative at the summit there in 1992, and was captured by Captain Mystic in the melee that interrupted it. Returned to Earth in JSOT custody, she attempted to cut a deal with her captors, offering to share information in exchange for her release into Technate custody. Before she could do so, however, a human employee of Vaskhane who had also been captured betrayed Plutona by revealing her nature as an artificially created entity subject to pre-programmed instructions, some of which were known to him. Demonstrating this, he demolished any possibility that her information would be considered reliable. Ultimately, despite Technate efforts to take her into custody, Plutona was executed by lethal injection in 1994, almost twenty years to the day after she attempted to infiltrate the Institute.

Plutona -- PL 10

Abilities:
STR
12/7 | STA 10 | AGL 6 | DEX 4 | FGT 8 | INT 1 | AWE 2 | PRE 3

Powers:
Alien Biology: Immunity 7 (cold, heat, pressure, radiation, suffocation, vacuum) - 7 points
Psychic Awareness: Senses 1 (mental awareness) - 1 point
Psychic Talents: Array (14 points)
  • Blast Mode: Ranged Damage 6, Accurate 2 - 1 point
  • Communication Mode: Mental Communication 2; Comprehend Languages 2 - 14 points
  • Disguise Mode: Morph 3 (humanoids), Resistible by Will - 1 point
  • Flight Mode: Flight 7 (250 MPH) - 1 point
  • Strength Mode: Enhanced Strength 5; Sustained Impervious Protection 2 - 1 point
Advantages:
Attractive, Daze (Deception), Evasion, Fascinate (Deception), Hide in Plain Sight, Power Attack.

Skills:
Deception 8 (+11), Expertise: Crime 8 (+9), Expertise: Galactic 6 (+7), Expertise: Streetwise 8 (+9), Insight 6 (+8), Perception 8 (+10), Ranged Attack: Blast 4 (+8), Stealth 6 (+12), Technology 6 (+7).

Offense:
Initiative +6
Unarmed +8 (Close Damage 12/7)
Blast Mode +12 (Ranged Damage +6)

Defense:
Dodge 6, Parry 8, Fortitude 10, Toughness 12/10, Will 8

Totals:
Abilities 82 + Powers 26 + Advantages 6 + Skills 30 + Defenses 6 = 150 points

Offensive PL: 10
Defensive PL: 10
Resistance PL: 9
Skill PL: 7

Complications:
Greed--Motivation. Obviously Inhuman (when not disguised.) Programmed Commands.
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
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Davies
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Re: A World Less Magical But No Less Fantastic

Post by Davies »

Ullr
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In 1957, Emil Larrimore was thirty-five years old and the manager of a Baltimore-based brokerage firm, having inherited the position from his late father some years before. He led a singularly dull and uninteresting life that nonetheless suited him, for he privately considered the entire situation to be simply what he had to endure in order to pursue his true avocation -- hunting. He imagined himself to be an intrepid hunter who lived for the thrill of the chase, a perspective that was completely unrealistic. Truthfully, he had learned a bit of woodcraft in his pursuit, but he returned from his expeditions empty-handed more often than not.

That year, while hunting in the Patapsco Valley State Park, his hunt brought him to an aged, abandoned building that wasn't on any maps of the region. Investigating it, he found it deserted and desolate, empty save for the contents of a room in the basement that was sealed with a lock that broke quite easily. Within, he discovered a strange horned helmet resting atop a hat stand, with an old-fashioned spear set against it. For no apparent reason, Larrimore felt the urge to wear the helmet, and so doffed his cap to put it on. That was the last act of his mundane life.

As soon as the Artifact was on his head, Larrimore was filled with a sudden awareness that he was not just a man, but rather the mortal incarnation of Ullr, the Norse god of the hunt. (Again, his conception of this entity should not in any way have been confused for an accurate understanding of the historical basis for any legends about that figure.) Filled with power, he had a duty to use it to hunt the most dangerous game in the world, and for whatever reason chose to view the recently debuted heroine Madame Menagerie as that target.

Ullr had the first of numerous clashes with her for the first time a few days later. While arrested afterwards, his family's lawyers managed to keep him out of jail on that occasion. He would subsequently completely abandon his mundane life in order to pursue his newfound obsession. Attempts to separate him from whatever malevolent influence the helmet exerted on him were futile, as he would lie, steal and kill in order to regain it. Entirely focused on hunting Madame Menagerie, he ignored attempts to recruit him as a member of both assemblies of the Agents of Destruction, and regarded other villains with barely concealed disdain. He was, after all, a god in human form.

When reports that his nemesis had died saving Detroit from destruction began to circulate, Ullr knew them for the transparent falsehoods that they had to be. This was clearly some elaborate hoax intended to lure him into a trap, and he decided to respond in an appropriate manner. To wit, he interrupted the Madame's state funeral and attempted to throw open the coffin in order to reveal that she was lurking within. The coffin was empty, of course, since her body had been atomized. Confused by this, Ullr was easily overcome by the utterly outraged members of the Institute who were present for the funeral, who tore the helmet from his head and watched as he collapsed in a complete nervous breakdown.

Emil Larrimore never really recovered from that collapse, though he would live for another twenty-three years before he finally passed away from pneumonia while resident in a hospital in Massachusetts, having been completely unresponsive when the Pythonian Insurgency attempted to free him sometime before that. The helmet briefly came into the possession of Captain Mystic. While he normally preferred to donate the strange artifacts that he discovered to museums, something about this one unsettled him -- perhaps the fact that it seemed much like his own Artifact. Ultimately, he chose to cast it into a Philadelphia steel mill, hopefully destroying it. At the very least, it has not reformed itself since then ... as far as anyone knows.

Ullr -- PL 10

Abilities:
STR
0 | STA 0 | AGL 1 | DEX 1 | FGT 0 | INT 1 | AWE 0 | PRE 0

Powers:
"Magic Helllllmet": Removable (-23 points)
* Amazing Confidence: Enhanced Advantages 7 (Beginner's Luck, Ranged Attack 6); Enhanced Defenses 18 (Dodge 6, Parry 6, Fortitude 6) - 25 points
* Invulnerability: Immunity 10 (life support); Impervious Protection 12 - 34 points
* Shielded Mind: Enhanced Will 12, Impervious - 24 points
* Weather Control: Array (26 points)
  • Bolt From The Blue: Ranged Damage 12, Indirect 2 - 26 points
  • Gust of Wind: Cone Area Damaging Move Object 8, Indirect 2, Limited to Pushing Away - 1 point
  • SMOOOOOOOG!: Environment 3 (disabled visibility); Burst Area 3 Affliction 5 (Resisted by Fortitude; Dazed & Fatigued, Stunned & Exhausted), Extra Condition, Limited Degree - 1 point
* Wind Riding: Flight 7, Concentration, Platform - 4 points

Advantages:
All-out Attack, Beginner's Luck, Equipment, Ranged Attack 6, Tracking.

Equipment:
Spear (Ranged Damage 3, Extended Reach, Improved Critical).

Skills:
Close Combat: Spear 5 (+5), Expertise: History 6 (+7), Expertise: Survival 6 (+7), Insight 6 (+6), Perception 8 (+8), Stealth 5 (+6).

Offense:
Initiative +1
Unarmed +0 (Close Damage 0)
Spear +5 (Close Damage 3, Crit 19-20)
Bolt from the Blue +6 (Ranged Damage 12)

Defense:
Dodge 8/2, Parry 6/0, Fortitude 6/0, Toughness 12/0, Will 12/0

Totals:
Abilities 6 + Powers 92 + Advantages 3 + Skills 18 + Defenses 2 = 121 points

Offensive PL: 9
Defensive PL: 10
Resistance PL: 9
Skill PL: 3

Complications:
Obsession--Motivation. Delusional. Honor (will not use firearms or other modern weaponry.)

Note: Early in his career as a supervillain, Ullr retained enough wealth to qualify for Benefit 3 (millionaire.) He was stripped of access to that fortune after his second arrest, and never regained it.
I'm not fourteen hundred years old! I've been sixteen years old fourteen hundred times, but I'm definitely not fourteen hundred years old! If you can't get that through your skull, I'm divorcing you!
Tsukasa Tsukuyomi, in
Fly Me to the Moon, by Kenjiro Hata
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