Psistrike's M&M 3rd ed Characters and Creations

Where in all of your character write ups will go.
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EternalPhoenix
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by EternalPhoenix »

How would New Alcatraz contain someone like, say, Lady Shiva? Or hell, Batman himself? Someone without powers who manages to be dangerous through a wide variety of skills and masterful training?

I'm also curious is the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours.
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by Psistrike »

EternalPhoenix wrote: Sun Aug 21, 2022 9:39 pm How would New Alcatraz contain someone like, say, Lady Shiva? Or hell, Batman himself? Someone without powers who manages to be dangerous through a wide variety of skills and masterful training?

I'm also curious is the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours.
I took the New Alcatraz article from one posted by Tattooedman in the past, edited it, reworded details, changed the character examples, and such. New Alcatraz is more for powered beings, there are other prisons in the setting for highly trained and dangerous baseline individuals with no powers beyond their training and gear.

Most aliens are housed in other prisons than New Alcatraz, some of them off Earth or for the most dangerous in a special facility called the Cooler. As for how the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours, I never thought of that, Tattooman might know the answer.
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by catsi563 »

Shiva would probably be Orange 3-4 shes high skill and more than happy to engage in violence so theyd watch her like a hawk.

the ones for me that are interesting are ones like my character Vindicator. shes not a physical threat without her suit beyond some basic hth training but shes a genius on par with mr fantastic let her near any form of tech or a workshop and she makes MacGyver look like a moron
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by EternalPhoenix »

Psistrike wrote: Sun Aug 21, 2022 10:58 pm
EternalPhoenix wrote: Sun Aug 21, 2022 9:39 pm How would New Alcatraz contain someone like, say, Lady Shiva? Or hell, Batman himself? Someone without powers who manages to be dangerous through a wide variety of skills and masterful training?

I'm also curious is the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours.
I took the New Alcatraz article from one posted by Tattooedman in the past, edited it, reworded details, changed the character examples, and such. New Alcatraz is more for powered beings, there are other prisons in the setting for highly trained and dangerous baseline individuals with no powers beyond their training and gear.

Most aliens are housed in other prisons than New Alcatraz, some of them off Earth or for the most dangerous in a special facility called the Cooler. As for how the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours, I never thought of that, Tattooman might know the answer.
Thanks for the answers regardless. I like thinking about stuff like this. Little worldbuilding details. They're fun.
catsi563 wrote: Sun Aug 21, 2022 11:04 pm Shiva would probably be Orange 3-4 shes high skill and more than happy to engage in violence so theyd watch her like a hawk.

the ones for me that are interesting are ones like my character Vindicator. shes not a physical threat without her suit beyond some basic hth training but shes a genius on par with mr fantastic let her near any form of tech or a workshop and she makes MacGyver look like a moron

Reminds me a bit of...well, a few of my characters, actually. :mrgreen: Thought in this case the supergenius costumed detective/gadgeteer/martial artist Terrifica is the one on my mind.
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by Tattooedman »

Psistrike wrote: Sun Aug 21, 2022 10:58 pm
EternalPhoenix wrote: Sun Aug 21, 2022 9:39 pm How would New Alcatraz contain someone like, say, Lady Shiva? Or hell, Batman himself? Someone without powers who manages to be dangerous through a wide variety of skills and masterful training?

I'm also curious is the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours.
I took the New Alcatraz article from one posted by Tattooedman in the past, edited it, reworded details, changed the character examples, and such. New Alcatraz is more for powered beings, there are other prisons in the setting for highly trained and dangerous baseline individuals with no powers beyond their training and gear.

Most aliens are housed in other prisons than New Alcatraz, some of them off Earth or for the most dangerous in a special facility called the Cooler. As for how the Cross system works on aliens whose powers are as natural to their physiology as not having them is to ours, I never thought of that, Tattooman might know the answer.
That answer is fairly simple, and probably a little disappointing. In my Earth 75 setting there only one known alien and he's never been arrested. I wanted Earth 75 to focus more on Earth and haven't posted anything about what is going on in the surrounding cosmos.

Also, nice adaptation of New Alcatraz Psistrike.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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Re: Psistrike's M&M 3rd ed Characters and Creations

Post by greycrusader »

Just wanted to say you have come up with a very cool setting! Really enjoying reading your stuff!

All my best.
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The Ancient One

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• Image used is mage commission by chubeto from deviantart. Commissioned by Sam Siros, no account to link to.
Quote "Magic must be controlled for the good of all."
Ancient One
PL 14


Real Name: Unknown
Age: Unknown
Height: 5'11"
Weight: 160 lbs.
Eyes: Blue
Hair: Black
Identity: Public. Full history is unknown
Legal Status: Exiled Chinese citizen, granted U.S. citizenship
Status: Active
Occupation: Sorcerer, Member of Mage Council of America
Base of Operations: Mage Council H.Q., Washington, DC
Team Affiliations: N/A
Concept: Sorcerer and one of regulators for laws affecting magic in U.S.A.
Marital Status: Single

Abilities: Strength 4, Stamina 8, Agility 4, Dexterity 4, Fighting 12, Intellect 6, Awareness 4, Presence 6

Skills: Acrobatics 6 [+10], Athletics 6 [+10], Close Combat: Unarmed 4 [+16], Deception 8 [+14], Expertise: Arcane 6 [+12], Insight 8 [+12], Intimidation 8 [+14], Perception 6 [+10], Persuasion 4 [+10], Ranged Combat: Dark Magical Might 8 [+12]

Advantages: Accurate Attack, Agile Feint, All-Out Attack, Benefit 2 [Cipher 2], Fearless, Improved Disarm, Improved Trip, Improved Initiative, Power Attack, Ritualist, Startle, Takedown

Powers:
Immortal: Immortality 5 [1 day], Immunity 5 [aging, disease, poison, environmental cold, and heat] • 15 points
Martial Arts Master in Multiple Styles: Strength-based Damage 6, Improved Critical 2, Reach, Split Attack • 10 points
Mystic Iron Skin: Impervious Toughness 6 • 12 points
Mystic Senses: Senses 3 [Detect Magic, Ranged Acute] • 3 points

Dark Magical Might: Array [44 points]
Magical Burst: Blast 14, Area-Burst [30 ft.], Variable Descriptor 2 [any magic] • 44 points
Magical Blast: Blast 16, Penetrating 10, Variable Descriptor 2 [any magic] • 1 point
Peer into Minescape: Mind-Reading 14, Effortless • 1 point
Countless Curses and Hexes: Ranged Affliction 8, Variable Conditions 2, Variable Descriptor 2 [any magic] • 1 point
Scrying: Remote Sensing 16 [vision and hearing], Dimensional 3, Subtle] • 1 point
Continent Warp: Teleport 10, Change Direction, Change Velocity, Easy, Extended • 1 point
Alter Thoughts and Memories: Ranged Affliction 14 [Resisted and Overcome by Will; Dazed, Compelled, Transformed Thoughts], Cumulative • 1 point
Grasping Hand: Perception Range Move Object 14 • 1 point

Offense
Initiative +4
Unarmed +16, Close, Damage 10, Crit: 18-20
Magical Blast +12, Ranged, Damage 16
Magical Burst, Area Burst, Damage 14
Countless Curses and Hexes +12, Ranged, Affliction 8
Alter Thoughts and Memories +12, Ranged, Affliction 14

Defense
Dodge 14, Parry 14
Toughness 14*/8**, Fortitude 12, Will 16
*Impervious 6, ** Without Mystic Iron Skin

Power Points
Abilities 96 + Powers 91 + Advantages 13 + Skills 32 [64 ranks] + Defenses 28 = 260 Total

Complications
Public Servent: As a member of the Mage Council he has a lot of power. But he also has a lot of attention on his actions, the legality of them, and the morality of his use of magic when in the public eye.
Dangerous Deal:
Spoiler
The truth of why he was driven out of China, along with his secret actions while basically running the Magic Council of America, would result in his execution as a traitor to humanity for being a servant of Dormammu, an Outsider.
Motivation-Control: The Ancient One projects the image of someone who wishes to control the more dangerous and darker aspects of magic, to keep the world from being driven over the brink by cultists and those who would abuse magic for their own gain.
Corrupted Immortality
His immortality is due to various dark deals he has made over the ages and the magical experiments he has performed upon himself. Sometimes when he revives there are side effects.
Build Comments: The oldest member of the Mage Council of America, he keeps his secrets close, and any who would reveal them find they no longer know them or are removed...permanently.

History: The Ancient One is an enigma in many ways. What little has been learned about him is from him directly. A student of Sun Wukong, the Monkey King, he was exiled from China when he opposed new more oppressive laws and fled to America. He became one of the first members of the Mage Council and has been on it ever since.

Attempts to contact Chinese officials about him are always stonewalled, the Monkey King hasn't been seen in years, thus the truth of history before coming to America has come under question more and more over the years. As an immortal, his full history may never be known.

Description: The Ancient One appears to be an attractive man in his mid-30s of Chinese descent. He wears his black hair long with part of it in a ponytail, while his blue eyes rarely show anything other than a strange calm. He has a strong, martial artist build and one visible scar across his chest.

He mostly wears oversized brown wizard robes with numerous mystical symbols across them. When conducting business outside of magic he has high-class business suits fitted for him.

Powers & Abilities: The Ancient One is an immortal of unknown age who revives one day after death, no known means to prevent this have been found. As a student of the Monkey King, he has mastered numerous martial arts and hardened his skin to iron toughness.

But it is his skill in magic honed over centuries that makes him a genuine threat, from blasts and bursts of magical energies that can take down battleships, to countless curses and hexes to discourage those who would seek to break the laws set down by the Mage Council. He can read minds, scry to see over great distances, teleport, and move hundreds of tons with a glowing giant green hand.
Spoiler
He has countless hidden lairs around the world except in China where they have all been discovered and destroyed, an unknown number of brainwashed agents, and a hidden vault of magical artifacts he can access when the need arises.
Personality: The Ancient One comes across as patient, stoic, and prone to long planning. As a member of the Mage Council, he can see the long-term benefits and dangers of letting a particular type of magic loose into the world without control. Those who dare to question his rulings or face him in combat will see the same, but a rare glimpse of a temper flare-up from time to time.

Known Tactics: In combat he seeks to end it as quickly as possible. He isn't above altering memories, transforming beings into harmless forms, and much more to meet his goals. He will resort to lethal force with his magical blasts only when dealing with known killers or
Spoiler
against those he can't erase the memories of who have found out his dark secret.
.

When dealing with non-magical users and weaker foes he loves to show off his martial arts skills. Many a foe has been left broken on the ground when they forget he was a student of the Monkey King.

Friends and Allies: The Mage Council of America and agents working for them can be called upon for help.
Spoiler
Dormammu, his cultists, and brainwashed agents when not in the public eye can be called upon.
Rivals and Enemies: Various cults, dark magic users, and evil entities want his head due to his actions as part of the Mage Council.
Spoiler
The Monkey King and all Chinese supers are out for him but must keep it secret for now. The fall of one of their most powerful agents is a national secret they don't want to get out.
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PURGE

Post by Psistrike »

P.U.R.G.E.
Current members: Wes Conners, Guy Danner, Jacob Perry, Curtis Wilkins
Former members: Arthur Wilkins [deceased]
Base of Operations: P.U.R.G.E. Central Operations in the Arctic Circle

The Project for Unnatural Racial & Genetic Extermination was originally conceived as a fail-safe against the rise of Metahumans. But it has since become a rogue organization, targetting most superhumans no matter their allegiance. For at its core, P.U.R.G.E. is organized as a paramilitary unit, given access to high-tech, military-grade equipment that spans from weaponry to vehicles, and includes such technology as advanced robotics and inner-spatial wormhole generation.

The average soldiers within their ranks are recruited from military organizations and mercenary companies; hand-picked for their skill in combat and the antipathetic philosophies they share with the rogue group's agenda. But before they are allowed to go into the field, each must go through a rigorous training program including weapon training and special conditioning to build both mental and physical stamina; skills which prove most valuable when facing various superhumans.

P.U.R.G.E. Central Operations, located in a secret, undersea location near the Arctic Circle, runs their organization through a global network of patron-supported satellites, beaming coded signals to individual P.U.R.G.E. cells worldwide. Beyond their soldiers, they employ thousands of like-minded individuals each coming from an intelligence or technology background. Many of these receive similar training as the soldiers, as a fail-safe against invasion. Tech teams work to keep Central Operations running, seen throughout the base. Many techs also work in the garage and hangers, upgrading or repairing the unit's vehicles before sending them into the field.

The most impressive part of this base of operations was the large engineering bays that house P.U.R.G.E.'s Templar robots. These automatons ranged in size from human scale to 30-foot-tall monsters. A team of engineers specializing in robotics was constantly at work, upgrading and creating Templars to suit P.U.R.G.E.'s changing needs. But since the 2008 incident, the Templar robots have been phased out as too easily turned against them and easily recognizable.

The main leadership of P.U.R.G.E. falls to the mysterious Council, a six-person shadow cabinet that works with the organization's director and helps to fund all of its needs. Unknown to most of the world, P.U.R.G.E. receives funding from various legitimate and fake corporations to fuel their war on genetic aberrations, at least they used to up until the Templar incident in 2008. Most of their backers pulled out and it has been a struggle to maintain their former level of operations since. They have kept their connection secret except to the higher-ups in P.U.R.G.E., having designed many of P.U.R.G.E.'s favorite weapons.

History
Founded by Dr. Arthur Wilkins, theorized that the rising Metahuman population would eventually overtake the world's population by 2030. P.U.R.G.E. was just an idea brought before the U.N. Security Council. According to his calculations, he had devised a way to pinpoint and track Metahumans, even to predict the DNA sequences needed to allow a Metahuman to be brought into the world. The Council was intrigued, greenlighting funds for "Project: Lookout". Initially, the project was implemented to scientifically monitor Metahumans and their population, including new births and people with dormant variants of the genes. But with new, more powerful Metahuman supervillains, it was absorbed into UNISON and its military branch started work on preventive measures to ensure the safety of the world's population.

But Dr. Wilkins resigned shortly after the merger and left the project in the hands of his assistant, Dr. Jacob Perry, who was with the project from the start and, unknown to the agency, anti-Metahuman. He took the program in bold new directions, working alongside engineers and chemists to create Metahuman nullifying restraints that inject a unique formula, called Negate-M, into the bloodstream and temporarily deactivate any Metahuman abilities for around 1 hour. While it was a success, others believed it infringed on the prisoner's civil liberties, causing the bands to be redesigned into something not as invasive.

Dr. Perry filed the formula away for later use while hiring a noted physicist and engineer, Dr. Guy Danner, well known for his studies on superhuman abilities and his work in the field of robotics. They worked in tandem over 4 months, designing a new type of neutralizer that would temporarily negate the abnormal gene itself. A bulky gauntlet powered by a backpack-mounted generator, the Gene Neutralizer needed to be tested first. But it didn't go as planned, the UNIQUE agent permanently lost his powers. The whole project was shut down, with everyone dismissed from service and Dr. Perry retreating to his home to escape the public eye.

A businessman, Edward Collins, approached him about the project's patents, and Dr. Perry realized there was still a market for the device on the free market. Contacting Dr. Wilkins and Danner, he recruited to them to his new endeavor. Wilkins wanted nothing to do with it, threatening to expose them based on just what he'd heard. But his nephew, Curtis, heard everything, stole his uncle's notes, and presented himself to Dr. Collins and Danner in hopes of joining their venture. With the original documentation, they went underground with their research, using masked internet communications to connect with the outside world, only coming out of hiding for rare meetings or to obtain hard-to-find supplies.

Beginning to refer to their work collectively as P.U.R.G.E., it was during this time they created the infamous Genetic Manifesto, how Metahumans would poison the populace and eventually the world. While most ignored it as a madman rant, some listened, and soon cells of like-minded individuals formed throughout the world. Soon Dr. Perry met with businessmen who subscribed to his way of thought; gaining the resources and funds to move his operation to a more secluded location and the means to mass produce the gear they'd been working on. Kesskorp, under orders from Taurus, became devoted to the cause and supplied military-grade weapons to them.

Focusing on weapons, Perry worked with Curtis Wilkins to create a way to detect the Metahuman threat and eliminate it permanently. Nano-injectors were combined with the Gene Neutralizer, while they worked to miniaturize it. Several offshoot cells were tasked with rallying soldiers to their cause, and recruitment drives were held worldwide. It took years to build up their forces, new undersea base, and robotic agents, the Templars. Buying up plots of land around the world, Perry used them as launching points for Templar attacks, a launch tube, and all the weapons they would need available.

But as the years passed, they sought to eradicate anyone who displayed any type of special ability. New technology was developed, old ones made more advanced and they kept getting stronger. While they keep their undersea base near the Arctic Circle secret, it was impossible for them to keep their existence secret from the world, when several rogue Templars launched and attacked both the Claremont Academy and Shadow Academy in 2008. They were driven off by the Freedom League and agents of the Labyrinth, along with the students and staff of both schools. And it caused something never seen before; a team-up between Daedalus and Taurus, combining their intelligence and resources to locate various Templar launch locations and P.U.R.G.E. cells.

While the alliance was short-lived, it brought in superhumans from many groups, even Medea and the rest of the Crime League lent a hand in capturing P.U.R.G.E. agents and destroying their bases and robots alike. P.U.R.G.E. had been dealt a huge blow and its identity was known to the world now, with AEGIS and UNISON alongside G.I. Joe working to root out any remaining cells they could find and any information on their main base and leaders. Kesskorp withdrew its support and they are forced to make do with upgrading and repairing old designs. They have fully recovered in the 13 years since the incident, but their plans are still set back by decades at least; many have left the organization, seeing their overall goal as a lost cause. The biggest hit was shutting down Mission: Rebirth before it even started. But P.U.R.G.E. is still out there and still a threat, even willing to work with other hate groups when their goals align.
Last edited by Psistrike on Thu Dec 07, 2023 9:29 pm, edited 3 times in total.
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S.H.O.C.K.

Post by Psistrike »

S.H.O.C.K. [Super Human Observation & Control Knights]:

This fanatical group of human supremacists wanted as terrorists for countless hate crimes, feel that anything which isn't entirely human [from metahumans and aliens to androids that want to be "real", and more] is a threat to the natural man. Thus they must be exterminated if the "true" human race is to survive, along with 'traitors' who mingle with their enemies, including supporting metahuman, alien, etc. rights. And this group has the high technology to back up their ambitions. But unlike other hate groups [like Knights for a Pure Mankind], S.H.O.C.K. has no problems with magicians, magic item wielders, cyborgs, or psychics, feeling that mastering magic or psionics isn't too different from learning quantum physics, and as physicists master the natural world, human magicians and psychics can master the unnatural. The use of technology to improve oneself isn't a bad thing, having been done for centuries with prosthetics. Kevin Masters, the founder of the group, always makes sure its members present the image of cooperation with the law, keeping with their presentation as a high-tech citizen's militia.

Masters has managed to gather some powerful political backers over the last fifteen years, various wealthy politicians and businessmen from all across the United States help to keep S.H.O.C.K. well armed and supplied with the latest technological advancements available as well as information on all known metamen and making sure their field operatives have the best training money can buy.

But there is more to S.H.O.C.K. than meets the eye; always doing "studies" on metahuman biology, secretly operating different clinics which claim to be working with groups like the Albright Institute and ASTRO Labs to help metamen "better understand their powers"; in reality, they experiment upon metahumans [using methods straight from a Nazi playbook] to learn how metahuman powers work. But with the likes of the Chaos Virus out there and more, they are no closer to narrowing down a common link between different metahumans' powers or how they work. But it is thanks to this work that S.H.O.C.K. scientists have developed some of the best power nullification equipment currently in use [even New Alcatraz could learn a thing or two from S.H.O.C.K. gear]. They have recently completed work on a series of weapons designed to cause metahuman powers to malfunction, causing their powers to rage out of control and thus proving S.H.O.C.K.'s claims of the dangers metahumans pose to the public.

What Kevin Masters's ultimate goals for S.H.O.C.K. are is still unclear to many of his higher ranking members, but they’ve all learned better than to question him [they’ve seen what happens to those that do], but it is abundantly clear that he considers metamen a bane to mankind and seeks to destroy them before they can destroy humanity.
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Jacob Perry

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Quote "It doesn't matter how much power you have, humanity will always prevail over you freaks!"
Jacob Perry
PL 5


Real Name: Jacob Perry
Age: mid-40s
Height: 5'9"
Weight: 160 lbs.
Eyes: Blue
Hair: Black with white sideburns
Identity: Public
Legal Status: U.S. Citizen wanted for various crimes
Status: Active
Occupation: Lead scientist of P.U.R.G.E. and CEO
Base of Operations: Various bases around the world
Team Affiliations: P.U.R.G.E.
Concept: Scientist and leader of anti-metahuman hate group
Marital Status: Divorced

Abilities: Strength 0/2*, Stamina 1, Agility 0, Dexterity 2, Fighting 0, Intellect 5, Awareness 1, Presence 3
*Cybernetic right hand

Skills: Deception 2 (+5), Expertise: Current Events 3 (+8), Expertise: Genetics 7 (+12), Expertise: Magic 3 [+8], Expertise: Science 5 (+10), Insight 2 (+5), Intimidation 2 (+5), Investigation 1 (+6), Perception 4 (+5), Persuasion 2 (+5), Ranged Combat: Blaster Pistol 3 (+5), Stealth 6 [+6], Technology 3 (+8), Treatment 3 (+8)

Advantages: Benefit 3 [Membership: P.U.R.G.E], Connected, Contacts,
Eidetic Memory, Equipment 4, Fascinate (Expertise), Hide in Plain Sight, Inventor, Ritualist, Second Chance [Inventing Rolls], Skill Mastery 2 [Expertise: Genetics; Technology], Speed of Thought, Well-informed

Powers:
Cybernetic right hand: Enhanced Strength 2, Limited to Right hand • 2 points

Equipment: Blaster Pistol [Ranged Damage 5; 10 ep], Commlink [1 ep], P.U.R.G.E. Uniform [Immunity 2 [Environmental Condition: Cold, Environmental Condition: Heat];
Protection 3, +3 Toughness; 5 ep]. Up to 4 ep of additional gear as needed.

Offense
Initiative +5
Blaster Pistol +5, Ranged, Damage 5

Defense
Dodge 1, Parry 1
Toughness 4, Fortitude 3, Will 4

Power Points
Abilities 24 + Powers 2 + Advantages 19 + Skills 25 [50 ranks] + Defenses 7 = 77 Total

Complications
Motivation-Purity: He sees metahumans as too far removed from humanity to share Earth with. A threat to be removed by any means.
Phobia: Metahumans with animal forms trigger flashbacks to how he lost his right hand and cause him to freeze up for a round as he adjusts.

Build Comments: From Xion Studios' AoV line, little history is given beyond what is in the P.U.R.G.E. entry and he likes it that way.

Description: A stern, big-chinned man in his mid-40s, Jacob's thin mustache and glasses make him hard to miss with his intense gaze.

His P.U.R.G.E. uniform is customized to appear as a slick business suit, always professional whether in a lab or in a meeting. He is a little paranoid and keeps his blaster pistol on him at all times.

Powers & Abilities: Jacob is a scientist who excels in various fields, but genetics is his area of expertise. He leads the scientists of P.U.R.G.E. in developing their various technological innovations and figuring out means to deal with the threat of metahumans.

His right hand is of his own design, an advanced cybernetic prosthetic several times stronger than his baseline. And in school he excelled in magic, learning how to cast rituals given time. He still hasn't figured out how to incorporate his magic with his technology.

Personality: An arrogant intellectual who believes he knows what is best for everyone and sees metahumans as no longer human. He forces his opinions on others and rejects anything that would change his worldview, confident he is right no matter the evidence otherwise. Only when dealing with science and technology will he allow others' opinions to matter to him.

Known Tactics: Manipulative and deceptive, he has lawyers to deal with any legal troubles and fast-talks his way out of trouble. Failing that he will bring the forces of P.U.R.G.E. to bear against his enemies. He will never negotiate with metahumans, capture or kill is the only option for him.

Friends and Allies: His agents within P.U.R.G.E. will come to his aid when needed. He can sometimes get other hate groups to work with his organization on joint operations, but some of them still hold a grudge over the whole mess with the super schools.

Rivals and Enemies: Taurus has him in his top 10 enemies to eliminate with extreme prejudice. Various metahuman and pro-metahuman organizations have it out for Jacob and P.U.R.G.E.
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Guy Danner

Post by Psistrike »

Image
Quote "Machines are the future."
Guy Danner
PL 5


Real Name: Guy Danner
Age: early-60s
Height: 5'8"
Weight: 180 lbs.
Eyes: Green, left cybernetic and metal
Hair: White
Identity: Public
Legal Status: U.S. citizen wanted for various crimes
Status: Active
Occupation: Robotics expert, scientist of P.U.R.G.E.
Base of Operations: Various bases around the world
Team Affiliations: P.U.R.G.E.
Concept: Scientist and agent of terrorist organization
Marital Status: Single

Abilities: Strength 2/5*, Stamina 1, Agility 0, Dexterity 2, Fighting 0, Intellect 6, Awareness 1, Presence 3
*Cyber Harness

Skills: Deception 3 (+6), Expertise: Current Events 1 (+7), Expertise: Robotics 8 (+14), Expertise: Science 5 (+11), Insight 3 (+4), Intimidation 2 (+5), Investigation 2 (+8), Perception 4 (+5), Persuasion 2 (+5), Ranged Combat: Blaster Pistol 2 (+4), Technology 5 (+11).

Advantages: Benefit 3 [Membership: P.U.R.G.E], Connected, Contacts, Eidetic Memory, Equipment 4, Fascinate (Expertise), Inventor, Second Chance [Robotics Rolls] Skill Mastery 2 [Expertise: Robotics, Skill Mastery: Technology], Speed of Thought, Well-informed

Powers:
Cybernetic Eye: Senses 1 [Low-Light Vision] • 1 points
Cyber Harness: Enhanced Strength 3, Removable • 5 points
Cybernetic Heart: Enhanced Fortitude 3, Diehard • 4 points
Cybernetic Legs: Speed 4 [30 mph] • 4 points

Equipment: Blaster Pistol [Ranged Damage 5; 10 ep], Commlink [1 ep], P.U.R.G.E. Uniform [Immunity 2 [Environmental Condition: Cold, Environmental Condition: Heat];
Protection 3, +3 Toughness; 5 ep] Up to 4 ep of additional equipment as needed.

Offense
Initiative +6
Blaster Pistol +4, Ranged, Damage 5

Defense
Dodge 1, Parry 1
Toughness 4, Fortitude 6/3, Will 4

Power Points
Abilities 30 + Powers 14 + Advantages 17 + Skills 17 [34 ranks] + Defenses 7= 85 Total

Complications
Motivation-Superiority of Steel Over Flesh: Guy is driven by a desire to prove machines are superior to any being of flesh. His obsession even has him slowly turning himself into a full-conversion cyborg.
Wanted: Even before joining P.U.R.G.E. he was wanted by authorities for the actions of his criminal machines.

Build Comments: Another from Xion Studios' AoV entry, his story beyond the P.U.R.G.E. entry is unknown.

Description: Guy is an older man with white hair and balding. His left eye has been replaced with a cybernetic one, while his right eye is an intense green. He appears to be an average human for the most part, but damage to the synthetic skin on his legs reveals he has more mechanical parts.

He mostly wears a white scientist coat, a white shirt with various stains, durable blue jeans, and any protective gear needed while working.

Powers & Abilities: Guy has a cybernetic eye in place of his left one that can see in low lighting, a cybernetic heart with an auto-defibrillator, and wears a cyber mesh based on artificial muscles that he plans to advance later on. He had to replace his legs after an accident with the prototype of the Templar Mark VI.

A skilled scientist, he is P.U.R.G.E.'s lead roboticist. He is also the lead designer of the technology P.U.R.G.E. uses in its private war with metahumans.

Personality: A robotics expert, Guy relates more to the machines he works with than humans. He has social skills and can fake it easily with most people, but empaths and those skilled at looking beyond the surface can see right through him. Cold, calculating, if Talos were to discover his real self he would offer to transfer him into a machine body in exchange for Guy working for the mad machine...and Guy wouldn't hesitate to take the deal.

Known Tactics: Guy is a coward when it comes to combat, trying to manipulate others long enough to escape or for his allies to show up. He will use his blaster only as a last resort when the threat of prison or death is a certain thing. Otherwise, he will run away.

Friends and Allies: His fellow agents in P.U.R.G.E. can be called upon for help, but Guy prefers only to do this when he is at his most desperate.

Rivals and Enemies: Authorities around the world have warrants out for him for crimes committed by his machines. He is a known terrorist as a member of P.U.R.G.E. and more than one government has killed on sight orders.
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Psistrike
Posts: 650
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P.U.R.G.E. HG, Gear, and Minions

Post by Psistrike »

P.U.R.G.E. Central Operations
In the icy depths of the Arctic Ocean, P.U.R.G.E. Central Operations hides from the world. Built as a sprawling city into the ocean bed, it sustains thousands of workers loyal to the organization's cause. At least it used to, the numbers have dropped since the Templar debacle, and currently under a thousand work at the hidden base.

Years in the making, the base house and engineering garage, dozens of technical workshops though only a half dozen are currently active and is home to their prized wormhole generator, which takes up an entire room on its own. A one-of-a-kind replenishing energy source powers Central Ops, advanced shielding prevents its detection and its heavily armored structure insures all but the most powerful of attacks can't harm it.

Almost all of P.U.R.G.E.’s military personnel are stationed within the undersea city, with only a select few scouting units stationed elsewhere around the globe. The base’s computers maintain steady surveillance for any interlopers and use various defenses (ranging from discreet electrical weapons to massive particle cannons) to maintain its safe perimeter. Most of P.U.R.G.E.'s resources go towards maintaining Central Operations, they have had to step up their criminal operations to acquire resources just to stay ahead of things breaking down.

Size: Gargantuan Toughness: 15
Features: Communications, Computer, Concealed 4, Defense System, Dock, Fire Prevention System, Gym, Infirmary, Isolated, Laboratory, Living Space, Personnel, Power System, Security System 4, Workshop
Powers: Teleportation 15 [Carry 200 tons; Accurate, Easy, Extended [32,000 miles in 2 move actions], Increased Mass 13, Portal; Limited to Extended]
Totals: Abilities 4 + Powers 1 + Features 21 + Defenses 5 = 31 ep

P.U.R.G.E. Trooper
PL 8, MR 5

Recruited from various military and mercenary units; P.U.R.G.E. Troopers are elite soldiers known for their zealous dedication to the group's ideology. Put through rigorous physical and mental training, and subjected to heavy conditioning to ensure their continuing loyalty, they are dangerous for regular authorities to try and handle.

Standard trooper kit includes an assault blaster rifle, stun grenades, and a GD pistol to help them battle their adversaries in the field. Their armor has a self-contained life-sustaining function and is made from an unknown, durable supercloth that allows for protection against foes and hostile environments, authorities who have gotten samples believe it was stolen from a metahuman gadgeteer. Their armors have a built-in communicator set on a specialized frequency to help mask incoming and outgoing messages.

The scariest detail known about these troopers is the chemical cocktail they are given before each mission, enhancing their brains' rage receptors and making them fearless in the face of danger. Unfortunately, this has led to the death and capture of more than a few troopers.
Abilities: STR: 2, STA: 3, AGL: 1, DEX: 1, FGT: 5, INT: 0, AWE: 0, PRE: 0
Skills: Athletics 4 [+6], Expertise: Soldier 5 [+5], Expertise: Tactics 3 [+3], Intimidation 2 [+2], Perception 4 [+4], Vehicles 5 [+5]
Advantages: Benefit [Membership 1 [P.U.R.G.E.], Equipment 14, Ranged Attack 4, Teamwork
Equipment: Assualt Blaster Rifle [Damage 8, DC 23; Accurate: +2, Increased Range: ranged, Multiattack; 24 ep], Body Armor [Immunity 3, Environmental Condition: Cold, Environmental Condition: Heat, Suffocation: Gas; Protection 3, +3 Toughness; 6 ep], Utility Belt (Binoculars, Camera, Club, Flashlight, Fragmentation Grenade, GD Pistol [Nullify
6, Counters: Metahuman Effects, DC 16; Accurate: +2, Broad, Effortless, Simultaneous; 25 ep], Multi-tool, Restraints, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade, Toolkit (Basic); 36 ep total).
Offense: Init +1
Assault Blaster Rifle +7, Ranged, Damage 8
Club +5, Melee, Damage 4
Fragmentation Grenade, Ranged Burst Area, Damage 5
Nullify +7, Ranged, Nullify 6 [Resisted by Will]
Sleep Gas Grenade, Ranged Cloud Area, Affliction 4
Tear Gas Grenade, Ranged Cloud Area, Affliction 4
Unarmed +5, Melee, Damage 2
Defenses: Dodge 6, Parry 6, Fort 6, Tou 6, Will 3
Totals: Abilities 24 + Advantages 19 + Skills 11 [22 ranks] + Defenses 12= 66


P.U.R.G.E. Membership
P.U.R.G.E. has a dangerous level of paranoia about being infiltrated by enemy agents, so gaining membership within their ranks is no easy task. First, all recruitment is by invitation only, based on the potential member's views, as well as what skills they can bring to the organization. After this initial contact, a thorough background check is initiated, then loyalty and commitment are tested in the field. Each test is unique to each potential member, designed to prove their skills, and position on human supremacy. Those who fail this screening process are "dealt with" and any signs that could point back to the organization are cleaned up.

Most members live within Central Operations in squad-based barracks, where they train on a daily basis and work within the base to keep up its maintenance and repair. Those members not living on-site are usually positioned within the worlds of business or government
to provide support as undercover agents and moles within their assigned stations.
Benefit: Membership (P.U.R.G.E.): At this level, a member is one of the working cogs in the greater scheme of things. More often than not, these members are Troopers or those who work in operations as menial labor.
Benefit: Membership (P.U.R.G.E.) 2: Having a bit more prestige than the lower-tiered members, this level is reserved for field commanders, lead scientists, and those trusted enough to work undercover for P.U.R.G.E.
Benefit: Membership (PURGE) 3: Considered the upper tier, this rank is reserved for those in a command position. Both Perry and Danner are at this rank, as are those undercover agents that have achieved highly placed positions in their assigned roles (such as senators and business leaders).

P.U.R.G.E. Gear and Vehicles
Assault Blaster Rifle
Although an improvement over the standard blaster rifle that other agencies use, with a friend/foe locator that allows for sharper aim and less friendly fire, and a high-powered, recoilless beam generator that makes the weapon deadly in less capable hands, it has issues. Though Gallant Engineering it was modified, uses a recycling energy clip that allows for near-unlimited shots during a firefight. But due to poor maintenance and their high cycling rate, it overheats easily when used more than a little in combat. In game terms, on a roll of a natural 1-3, the gun shuts down for two turns while it cools.

Assault Blaster Rifle: Ranged Damage 8, Accurate 1, Multiattack • 25 ep

GD Pistol
Developed by Dr. Perry and manufactured by Gallant Engineering, the GD Pistol, or Gene Determent Pistol, fires a beam of energy that harms its target, and also temporarily strips them of their powers. Originally designed to work against mutants, it has since been calibrated to work against other metahumans. Due to poor maintenance, they have become unstable over the years, sometimes they just don't work at all.

GD Pistol: Nullify [Metahuman effects] 6, Accurate, Broad, Effortless, Simultaneous, Unreliable • 19 ep

SD Collar
Developed by Dr. Perry and produced by Gallant Engineering, the SD Collar, or Suppression & Detainment Collar was once state-of-the-art, now they are used only against the most dangerous opponents due to the difficulty in maintaining them. Subjects forced to wear a collar have their abilities completely nullified, making them just as "human" as anyone else. They operate by emitting an energy field that disrupts a metahuman's ability to activate their powers.

SD Collar: Nullify 12 (Easily Removable, Counters: Metahuman Power Effects, DC 22; Broad, Effortless, Feature 5: Security Lock (DC 25), Continuous Duration, Simultaneous, Complex 2 [+5 DC to repair and maintenance checks) • 51 points

GS-250 "Raptor" Assault Grav Bike
A two-man vehicle with a mounted weapon, the Raptor is one of the more common vehicles employed by the P.U.R.G.E.'s army, and yet they have only a few hundred left due to losses and poor maintenance. While one person pilots, the other acts as the gunner, manning the bike's pulse cannon to attack any targets in the area. With cutting-edge, anti-gravity technology as a means of propulsion, the bike flies at incredible speeds, but due to the issues with maintenance, the handling has some issues. Lacking strong armor, it is left vulnerable to quick attacks.

STR: 3 DEF: 10 TOU: 8 SIZE: Medium
Powers: Grav Engine: Flight 7 [250 mph], Poor Handling [-2 to maneuver checks]; Pulse Cannon: Ranged, Multiattack Damage 8, Accurate, Penetrating 8, Limited [Mounted 60-degree Firing Arc]
Offense: Pulse Cannon Operator bonus+2, Ranged, Damage 8
Abilities 3 + Powers 38 + Defenses 13= 55 ep

GS-820 "Blunderbuss" Grav Cannon
Like the Raptor, the Blunderbuss uses anti-gravity technology as its drive engine, but, because it lacks the agility and maneuverability of the smaller vehicle, it tends to hover rather than fly. These number less than 20 in total, they are only sent out when heavy opposition has already been faced. It has traded speed for better armor and sheer firepower, carrying a particle cannon that can melt most metals in mere seconds, and complimented by side-mounted beam cannons that give it a wide arc of attack. It has the ability to enclose its interior, providing a sealed environment containing recyclable air and protection from non-conventional weapons.

STR: 10 DEF: 6 TOU: 12 SIZE: Huge
Powers: Beam Cannons: Ranged, Multiattack Damage 9, Limited: Mounted 60-degree Firing Arc]; Grav Engine: Movement 2 [Environmental Adaptation [Rough Terrain], Water-Walking 1], Speed 5 [60 mph]; Particle Cannon: Line Area 3 [5' wide by 120' long] Damage 12, Penetrating 10
Abilities 4 + Powers 85 + Defenses 13= 102 ep

Due to budget cuts, loss of resources, and destruction of assets by enemy forces while in the field two other vehicle types were completely lost, the "Kodiak" and the "Gator", severely limiting their operations in more dangerous terrains and on the oceans.
Last edited by Psistrike on Wed Dec 13, 2023 7:24 am, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Re: Psistrike's M&M 3rd ed Characters and Creations

Post by Harnos »

I liked that magic being recognized by governments. Cetrainly, it is a source they would like to exploit.
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