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Supercape

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Jawbreaker the Matter Eater
 

Power Level: 10; Power Points Spent: 150/150

STR: +5 (20), DEX: +1 (12), CON: +2 (14), INT: -1 (8), WIS: +0 (10), CHA: +3 (16)

Tough: +2, Fort: +10, Ref: +8, Will: +5

Skills: Climb 4 (+9), Craft (Cooking) 12 (+11), Handle Animal 8 (+11), Intimidate 12 (+15), Knowledge (popular culture) 6 (+5), Knowledge (streetwise) 8 (+7), Language 2 (+2), Notice 4 (+4), Sense Motive 8 (+8), Stealth 8 (+9), Swim 4 (+9)

Feats: Distract (Intimidate), Elusive Target, Endurance (+4), Fascinate (Intimidate), Improved Critical (Chef Tool (Device 2)), Improved Initiative, Improved Sunder, Improvised Tools, Instant Up, Power Attack, Takedown Attack

Powers:
Chef Tool (Device 2) (Easy to lose)
   Strike 5 (DC 25, Feats: Improved Critical (Chef Tool (Device 2)), Improvised Tools; Custom (Variable Descriptor (Chef Instrument)), Mighty, Thrown (Range: 50 ft., incr 10 ft.))
Feature: Teeth! (Enhanced Trait 0) (See below, 1 PP)
Fine Cuisine (Boost 18) (boost: single trait - int; Limited (INT of consumed flesh), Personal; Slow Fade (1 minute))
Immunity 12 (common descriptor: Eating, critical hits)
Matter Eating (Linked)
   Boost 20 (Linked; boost: single trait - impervious toughness; Limited (Toughness of consumed matter), Others Only, Personal; Slow Fade (1 minute))
   Drain 10 (Linked; drains: single trait - toughness, DC 20)
Super-Senses 1 (scent; Custom (Analytical Smell))
Super-Strength 6 (+30 STR carry capacity, heavy load: 12.8 tons; +6 STR to some checks; Limited (Jaw Grip))

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +13/+19)

Attacks: Drain 10, +8 (DC Fort/Staged 20), Strike 5, +8 (DC 25), Unarmed Attack, +8 (DC 20)

Defense: +8 (Flat-footed: +4), Knockback: -1

Initiative: +5

Languages: French, Italian, English

Totals: Abilities 20 + Skills 19 (76 ranks) + Feats 9 + Powers 50 + Combat 32 + Saves 20 + Drawbacks 0 = 150


*His "Teeth" feature means he can pull out as many teeth as he wishes (but 1 bruise / tooth), and he will regrown them. He always knows EXACTLY where his teeth are. 

 

Suggested Background

Jawbreaker was a personal chef to a mad scientist. When a nuclear powered robot went insane and punched the snot out of him, he was left with low grade brain damage, a completely deformed skull, and the ability to absorb what he eats!
He can become incredibly tough by eating inanimate objects, or, by ingesting cooked organic food, boost his intelligence by an amount equal to the INT of the consumed flesh. 
He has armed himself with a high-tech cooking implement. 

 

Complications
1. Bone ugly. Jawbreaker has massive, virtually unbreakable jaw. THis renders him virtually immune to headstrikes but also spectacularly ugly. 
2: Brain Damage. Aside from his low INT has virtually no sense of direction and gets lost at the drop of a hat. 
3: Yeth Mart'ter. Years of serving mad scientists means he defers to them by reflex. 
4: Animal Lover. His best friend is "Scraps" the obese cat that he feeds. He loves all animals. 
5: Magnificent nose: Whilst his sense of smell is excellent, he will be driven to distraction or ooutright fury at badly cooked food. 

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Dust Rider, the Last Horseman
 

Power Level: 10; Power Points Spent: 150/150

STR: +5 (20), DEX: +0 (10), CON: +0 (10), INT: +1 (12), WIS: +5 (20), CHA: -1 (8)

Tough: +10, Fort: Immune, Ref: +4, Will: +8

Skills: Intimidate 12 (+11), Language 4 (+4), Notice 8 (+13), Ride 8 (+8), Search 8 (+9)

Feats: Attack Focus (melee) 5, Fearless

Powers:
Broom (Device 3) (Easy to lose)
   Strike 5 (DC 25; Penetrating; Affects Insubstantial 2 (full power), Mighty)
   Super-Strength 4 (+20 STR carry capacity, heavy load: 3.2 tons; +4 STR to some checks; Limited 2 (To Dragging Only))
Dust Form (Insubstantial 2) (Gaseous)
Emotion Control 10 (DC 20; Limited (Despair))
   Illusion 10 (Alternate; affects: visual senses, DC 20; Limited (Dust))
   Telekinesis 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Perception; Limited 2 (Dust))
Horse of Dust (Flight 3) (Speed: 50 mph, 440 ft./rnd; Custom (Only ascends / Descends at 5mph))
   Burrowing 5 (Alternate; Speed: 25 mph, 220 ft./rnd)
Immunity 30 (fortitude saves)
Protection 10 (+10 Toughness)
Super-Senses 2 (low-light vision, tracking: Visual 1 (half speed); Custom 2 (Vision Penetrates Dust))

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +15/+19)

Attacks: Emotion Control 10 (DC Will 20), Strike 5, +10 (DC 25), Unarmed Attack, +10 (DC 20)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: +0

Drawbacks: Vulnerable, very common, moderate, Light Attacks

Languages: Arabic, English, Greek, Hebrew, Latin

Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 6 + Powers 81 + Combat 30 + Saves 7 - Drawbacks 4 = 150
 

 

Possible Background:

The last horseman, forgotten and lonely, destined to sift through the ashes and dust of the apocalypse as its final witness. 
And yet, something survived the end. Some art, some will, some life. Something that made the Dust Rider Pause. 
Turning from his horrible masters, the Dust Rider rode back, through time and space, determined to find out about life and art.

 

Possible Complications:

1. Pessimism. The Dust Rider is despair, and knows the end is nigh. Whilst he will  not be intimidated, he can just give up if not inspired to the contrary. 
2. Dust lover: The Dust rider cannot abide cleanliness, and will seek to muddy any water. 
3: Artiste: The Dust rider can be fascinated by masterpieces, and will actually save them over people. 
4: Disconnected: Aside from his low CHA, the Dust Rider is just plain disconnected from people, and can be slow on the uptake in conversations. On the reverse side, if he is connected, he will be intense and do anything for that person whom he has formed a bond with. 
5: Soft of speech: The Dust Riders voice is a hoarse and unpleasant whisper. He can barely be heard. 

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Magnofist
 

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +3 (16), CON: +4 (18), INT: -1 (8), WIS: +1 (12), CHA: +0 (10)

Tough: +4/+8, Fort: +10, Ref: +6, Will: +8

Skills: Bluff 4 (+4), Drive 4 (+7), Intimidate 8 (+8), Knowledge (streetwise) 8 (+7), Notice 4 (+5), Sense Motive 8 (+9), Stealth 4 (+7)

Feats: All-Out Attack, Assessment, Attack Focus (melee) 4, Defensive Attack, Elusive Target, Favored Opponent (Martial Artists) (+1), Fearless, Fighting Style: Boxing, Improved Block, Improved Initiative, Improved Sunder, Power Attack, Second Chance (TOughness vs Punches and Kicks), Takedown Attack

Powers:
Flight 6 (Speed: 500 mph, 4400 ft./rnd; Limited (Power Cables / Lines))
   Super-Movement 2 (Alternate; wall-crawling 2 (full speed); Limited (Metal Surfaces))
   Super-Movement 3 (Alternate; permeate 3 (full speed); Limited (Metal Only))
   Super-Strength 6 (Alternate; +30 STR carry capacity, heavy load: 9.6 tons; +6 STR to some checks; Limited (Metal Objects))
Immunity 10 (common descriptor: Metal; Duration (continuous); Duration (sustained))
Magnetic Punch (Linked)
   Deflect 10 (Alternate; deflects: all ranged attacks; Limited (Metal Objects Only); Extended Reach 5 (25 ft.), Precise)
   Drain 8 (Linked; drains: single trait - toughness, DC 18; Custom (Affects Objects); Limited (Magnetic Targets Only); Reversible, Slow Fade 4 (1 hour))
   Mold Metal (Transform 5) (Alternate; affects: 1 thing > 1 thing - reshape metal objects, Transforms: 25 lbs., DC 15; Duration (continuous); Range (touch))
   Strike 4 (Linked; DC 23; Limited (Metal Targets Only); Mighty)
Super Costume (Device 1) (Hard to lose)
   Protection 4 (+4 Toughness, Feats: Second Chance (TOughness vs Punches and Kicks))
Super Knuckle Dusters (Device 1) (Easy to lose; Custom (Multiple Weapon 1))
   Strike 4 (DC 19; Custom (Variable Descriptor 1: Steel))
Super-Senses 4 (accurate: Radio Metal Sense, detect: Metal (Radio Sense) (Ranged))

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +16)

Attacks: Drain 8, +12 (DC Fort/Staged 18), Mold Metal (Transform 5), +12 (DC Fort 15), Strike 4, +12 (DC 23), Strike 4, +12 (DC 19), Unarmed Attack, +12 (DC 19)

Defense: +12 (Flat-footed: +6), Knockback: -4

Initiative: +7

Drawbacks: Vulnerable, uncommon, moderate, Cold

Languages: Native Language

Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 15 + Powers 49 + Combat 40 + Saves 16 - Drawbacks 2 = 150
 

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Boneless Bob
 

Power Level: 10; Power Points Spent: 150/150

STR: +5 (5/20), DEX: -1 (8), CON: +0 (10), INT: +5 (20), WIS: +2 (14), CHA: +0 (10)

Tough: +0/+10, Fort: +8, Ref: +4, Will: +10

Skills: Computers 4 (+9), Craft (electronic) 8 (+13), Craft (mechanical) 8 (+13), Knowledge (physical sciences) 8 (+13), Knowledge (technology) 12 (+17), Notice 4 (+6), Sense Motive 4 (+6), Swim 8 (+13)

Feats: Adds Continuous to Electrical Aura 5, Adds five Alt powers to Electric Aura Array 5, Ambidexterity, Benefit (Wealth), Favored Environment (Underwater), Improved Grapple, Inventor, Jack-of-All-Trades

Powers:
Electrical Charge (Strike 5) (DC 20; Aura, Permanent, Duration 2 (sustained))
Insubstantial 1 (Fluid; Permanent)
Power Arrmour (Device 8) (Hard to lose, Restricted use)
   Clumsy Jets (Flight 3) (Speed: 50 mph, 440 ft./rnd; Custom (Takes standard action to take off or land))
   Enhanced Trait 15 (Traits: Strength +15 (20, +5))
   Enhanced Trait 5 (Feats: Adds Continuous to Electrical Aura 5)
   Enhanced Trait 5 (Feats: Adds five Alt powers to Electric Aura Array 5)
   Protection 10 (+10 Toughness)
Super-Senses 1 (radius: Vision; Custom (Analytical Touch))
Swimming 2 (Speed: 5 mph, 44 ft./rnd)
Tentacles (Additional Limbs 4) (10 extra limbs, Feats: Improved Grapple)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +15)

Attacks: Electrical Charge (Strike 5), +10 (DC 20), Unarmed Attack, +10 (DC 20)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: -1

Drawbacks: Vulnerable, uncommon, major, Dehydration

Languages: Native Language

Totals: Abilities 7 + Skills 14 (56 ranks) + Feats 5 + Powers 66 + Combat 40 + Saves 21 - Drawbacks 3 = 150
 

Ideas for ALT POWERS: (25 PP Based); The power suit adds Continuous to a Permanent Power (Making it 25 PP), which allows Alt Powers from this (5 Alt Powers built in to the build above)
Electrical Blast (or indeed any tech blast)
Enhanced Strength / Super Strength
Dazzle
Drain Tech Powers (Drain Electicity)
Etc Etc...

 

Possible Background

Born a ghastly mutant, a blob of semi transparent wet goo with a brain, Boneless Bob was also a genius who went on to build himself an effective exoskeleton!
Said power armour is charged by his own electrical charge!

 

Possible Complications

1: Clumsy Jets. Aside from his LOW DEX and need to carefully land and take off, the power armours jets are clunky and clumsy. He can crash into things at a drop of a hat. 
2: One touch: And Boneless Bob will absorb any toxin or poison or disease (even if it would normally be eaten). 
3: Let me swim: Boneless Bob has an unending desire to drop his exosuit and relax in nice hot water. Anything else is uncomfortable. He can only sleep in such circumstances
4: No Salt: Anything more than normal sea levels of salt is  toxic to Bob (including just touching salty stuff). 
5: Supercharged: Extrenal Electrical attacks can send him mad (literally, briefly changing his personality). Even small things like static shocks can warp his personality. 

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Petrolhead
 

Petrolhead
 

Power Level: 7; Power Points Spent: 105/105

STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +2, Fort: +6, Ref: +10, Will: +4

Skills: Acrobatics 4 (+6), Bluff 4 (+4), Craft (mechanical) 8 (+8), Drive 8 (+10), Knowledge (streetwise) 4 (+4), Notice 4 (+4), Sense Motive 4 (+4), Stealth 4 (+6)

Feats: Evasion, Improved Initiative 2

Powers:
Boost 10 (boost: trait group - speed / fire; Action (move), Total Fade; Limited (Requires drinking petrol / fuel), Personal; Slow Fade (1 minute))
Enhanced Trait 2 (Feats: Improved Initiative 2)
Enhanced Trait 4 (Traits: Defense Bonus +2 (+7))
Immunity 1 (custom: Drinking Fuel / Hot stuff 1)
Quickness 2 (Perform routine tasks at 5x speed)
Speed 2 (Speed: 25 mph, 220 ft./rnd)
Spit Fire (Blast 2) (DC 17)
   Breathe Fire (Strike 2) (Alternate; DC 17; Cone Area (20 ft. cone))
Swimming 2 (Speed: 5 mph, 44 ft./rnd)

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +7)

Attacks: Breathe Fire (Strike 2) (DC 17), Spit Fire (Blast 2), +7 (DC 17), Unarmed Attack, +7 (DC 15)

Defense: +5/+7 (Flat-footed: +4), Knockback: -1

Initiative: +10

Drawbacks: Vulnerable, common, moderate, Cold

Languages: Native Language

Totals: Abilities 8 + Skills 10 (40 ranks) + Feats 1 + Powers 49 + Combat 24 + Saves 16 - Drawbacks 3 = 105
 

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

 

NB: Boost power shifts defence to +12 (fully defence/toughness shifted), Quickness to 12, Speed to 12, Swimming to 12, IMproved Initiative to 12 (+48 Initiative, or +50 total) and Fire Array to Blast 7/Damage 7. It lasts 10 minutes and requires petrol or fuel of some type (Petrolhead carries a flask of fuel good for one shot)

 

Suugested Background: Petrolhead was a normal mechanic and part time racer who ended up the wrong end of a crash. Her lungs damaged by smoke would always hurt and fail, but her stomach was filled with noxious fumes from the experimental petroleum used....


And now, by drinking petrol or fuel, Petrolhead can boost her speed to amazing levels!

 

Possible Complications:

1: Bad Breath: Even at the best of times, Petrolheads breath smells of ash and fumes. 
2: Burnout: Petrolhead burns a lot of calories and needs to eat a lot. She has an emaciated appearance. 
3: Addict: COnsuming petrol and boosting is addictive, giving a mild euphoria. This could get out of hand, eventually fatiguing her, consuming her, or depriving her of sleep. 
4: Cough: Smoke inhalation damage has made Petrolheads lungs weak. Extended exertion or suffocation will severly fatigue her. 
5: PTSD: Whilst a skilled driver, witnessing car crashes might make her freeze still, reliving her own serious crash. 

Edited by Supercape
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Beetleheart
 

Power Level: 10; Power Points Spent: 150/150

STR: +10 (8/30), DEX: +5 (8/20), CON: +0 (10), INT: +4 (18), WIS: +4 (18), CHA: +0 (10)

Tough: +10, Fort: +6, Ref: +8, Will: +10

Skills: Diplomacy 4 (+4), Knowledge (arcane Lore) 4 (+8), Knowledge (history) 12 (+16), Knowledge (life sciences) 4 (+8), Language 8 (+8), Notice 8 (+12), Search 8 (+12), Sense Motive 4 (+8)

Feats: Benefit (Wealth), Ritualist, Uncanny Dodge (Tactile)

Powers:
Animal Control 10 (DC 20; Sensory Link; Feedback, Limited (Beetles/Insects), Tiring; Mental Link)
Beetles! (Summon 5) (Custom (Sensory Link), Duration (continuous), Fanatical, Horde; Mental Link, Progression, # Minions 3 (10 minions))
   Alternate Form 6 (Alternate; Custom (Continuous); Custom 2 (Standard action to transform))
      Arcane Beetle (Alternate Form) (Powers: Burrowing 4, Leaping 1, Protection 10, Speed 1, Super-Movement 1, Super-Senses 3, Strength +10 (30, +10))
         Burrowing 4 (Speed: 10 mph, 88 ft./rnd)
         Leaping 1 (Jumping distance: x2)
         Protection 10 (+10 Toughness)
         Speed 1 (Speed: 10 mph, 88 ft./rnd)
         Super-Movement 2 (wall-crawling 2 (full speed))
Comprehend 2 (animals - speak to, animals - understand; Broad Group (Beetles/Insects))
Enhanced Trait 24 (Traits: Strength +12 (30, +10), Dexterity +12 (20, +5))
Super-Senses 3 (tremorsense, Feats: Uncanny Dodge (Tactile))

Power Settings:
Arcane Beetle (Alternate Form) (Powers: Burrowing 4, Leaping 1, Protection 10, Speed 1, Super-Movement 1, Super-Senses 3, Strength +10 (30, +10))

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +20)

Attacks: Animal Control 10 (DC Will 20), Unarmed Attack, +10 (DC 25)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: +5

Drawbacks: Vulnerable, very common, minor, Magic

Languages: Arabic, Egyptian, English, French, German, Greek, Hebrew, Persian, Spanish

Totals: Abilities 12 + Skills 13 (52 ranks) + Feats 2 + Powers 71 + Combat 40 + Saves 15 - Drawbacks 3 = 150

NB: Ths summoned beetles are not included in build but are 75 PP Minions, choose your own build for horrible scuttling lovecraftian insects. (If feeling brave / awesome you could add feedback to the summon power!)

 

Possible Background: 

veberable Archeologist was exloring the tomb of an ancient Lovecraftian Sorcerer. HORROR! a swarm of jet black horrible beetles scurried into his chest!


Fortunately, our beloved professor was an amateur insectologist, and knew how to deal with them. Subdue them...dominate them!


Now, with this swarm embedded in his chest (like a black heart on his skin), he can either send them out as spied to do his bidding, or use them to transform into a beetle-human  hybrid!

 

Possible Complications:

1: All praise (Diety for beyond). Beetlehearts enhanced strength and dexterity (which are amazing for his venerable years) recquire daily sacrifices of insects to the uncaring but powerful diety (of choice)


2: Children in trouble: Juvenille delinquents he never had the time for, being obsessed with his work. 


3: Twitch. Beetleheart has developed tremorsense, but it makes him extremely jumpy and gives him a tic in his eye if there is any vibration-actvity going on. 


4: Shady relationship: His domination over the beetles in his chest might be difficult or conditional. 


5: Sheer Heart Attack! Having beetles burrowing in your chest might cause lung or heart medical problems....

Edited by Supercape
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Weapon Master
 

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +5 (20), CON: +5 (20), INT: +0 (10), WIS: +6 (22), CHA: +0 (10)

Tough: +5, Fort: +8, Ref: +8, Will: +10

Skills: Acrobatics 8 (+13), Diplomacy 4 (+4), Knowledge (theology & philosophy) 8 (+8), Language 4 (+4), Medicine 4 (+10), Notice 4 (+10), Sense Motive 4 (+10), Stealth 4 (+9)

Feats: Acrobatic Bluff, Attack Focus (melee) 5, Defensive Attack, Dodge Focus 5, Elusive Target, Power Attack, Takedown Attack, Uncanny Dodge (Auditory), Weapon Bind

Powers:
Ki Weapon (Strike 5) (DC 20; Custom (Variable Descriptor: Weapon))
Nullify 10 (counters: any power of (type) - weapon, DC 20; Duration 2 (sustained), Range (perception); Side-Effect (sometimes - Struck by weapon); Precise)
   Deflect 10 (Alternate; deflects: slow projectiles; Range 2 (perception), Reflection; Side-Effect (sometimes - Struck by weapon); Precise)
   Telekinesis 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Damaging, Perception; Limited (Weapons); Precise)

Attack Bonus: +10 (Ranged: +10, Melee: +15, Grapple: +16)

Attacks: Ki Weapon (Strike 5), +15 (DC 20), Nullify 10 (DC Will 20), Telekinesis 10 (DC 25), Unarmed Attack, +15 (DC 16)

Defense: +15 (Flat-footed: +5), Knockback: -2

Initiative: +5

Languages: Arabic, English, Greek, Latin, Spanish

Totals: Abilities 34 + Skills 10 (40 ranks) + Feats 17 + Powers 39 + Combat 40 + Saves 10 + Drawbacks 0 = 150
 

Suggested Background

This little humble hero is a master of martial arts but also a confirmed pacifist who has developed strange mystical powers. He can command weapons to move, to turn on their masters, or simply to fail. His weapons are words "I deny thee, Axe!" "Come hither, gun!" which allow him to master weapons. The weapon master works as a humble janitor, but should he see the horror of violence, he will step in...

 

Suggested Complications

1: Impoverished

2: Pacifist: Taken to extreme, the Weapon Master will object to any violence, of any type. If he lets it happen, the mystical forces he commands will fail, and he will be wracked with physical pain as punishment. Perhaps the spirits that grant him power might even be sentient, and demand he proactively stops all violence. 

3: Words are weapons: The weapon master (as above) must speak the names of the weapons he is to command. 

4: Meditative: In order to maintain his mystrical powers, the Weapon Master must meditate in complete silence for an hour a day. This means he cannot speak at all. He can break his meditation, but speaking will deprive him of all his powers for a whole day. 

5: No weapons: Certain locations (such as holy places, lay lines, or under moonlight, depending on your flavour) are, in the Weapons masters eyes, completely pure. He will prevent any weapons (including his team mates) from entering. Failure to do so might lead to punishment as per (2). 

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Dee Nile
 

Power Level: 10; Power Points Spent: 150/150

STR: +10 (10/30), DEX: +0 (10), CON: +0 (10), INT: +1 (12), WIS: +4 (18), CHA: +0 (10)

Tough: +10, Fort: +6, Ref: +6, Will: +10

Skills: Bluff 4 (+4), Diplomacy 12 (+12), Intimidate 4 (+4), Knowledge (arcane Lore) 4 (+5), Knowledge (art) 4 (+5), Knowledge (history) 12 (+13), Knowledge (theology & philosophy) 4 (+5), Language 4 (+4), Notice 4 (+8), Sense Motive 8 (+12)

Feats: Benefit 2 (Wealth (Millionaire))

Powers:
Boost 20 (boost: trait group - nile powers; Limited (Requires Nile Water), Personal, Restorative)
Enhanced Trait 20 (Traits: Strength +20 (30, +10); Fades)
Flight 10 (Speed: 10000 mph, 88000 ft./rnd; Fades)
Immunity 3 (aging, disease, suffocation: Drowning)
Protection 10 (+10 Toughness)
Super-Strength 10 (+50 STR carry capacity, heavy load: 819.2 tons; +10 STR to some checks; Fades)
Water Blast (Blast 10) (DC 25; Fades)
   Element Control 10 (Alternate; element: water; Fades)
   Element Control 10 (Alternate; element: earth; Fades)
   Sand Blast (Dazzle 10) (Alternate; affects: visual senses, DC 20; Fades)
   Water Hand (Suffocate 10) (Alternate; DC 20; Fades)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +20/+30)

Attacks: Sand Blast (Dazzle 10), +10 (DC Fort/Ref 20), Unarmed Attack, +10 (DC 25), Water Blast (Blast 10), +10 (DC 25), Water Hand (Suffocate 10), +10 (DC Fort 20)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: +0

Drawbacks: Vulnerable, uncommon, moderate, Infernal

Languages: Ancient Egyptian, Arabic, English, Greek, Latin

Totals: Abilities 10 + Skills 15 (60 ranks) + Feats 2 + Powers 67 + Combat 40 + Saves 18 - Drawbacks 2 = 150

 

Suggested Background?

Born millenia ago, Dee Nile was a powerful Pharoah who was considered a living God, blessed by the almighty Nile. 
He was consumed by his own arrogance, and was an ignoarant tyrant, believing himself to be a God instead of just recipient of some magic powers. His maltreated slaves made an infernal deal, and locked him in an unknown tomb. 
Centuries later, he was "rescued" by archeologists. With a trove of treasure in his tomb (golden chains and talismans), he has set himself up in the new world...

 

Suggested Complications

1: Blessed is the Nile: Not only can the niles water be taken away from Dee Nile, but they are easily destroyed and hard to replace. Within a few days, the waters lose their power to recharge him, and thus he must pay for supplies to be flown over. Dee Nile could carry a vial of Nile Water with him, but, you know, glass is fragile...
2: Enemies: His slaves from years ago are now demons or spirits, and haunt him, both metaphorically (his guilt) and actually. 
3: Dee Niles powers come from his connection to the River nile, which might have its own agenda. Any disruptio to that river might also cause a power loss. 
4: Ignorant: of the modern world. 
5: Running water: Does not deprive him of his powers, but will give an overpowering sense of awe, hypnotising him and paralysing him. This religious-type trance is disabling (although he will slowly walk out of such water...) not only does running water cause this trance, if he sees it, he might not be able to resist the rapture...

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  • 3 months later...

 

At AA's request, a nemesis for Sea Devil

Blackmud

Power Level: 10; Power Points Spent: 186

STR: +6 (22), DEX: +0 (10), CON: +6 (22), INT: +4 (18), WIS: -1 (8), CHA: -1 (8)

Tough: +6, Fort: +12, Ref: +5, Will: +8

Skills: Intimidate 12 (+11), Knowledge (earth sciences) 12 (+16), Knowledge (history) 4 (+8), Language 8 (+8), Notice 8 (+7), Search 4 (+8), Sense Motive 4 (+3), Stealth 4 (+4), Survival 4 (+3), Swim 4 (+10)

Feats: All-Out Attack, Fearsome Presence 5, Luck 5, Power Attack, Rage 2 (+1 Increased Duration x5 rounds), Ritualist

Powers:
Burrowing 5 (Speed: 25 mph, 220 ft./rnd)
   Swimming 5 (Alternate; Speed: 50 mph, 440 ft./rnd)
Comprehend 2 (objects - speak to, objects - understand; Broad Group (Earth and Mud))
Enhanced Trait 5 (Feats: Luck 5; Limited (Only for rituals))
Immunity 12 (aging, disease, entrapment, poison, sleep, starvation & thirst, suffocation (all))
Mad Mud (Confuse 10) (DC 20; Burst Area (50 ft. radius); Limited (Only those standing in mud), Range 2 (touch); Subtle 2 (unnoticable), Triggered 2 (any trigger))
Mud Magic (Element Control 10) (element: earth)
   Disease Touch (Nauseate 5) (Alternate; DC 15; Disease)
   Muddy Breath (Suffocate 5) (Alternate; DC 15; Perception Range)
   Very muddy magic (Element Control 10) (Alternate; element: water)
Mud Ritual (Enhanced Trait 4.75) (Traits: Knowledge (arcane Lore) +15 (+19), Feats: Ritualist; Limited (Only whilst immersed in mud))
Mud Slick (Environmental Control 3) (hamper move (25%), Radius: 25 ft.; Duration (continuous); Range (touch))
Super-Movement 3 (slithering, sure-footed 2 (50% penalty reduction))
Super-Strength 1 (+5 STR carry capacity, heavy load: 1k lbs; +1 STR to some checks)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +16/+17)

Attacks: Disease Touch (Nauseate 5), +10 (DC Fort/Staged 15), Mad Mud (Confuse 10) (DC Will 20), Muddy Breath (Suffocate 5), +10 (DC Fort 15), Unarmed Attack, +10 (DC 21)

Defense: +10 (Flat-footed: +5), Knockback: -3

Initiative: +0

Languages: Arabic, Atlantean, English, German, Greek, Hebrew, Latin, Lemurian, Spanish

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 10 + Powers 72 + Combat 40 + Saves 20 + Drawbacks 0 = 186
 

Vincent Vines was an archeologist and geologist, exploring various islands of the Carribean and southern USA. His interest was in the cults of the unspeakable one. 


Unearthing a foul lemurian curse, he was transformed into a horrible black slimy beast, exuding mud, black fetid earth, and horrible slime. His mind was warped too, now operating under the delusion that he has "visions" showing him the "truth"


He sees the Unspeakable one, Lemurians, Atlanteans, Deep Ones, everywhere, including many "Ordinary" humans whom he believes are spies, cultists, and deep ones in disguise. But most particularly, he despises the actual deep ones, such as Sea DEVIL! He needs REVENGE! and must protect the earth from the vile ones!

 

Tactically, Black Mud operates in the sewers and swamps, never far from water but never immersed in it either. He is physically capable in any situation, but his danger comes from preparation. When immersed in mud, he can fire off rituals quickly and effectively. 

He can also enchant mud, so that it can fire off a "mad bomb", a horrible vision to all standing in it. This is an effective trap. 

 

Aside from anything else, he is a plotter and a schemer, and patient. He will use rituals, planing, and other PLOT device magics to aide him and make him more dangerous, as well as planning things to make sure that earth and water mix...

 

His weakness (And strength) comes from his absolutely firm conviction that the earth is about to be overrun by the Unspeakable one, the Deep Ones, and all allied to them. He is effectively paranoid. Of course, he could (under the right circumstances) even be an ally in defeating that real menace...

 

Edited by Supercape
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On requset for EP, a nemesis for Queenie

 

Spice
 

Power Level: 11; Power Points Spent: 220

STR: -2 (6), DEX: +6 (22), CON: +10 (30), INT: -1 (8), WIS: +4 (18), CHA: +1 (12)

Tough: +10, Fort: +10, Ref: +8, Will: +5

Skills: Knowledge (life sciences) 4 (+3), Knowledge (popular culture) 4 (+3), Notice 4 (+8), Profession (Food Critic) 8 (+12), Stealth 4 (+22)

Feats: Ambidexterity, Attack Focus (melee) 5, Improved Grapple

Powers:
Additional Limbs 4 (10 extra limbs, Feats: Ambidexterity, Improved Grapple; Duration (continuous))
Comprehend 2 (plants - speak to, plants - understand)
Creeping Vines (Snare 10) (DC 20; Contagious, Regenerating; Range (touch); Reversible)
   Numbing Poison Cloud (Dazzle 10) (Alternate; affects: 2 sense types - olfactory plus tactile, DC 20; Burst Area (50 ft. radius), Poison; Range (touch); Subtle (subtle))
   Sleeping Spores (Fatigue 10) (Alternate; DC 20; Cloud Area (50 ft. diameter, lingers); Subtle (subtle))
Elongation 4 (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple; Duration (continuous))
Immunity 7 (aging, critical hits, sleep, starvation & thirst, suffocation (all))
Mind Reading 5 (DC 15; Action 2 (free), Burst Area (25 ft. radius), Duration 2 (continuous), Sensory Link; Feedback, Limited (Surface Thoughts only))
Regeneration 33 (recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest), resurrection 10 (instantly); Limited (ONly physical damage (not from feedback or psychic)); Persistent, Regrowth)
Shrinking 12 (-12 STR, -3 size categories, -15 ft. movement; Permanent; Innate)
Super-Senses 3 (accurate: Scent, scent; Custom (Analytical Smell))
Teleport 10 (200000 miles as full action; Accurate; Long-Range, Medium (Vegetable Matter))
Toxic touch (Nauseate 5) (DC 15; Aura, Permanent, Duration 2 (sustained); Sicken)

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: -8/-4)

Attacks: Creeping Vines (Snare 10), +10 (DC Ref/Staged 20), Mind Reading 5 (DC Will 15), Numbing Poison Cloud (Dazzle 10) (DC Fort/Ref 20), Sleeping Spores (Fatigue 10) (DC Fort 20), Toxic touch (Nauseate 5), +10 (DC Fort/Staged 15), Unarmed Attack, +10 (DC 13)

Defense: +10 (Flat-footed: +5), Size: Diminutive, Knockback: -2

Initiative: +6

Drawbacks: Disability, very common, moderate, Blind, Disability, very common, moderate, Deaf

Languages: English

Totals: Abilities 48 + Skills 6 (24 ranks) + Feats 5 + Powers 152 + Combat 14 + Saves 3 - Drawbacks 8 = 220
 

Spice is actually an interstellar plant species that landed on earth millenia ago, dormant. 


Somehow, it ended up in the mouth of renowned food critic Cressida Crow, who spat it out, disgusted, at Queenies restaurant. The alien poison sent Cressida into an apoplectic fury, and she has blamed Queenie for the accident ever since. 
And Spice absorbed her personality. It is an empathy plant, able to pick up on the thoughts of others, and when activated, it took on Cressidas personality (albeit in a distorted way...)

 

Spice is a tiny little purple plant with numerous tendrils it can extend. It is blind and deaf, but can communicate with other plants and has an excellent sense of smell. More importantly, it is always in tune with the senses of others. In fact, this is also its weakness...Spice can regenerate almost indefinately (although some chemicals, or lack of any earth or organic matter might stop this), but not psychic damage - if others around it that it is linked to are hurt, so will Spice be. 


Spice pops up everywhere, curious and empathic, but also, with Cressidas personality - obnoxious, angry, contemptuous and deeply insecure. 


But most importantly, Spice is deeply pro-vegetable. It thinks humans should only eat meat, and leave vegetables alone. Woe to all cooks, farmers, and vegetarians! Especially vile is the consumption of herbs and spices, the most beautiful of all plant life to Spice's refined nose!

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  • 1 year later...

Rev
Power Level: 10 (180/180)
Unspent Power Points: 0

Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet)

 

In BriefStreet Racer Cyborg

 

Alternate IdentityLexa Venn
Birthplace: Freedom City

ResidenceFreedom City
Base of OperationsFreedom City, Clairmont
Occupation: Student, Mechanic
Affiliations
Clairmont
FamilyDaisy Jenkins (Mother, Nurse)

Catchphrase: “Jet, Set, GOOOO!”

 

Description:
Age: 17
Apparent Age
17
Gender: Female
Ethnicity
Caucasian
Height: 5’6”
Weight: 100 Kgs
Eyes: Red
Hair: White

 

Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be.

 

With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed.

 

Rev has two ports on the side of her neck, which she can use to pump fuel into her body.

 

History:
Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs.

 

She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued.

 

After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life, against an alien tourist.

 

The tourist, a racer himself, used a “Mechaphage”, a strange metal based cybernetic bacteria that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and the Alien had an almighty crash. The alien died, whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage!

 

 

 

Personality & Motivation:
Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others.

 

Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance).

 

Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast…

 

Powers & Tactics:
Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance).

 

Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph!

 

Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways.

 

Power Descriptions:

Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet.

 

Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off).
 

 

Complications:
 

Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing).

 

Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell.

 

Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether.

 

Overcharge Burn: Her “Revving” boost is not reliable. She can break, rather than boost, engines. A typical overnburn problem would have the engine working a few rounds and then failing (or worse, exploding). In any case, protracted use of a fully boosted power (at boosted level) is likely to strain or damage the machine. Other possible amusing problems might be losing breaks (and enforcing full speed), steering, or getting blinded in the vehicle by belching smoke.

 

To give an example, Rev could boost your average car engine to make it technically possible to drive at 5000mph. The car will be able to reach these speeds for a few hours (mindful of the fade effect), and one could drive it safely at its normal speed during this period. However, in practice it could only manage a few minutes at that top speed before burning out or at least damaging the car, and even relatively minor increments like 500mph would be a struggle for more than an hour)

 

Full Speed Ahead: Rev loves going at dangerous top speed, either by driving or flying or anything else. This might include inappropriately using extra effort just to go faster (especially if she needs to be the fastest in a race…)

 

Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about.

 

Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills.

 

Junkin’ Donuts: Rev still has ties with her street gang, and is conflicted about it. This can get her into trouble or be a source of emotional vulnerability (still wishing to look after them). In addition, Rev has some minor crimes on her rap sheet; joy riding and traffic / road violations. Whilst she loves to drive cars, she is banned from doing so.

 

Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Re colours thus “appear” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset).


Abilities: 20 + 6 + 4 + 4 + 2 + 6 = 42
Strength: 30 (+10)*
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 16 (+3)

*Effective Lifting Strength



Base [35] Light = 1000lbs, Medium = 1 ton, Heavy = 1.5 Tons (Van), Max = 3 Tons (Truck), Push/Drag = 7.5 Tons (Subway car)

 

Base and Fuel Injection power active [95] Light = 2000 tons (destroyer), Medium = 4000 tons (freight train, nuclear sub), Heavy = 6400 Tons (Empty Cargo Freighter), Max = 12.5K tons (Cruiser, loaded cargo freighter), Push/Drag = 32K Tons)


Combat: 20 + 20 = 40
Initiative: +7
Attack: +10, +14 Plasma Jet
Defense: +10 (+10 Base, +5 Flat Footed)

Grapple: +21 (additional +5 from elongation, additional +12 with “Fuel Injection” Power active)
Knockback: -5



Saving Throws: 5 + 7 + 6 = 18
Toughness: +10 (+2 Con, +8 Protection)
Fortitude: +7 (+2 Con, +5)
Reflex: +10 (+3 Dex, +7)
Will: +7 (+6 Wis, +1)



Skills: 60R = 15 PP

Acrobatics 8 (+11) SM

Bluff 4 (+7)

Craft (Electronic) 4 (+6)

Craft (Mechanical) 8 (+10) SM

Disable Device 8 (+10) SM

Drive 8 (+11) SM

Intimidate 4 (+7)

Knowledge (Pop Culture) 4 (+6)

Knowledge (Streetwise) 4 (+6)

Notice 4 (+5)

Sense Motive 4 (+5)



Feats: 11 PP

Acrobatic Bluff

Ambidexterity

Beginner’s Luck

Evasion 2

Grappling Finesse

Improved Grapple

Improved Initiative 1

Luck 2

Skill Mastery 1 (Acrobatics, Craft Mechanical, Disable Device, Drive)




Powers: 8 + 5 + 1 + 1 + 27 + 8 + 1 + 1 + 2 = 54

 

Boost 4 (Any mechanical trait, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [8 PP] “Rev Engine!”

 

Example Common Uses

Most vehicles would be boosted from speed 5 to speed 9! (5000mph!) [4 PP]

Marine Vehicles would gain an additional 4 ranks of swim [4 PP]

Flying Vehicles would gain an additional 2 ranks of flight [4 PP]

Increasing Vehicle STR by 20 [4 EP]

Increasing damage from purely mechanical firearms by +2 (Increasing Blast by 2) [4 PP]

 

Elongation 5 (100’, Range Increment 50’, +5 to Grapple/Escape Artist) [5 PP] “Servo Limbs”

 

Enhanced Trait 1 (Feat: Improvised Tools) [1PP] “Inbuilt finger tools”

 

Immunity 1 (Light based visual dazzles) [1PP]

 

Jet Array (25 PP Array, Feats: Alt Power 4, Drawbacks: Power Loss 2 [Low 02]) [27 PP] “Jets!”

BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise, Slow Fade 1) [9 + 16 = 25/25 PP] “Plasma Jet”

AP: Damage 8 (Extras: Area [Burst], Range) [24/25 PP] “Fuel Bomb”

AP: Dazzle 8 (Extras: Area [Burst]) [24/25 PP] “Jet Flare” (Light descriptor)

AP: Super Strength 12 (+60 Effective Strength) [24/25 PP] “Fuel Injection”

AP: Flight 12 (10,000 mph / 100K’ round, Feats: Moving Feint) [25/25 PP] “Turbo Jet”

 

Protection 8 [8 PP] “Sub dermal plating”

 

Quickness 3 (x10, Flaws: One task [                                                  Repairs]) [1PP] “Inbuilt finger tools”

 

Super Senses 1 (Infravision)

 

Super Strength 1 (+5 Effective Strength) [2 PP]




DC Block

ATTACK         RANGE        SAVE                  EFFECT
Unarmed        Touch        Toughness 25          Damage

Plasma Jet     Touch        Fort 16, Tough 21     Drain Tough, Damage

Fuel Bomb      Ranged/Burst Toughness 23          Damage

Flaring Jet    Ranged/Burst Reflex/Tough 18       Visual Dazzle

 

Totals: Abilities 42 + Combat 40 + Saving Throws 18 + Skills 15 + Feats 11 + Powers 54 = 180/180 Power Points

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Gamma Buzz (aka “The Cockroach Kid”)

 

Player Name: Supercape
Character Name:  Gamma Buzz
Power Level: 10
Trade-Offs: None
Unspent Power Points: Zero

In Brief: Radioactive insect-kid

Alternate Identity: Santiago “Santa” Sagra
Birthplace: Leticia, Colombia

Residence: Freedom City

Base of Operations: Freedom City
Occupation: Student
Affiliations: None
Family: Sofia Sagra (Sister)

Description:
Age: 17
Apparent Age: ?
Gender: Male
Ethnicity: Colombian (Mixed)
Height: 6’
Weight:  80Kgs
Eyes: Red
Hair: None
 

Gamma Buzz looks like an insect. He is covered in a green exo-skeleton, has antennae, and glowing red eyes. He has large, three fingered hands.

He usually just wears scruffy jeans and boots.
 
Power Descriptions:
 
Gamma Buzz is an insectoid, with various insect like powers. His exoskeleton functions as armour plating.

He is also full of radiation energy, which comes out as a glowing green light. He can use this to fire off focussed beams from his eyes, or emit from his body as a glow, flare (sudden burst of light), or as glowing radioactive embers (fallout).


History:
 


Personality & Motivation:
 
Gamma is outwardly gregarious and fun, with a love for computer games and trash TV. He enjoys using his powers, and shouting “awesome” when me carves his initials “GB” into trees with laser-vision.

Inwardly, he struggles with the fact he is a repulsive insect, and his chances for a relationship (much less children) is minimal. He passes it off publically as “Girls suck anyways!” with a laugh, but in fact he is quite hurt about the whole issue.


Powers & Tactics:
 

Gamma is an insect mutant, able to crawl along walls, detect fine tremors in the ground, and even communicate with insects by “buzzing”. His physiology makes him very agile and strong, and his exoskeleton is tough. He is able to run and crawl at exceptional speed, leap far distances, and even use his armoured three fingers hand to burrow through earth.

His other powers are due to an inherent gamma radiation that he can focus through his eyes into powerful energy beams, or release in bursts of light or clouds of green embers. He can cause his body to glow green, a toxic radioactive aura.

Gamma likes sneaking up on people (particularly by crawling along ceilings) in a fight, startling them.  He has no particular martial art skill but is very agile and strong, and uses this in a fight.


 
Complications:
Dislocated: Impact damage (such as falling) easily dislocates his arms and legs. Sure he could pop them back in, but it takes time and hurts. And it’s easier said than done.

Unstable / Easy to taunt: Jibes about his appearance or upbringing will seriously affect Gamma, particularly if done by someone who knows his past or has psychology training. He could be automatically taunted or intimidated, or just do something stupid.

Repulsive Cockroach Appearance: He looks ghastly.

Lazy: Gamma is addicted to computer games and trash TV. No point in doing something properly if he can do it half-baked. He is unlikely to be able to “take 20” on most tasks unless he is devoid of any distraction. Any jobs or tasks he do will tend to be “slap dash” or even not done at all (note: this complication would not apply to computer games, social media, TV, or pop culture)

Glowing: Using his radioactive powers causes him to glow, which makes him easy to spot and target even in total darkness.

 

 
 


 
Abilities: 18 + 16 + 12 + 2 – 2 + 2 = 48
Strength: 28 (+9)
Dexterity: 26 (+8)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 12 (+1)


Combat: 20 + 20 = 40
Initiative: +12
Attack: +10
Grapple: +21
Defense: +10
Knockback: -5 (-3 vs Crits)


Saving Throws: 4 + 2 + 5 = 11
Toughness: +10 / +6 vs critical (+6 Con, +4 Protection with weak spot)
Fortitude: +10 (+6 Con, +4)
Reflex: +10 (+8 Dex, +2)
Will: +4 (-1 Will, +5)


Skills: 40R = 10 PP
Acrobatics 12 (+20)

Intimidate 4 (+5)

Knowledge (Pop Culture) 4 (+5)

Language 2 (English, Portuguese, Spanish [Native])

Notice 6 (+5)

Sense Motive 4 (+3)

Stealth 8 (+16)


Feats: 4


 Acrobatic Bluff

Evasion 2

Improved Initiative 1

As part of Supersenses: Uncanny Dodge [Tactile]

Powers: 1 + 2 + 1 + 35 + 12 + 3 + 3 + 2 + 4 + 4 = 67

Burrowing 1 (1mph) [1 PP]

Comprehend 2 (Speak to and understand animals, Flaw: Limited to insects) [2 PP]

Feature: Iron Stomach (can eat anything without harm) [1 PP]

Gamma Array (32 PP Array, Feats: Alt Power 3) [35 PP]

BP: Blast 10 (Extras: Penetrating, Feats: Incurable, Precise) [32/32 PP] “Gamma Vision”

AP: Dazzle 10 (50 Radius, Radio + Visual, Extras: Area [Burst], Flaw [Range], Feats: Incurable, Selective [Can choose which radio and visual senses to dazzle) [32/32 PP] “Gamma Flare”

AP: Nauseate 8 (1-40’ radius, Extras: Area [Cloud], Feats: Progression, decrease area 8) [32/32PP] “Gamma Fallout”

AP: Nauseate 5 (Extras: Continuous Duration Aura [+4], Feats: Selective Aura) [31/31 PP] “Gamma Glow”

Immunity 12 (Cold, Disease, All radiation effects) [12 PP]

Leaping 3 (x10 Distance, Base: Running Jump 190’, Standing Jump 50’, High Jump 25’) [3 PP]

Protection 4 (Drawback: Weak Point) [3 PP]

Speed 2 (25mph/220’ per rnd) [2 PP]

Supermovement 2 (Wall Crawling 2) [4 PP]

Supersenses 4 (Infravision, Tremor Sense, Feats: Uncanny Dodge [Tactile]) [4 PP]


DC Block
 
ATTACK                      RANGE                  SAVE                         EFFECT

Unarmed                   Touch                    DC 25 Tough            Damage

Gamma Vision          Ranged                 DC 25 Tough            Damage

Gamma Flare            Touch/Burst         DC 25 Reflex            Dazzle (Radio + Visual)

Gamma Fallout        Touch/Cloud         DC 23 Fort               Nauseate

Gamma Glow           Touch/Aura           DC 20 Fort              Nauseate
 


 
 
Totals:

Abilities 48 + Skills 10 + Feats 4 + Powers 67 + Combat 40 + Saves 11 = 180

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  • 1 month later...
Lament (a.k.a. "The Duke of Despair" a.k.a. "The Sultan of Sorrow")
 
Power Level: 10 (180/180
Unspent Power Points: 0
Trade-Offs: +2 Tough / -2 Defence
In Brief: Voodoo Showman housing Psychic Horror
Alternate Identity: Luther Earl LeGrasse
Birthplace: New Orleans
Residence: On tour. Has large home in centre of New Orleans
Occupation: Magician, Entertainer, Musician
Affiliations: Various shows and entertainments.
Family: Ella Lagrasse (Older sister, New Orleans Politician), Violet Lagrasse (Younger Sister, Jass Singer), Vincent Lagrasse (Father, retired whiskey distiller), Margreet Lagrasse (Mother, Cook)
Age: 26
Apparent Age: 26
Gender: Male
Ethnicity: Mixed
Height: 5'8"
Weight: 60 Kgs
Eyes: Brown
Hair: Bald

Luther is a thin man of sleight build, although execrises enough to compensate and be of average strength. He lost his hair in his early twenties, and is clean shaven. When he appears as the great Voodoo magician "Zombo!" he dressed up in some deliberately torn dinner jacket and with white eye make up.

His super hero identity, Lament, is just a bold and magnified version of his stage costume. He wears a ridiculously tall purple top hat, make up, ragged purple jacket and coat tails, and a false white goatee stuck to his face. To complete his image, he keeps a machete by his side coated with stage-blood.

However, he is an expert on disguise, so if undercover can often look like pretty much anyone! His mixed ethnicity and mastery of make up means he can change his apparent skin tone from almost jet black to pallid white.
 
History:
Luther grew up on the streets of New Orleans in a fairly warm, loving family who were neither rich nor poor, but had a certain artistic flair to them. He remembers well the laughter, music, and smell of his mothers cooking.

A small kid, Luther was inclined to be bullied, but soon found he had a knack for entertainment and grew in confidence and charm. As a teenager he did street magic, and became progressively more skilled and famous, until, as a young man, he took up a career as a stage magician, progressing further and further under the stage name "Zombo! Voodoo Master of the undead!", until he was a national figure, doing shows in Las Vegas and even around the world.

And doing a trimuphant return to New Orleans show, he attracted a horrifically powerful, near mindless, psychic creature who bonded with him, attracted by the delight he caused in his shows. The void.

The void feeds on hope and laughter. Not in a malign way, no more than bacteria on a wound. It is virtually mindless, just a hunger. It loves being happy, and the way it gets happy is to feed off happiness.

For Luther, this was awful. His shows became a feeding ground for the Void, and his reviews were awful. However, he did find that the Void gave him super powers. And he devised a way to feed the void in a more useful way, as the superhero, Lament, aiming the hunger of the creature to the cruel and sadistic.
 
Personality & Motivation:
Luther loves enteraining people, and all forms of entertainment. Which is why the Void chose him.

He is a fairly kind and generous man in any case, but the motivation for becoming a superhero is, to a large part, necessity: if he doesn't keep the void fed, his career will be in ruins, and ultimately the void will feed on his own happiness. So he has struck a balance; direct the Void to feeding off the cruel and villainous, and do something good in the bargain.
 
Powers & Tactics:
The void normally resides purely psychologically, gnawing at Luther for "food". Luther can bring forth the Void progressively; firstly into his body (the Void can feed Lament's organs), then extending it to the boundary of his body and the world (making him hard to see due to distrortions), and finally extending the Void from hisbody out into the real world, where its black oily tendrils will thrash about.

The Void has some psychic powers that it gives to Lament; the ability to sense emotions, project unpleasant images, or feed on happiness and hope (causing despair). Lament will tend to start with these, as he needs to feed the Void.

The symbiosis also allows Lament to focus the void onto parts of his body as a black oily parastic force, for instance: it can manifest as oily smoke or blades from his hand, sapping strength, or make his eyes go black (blinding those that meet his gaze), or breathing out oily smoke, suffocating those around him. In any case, his body is now very resistant to all damage.

Aside from the powers of the Void, Luther is a skilled showman, highly charismatic, and well versed in many social and performance skills. He is has a world class ability with magic and cards, and is even able to throw playing cards (or other objects) with great effectiveness as weapons.

Lament has a certain dramatic tactical style. He prefers a touch of stealth, then an explosion of presence. Ideally, to keep the Void best fed, he would catch villains laughing and revelling, enjoying themselves, and strike them with a despair emotion (i.e sucking all their happiness out).
 
Power Descriptions:

If the void manifests, it has an oily velvet-dark quality, but does not obscure light. In its most dramatic form, when Lament pushes the force out of his skin (albeit still symbiotically connected and living within him), the Void has thick tentacles and tendrils that whilst not particularly strong are very dramatic!
 
Complications:

Empty Void: Put simply, the Void must feed. Its preferred meal is positive emotions such as happiness. If it cannot feed on others, it will feed on Luther himself, causing a deep depression. If even that food source dies, it will feed on physical vitality, causing fatigue and somnolence (ideally in others, but then Luther).

Full Void: Feeding on happiness will make the Void happy in its own mindless way. That said, it can only stomach so much before being bloated. Too much happiness, and it will refuse to feed further.

Possessed: Manifesting the Void in the real world is progressively dangerous as it may take over Lament. From midly gnawing ("Void Inside"), to a bleak and broody streak ("Void 'Betwixt") to the possibility of complete possession and temporarily losing his will ("Void Unleashed). The Void is not malign itself, but it is hungry and virtually mindless.

Showman: Luther is a natural showman, and cannot help wanting to be adored and admired. He will prefer tactics and activities that are dramatic and impressive, and feed his own sense of self importance (whist internally of course he frets about his skills and worth).

Doop de doo doo: Luther loves music, particularly jazz. He is often tapping his foot or humming a tune, actvities that could give him away or make noise. This is virtually irrsistable when there is music playing. He would sing a long to a tune even if it would reveal himself; it is practically an unconscious tic.
 
Abilities: 0 + 4 + 4 + 2 + 8 + 14 = 32
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 24 (+7)
 
Combat: 20 + 18 = 36
Initiative: +6
Attack: +10
Defense: +8, +4 Flat Footed
Grapple: +10
Knockback: -6
 
Saving Throws: 5 + 5 + 8 = 18
Toughness: +12 (+2 Con, +10 Protection)
Fortitude: +7 (+2 Con, +5)
Reflex: +7 (+2 Con, +5)
Will: +12 (+4 Wis, +8)
 
Skills: 104 R = 26 PP
Bluff 8 (+15)
Concentration 15 (+19)
Disguise 8 (+15) SM
Handle Animal 4 (+11) SM
Intimidate 8 (+15)
Knowledge (Art) 4 (+5)
Knowledge (Pop Culture) 4 (+5)
Knowledge (Streetwise) 4 (+5)
Knowledge (Theology and Philosophy) 4 (+5)
Language 1 (English [Native], French)
Notice 4 (+8)
Perform (Acting) 4 (+11)
Perform (Percussion) 4 (+11) SM
Perform (Singing) 4 (+11)
Sense Motive 8 (+12)
Sleight of Hand 14 (+16) SM
Stealth 6 (+8)
 
Feats: 13 PP
Benefit 2 (Wealth)
Improved Initiative 1
Jack of All Trades
Precise Shot 2
Skill Mastery 1 (Disguise, Handle Animal, Perform [Percussion], Sleight of Hand)
Throwing Mastery 5
 
Equipment: 1PP = 5EP
Stage Machete (Strike 2, Feats: Blunted, Improved Critical 1, Mighty) [5 EP]
[NB: Blunted indicates the stage weapon can cause non-lethal damage]
Standard Disguise Kit [0 EP]
Pack of Playing Cards [0 EP]
 
Powers: 12 + 10 + 14 + 22 = 58 PP

Alternate Form 2 (Feats: 2 Additional Alt Forms) [12 EP] "Void symbiote" [Psychic]
Alt Form: "Void Inside"
Immunity 10 (Cold and Hot Environment, Fatigue Effects, Sleep, SUffocation[All]) [10 PP]
Alt Form: "Void Betwixt"
Concealment 10 (Flaws: Partial, Permanent [+0]) [10 PP]
Alt Form: "Void Unleashed"
Additional Limbs 3 (Extras: Impervious, 5 Tendrils, Feats: Ambidexterity, Instant Up) [8 PP]
Elongation 3 (25', Range Incr 30', Flaws: Permament [+0], Drawbacks: Additional Limbs only) [2 PP]
 
Protection 10 [10 PP]
 
Psychic Array (11 PP Array, Feats: Alt Power 3) [14 PP]
BP: Emotion Control 10 (Feats: Subtle, Flaws: Limited to Despair) [11 PP]
AP: Emotion Control 5 (Extras: Burst Area, Feats: Subtle, Flaws: Limited to Despiar) [11 PP]
AP: Illusion 5 (Auditory and Visual, Extras: Duration [Sustained], Feats: Progression 1 [10' radius], Flaws: Limited to disturbing or unpleasant images, Phantams) [11 PP]
AP: Mind Reading 10 (Extras: Duration [Sustained], Feats: Subtle, Flaws: Limited to reading emotions) [11/11 PP]
 
Void Array (20 PP Array, Feats: Alt Power 2) [22 PP]
BP: Fatigue 10 [20 PP] "Void Skin"
AP: Dazzle 3 (Extras: Action [Reaction: Meeting Gaze], Range [Perception]) [18 PP] "Void Eyes"
AP: Suffocate 5 (Extras: Area [Cloud], Duration [Sustained]) [20 PP] "Void Breath"

Drawbacks: -4
Vulnerability (Psychic; Frequency: Common; Intensity: Moderate) [-3PP]

DC Block
ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage
Stage Machete       Touch      DC 17 Toughness                Damage
Emotion Control or     Perception DC 20 Will                     Despair
Emotion Control     Perc/Area  DC 15 Will                     Despair
Mind Reading        Perception DC 20                          Read
Void Touch          Touch      DC 20 Fort                     Fatigue
Void Eyes           Perception DC 13 Reflex / Fort            Vis Daz
Void Breath         Touch/Area DC 15 Fort                     Suff.
Throwing Stuff      Ranged     DC 20 Toughness                Damage
 
Totals: Abilities 32 + Combat 36 + Saving Throws 18 + Skills 26 + Feats 13 + Powers 58 - Drawbacks -3 = 180/180 Power Points
Edited by Supercape
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Curveball
 
Power Level: 7 (105/105)
Unspent Power Points: 0
Trade-Offs: None
In Brief: Four armed mutant baseball girl
Alternate Identity: Jasmine "Jazzy" Rita Jagger
Birthplace: San Fransisco
Residence: Freedom City
Occupation: Commercial Endorsements
Affiliations: None
Family: Jimmy Jagger, Brother (Mutated Coast Gaurd), Uncle Billy "Boomer" Bootwell (Boxing Coach)
Age: 21
Apparent Age: 21
Gender: Female
Ethnicity: (Mainly) Caucasian
Height: 5'7"
Weight: 68 Kgs
Eyes: Blue-Green
Hair: Short Blonde
 
History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were en route to being professional sportsmen/women, although would fall short of olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents.

Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed.
Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already.

Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a litte local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped!
 
Personality & Motivation:
Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise, and can be a bit obsessive about it.

She has developed a bit of a comradarie with other freaks and weirdo's. She particularly likes campaigning for the living and dead victims of Darwin-X.
Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done.
 
Powers & Tactics:
Jazzy was always athletic, but her physical abilities are slightly improved, in particular she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement).

Her arms are no ajusted to provide incredible throwing power and speed, although only for light objects. She can throw a baseball 2 miles!!!
Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half dozen baseballs ready to throw at skulls for a knockout. She fights in a straightfoward, even reckless manner, charging in, throwing stuff, and swinging her bats.
 
Complications:

Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that.

The other Left: Her throwing is amazing thanks to an adapated arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this...

Morning Stiffness: Curveball wakes up with very stiff arm joints. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out.

Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual).

Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitilise on this, so whlist not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn round and try to get sponsorship or the like (even mid-heroing), and she is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. She doesn't really know how to, or have the personality for, properly capitilise on this.
 
Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20
Strength: 12/20 (+5)
Dexterity: 18/20 (+5)
Constitution: 16/20 (+5)
Intelligence: 10
Wisdom: 10
Charisma: 14 (+2)
 
Combat: 14 + 14 = 28
Initiative: +9
Attack: +7
Defense: +7,+4 Flat Footed
Grapple: +12 (+14 Using All four arms)
Knockback: -3
 
Saving Throws: 2 + 4 + 5 = 11
Toughness: +7 (+5 Con, +2 Protective Vest)
Fortitude: +7 (+5 Con, +2)
Reflex: +9 (+5 Dex, +4)
Will: +5 (+5)
 
Skills: 12 PP = 44 R
Acrobatics 8 (+13) Skill Mastery
Bluff 4 (+6)
Climb 6 (+11) Skill Mastery
Intimidate 4 (+6)
Knowledge [Pop Culture] 2 (+2)
Knowledge [Streetwise] 2 (+2)
Notice 4 (+4)
Perform [Acting] 4 (+6)
Sense Motive 4 (+4)
Stealth 4 (+9)
Swim 6 (+11)
 
Feats: 11 PP
Acrobatic Bluff
Ambidexterity
Bounce the Ball [Applies Ricochet 1 thrown attacks with balls and similar]
Equipment 2
Evasion 2
Improved Aim
Improved Initiative 1
Precise Shot 2
Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim)
 
Equipment: 2PP = 10EP
Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP]
Undercover Shirt (Protection 2, Subtle) [3 EP]
A half dozen baseballs ready for throwing [0 EP]
 
Powers: 2 + 14 + 1 + 1 + 4

Additional Limbs (2 Extra Arms) [2 PP] "Four armed"

Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost"

Leaping 1 (x2 Distance; Running 30', Standing 15', High 7') [1 PP]

Speed 1 (10mpg) [1 PP]

Super Strength 3 (Limited [-2], Applies only to throwing distance for objects that would have been light anyway, Feats: Throwing Mastery 2) [4 PP] "Perfect throwing arms"
 
Drawbacks: None
 
DC Block
ATTACK              RANGE      SAVE                      EFFECT
Unarmed             Touch      DC 20 Tough               Damage
Baseball Bat        Touch      DC 22 Tough               Damage
Thrown Baseball     Ranged     DC 22 Tough               Damage
Thrown Paperclip    Ranged     DC 17 Tough               Damage    
 
Totals: Abilities 32 + Combat 36 + Saving Throws 18 + Skills 26 + Feats 13 + Powers 58 - Drawbacks -3 = 180/180 Power Points
Edited by Supercape
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