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Found 6 results

  1. For this. I'll be a bit honest here. While the general idea is for you guys to win, as per usual...that's entirely up to you. You'll have to ask the right questions, make the right decisions, and roll the right checks. Because I'm not going to ask for any. Your opposition is composed of highly skilled professional criminals, and they'll be behaving as such. Their crime has been planned to completely avoid anybody even knowing something has happened until they are well away. It is entirely up to you to disabuse them of that plan. Unless you stumble around in the dark too much, of course. Can't have that. I will, however, give you this much. The Nova Technologies building is five stories tall. The lobby is, well, a lobby. Security desk, cafeteria to the left as one enters, elevators to the right. The security desk is manned, but he's just a rent-a-cop.
  2. GM Oct 6th, Down South! On a dusty road, in a dusty desert, full of desert heat... Venomax was looking into poisons, toxins, and chemicals. And rumour had it, down here, in this strange remote landscape, there was some might fine poisons, of the toxic variety. And toxins of the poisonous variety. Scorpions! Venomax was entering the "town" of Littlebig Rock. It was hardly a town, more a collection of dusty buildings on a dusty road. But here, some old doctor lived, purpotedly proposing that the scorpions and toxins of this little old area of the world where the worst in the world? Was he right? He was drinking and smoking the day away just outside his home. Venomax could see him outside, drinking, and smoking. A thin leathery man, with dark wrinkled skin, dressed half like a cowboy, half like a shaman, and half like a gentleman. And probably half like something completely different. The sign above the door proclaimed this to be a dentists, for Doctor "Teeth" Whitefish as indeed a dentist. Or at least proclaimed to be.
  3. October 2, 2018. Freedom City. Hanover. The Nova Technologies, Inc Building. 2:30 AM. There was no such thing as a cake job. Shoot straight, conserve ammo, and never deal with Mr. Infamy. And most famously, kack the mage first. Street proverbs, all. Neisha Germuth knew them well. She worked in Human Resources for this branch of Nova Tech. Her skin was brown, her hair black. She showed clear Indian heritage. She dressed well, showing how far she’d come up in the world since the days where those street proverbs were the difference between life and death. And she was nervous. So much so that she put the word out for legit superheroes to meet her in the lobby tonight. Plenty of Nova’s dealings skirted (or, being more honest, outright broke) the law, and meddling superheroes could easily find out enough to cost her her job if she wasn’t careful. Still, if she was right, she’d need the help just to keep it. So she waited by the elevators, just out of sight, to see who would show up.
  4. GM Down South, by the Magic Mesa In the midst of the desert and rock, stood a tower of black stone. The sun blazed low, and cast long shadow on the ground. Insects and dry weeds scuttled and clung to the dirt, and vultures flew overhead, looking for bones to pick clean. Bones there were aplenty, but dry and white and devoid of flesh they were. The Dust Devil landed in this land, travelling from Freedom City through the sand. Here, he had learned, was Abdul, the occultist and leader of a band of merry bohemians who had discovered some strange leaf that, if smoked, sent the brain spiralling through space and time, and rotted it with madness whilst doing so. By the Mesa, space and time started to become strange. They became stranger still as one approached the black rock tower. It would take considerable skill to navigate through this strange land, but fortunately, this was the Dust Devil. And he could navigate with ease. By the dirt was a buick, dry and damage from smoke inside. Iniside a young woman lay unconscious, dry, and near death, sprawled on the back seat wearing a summer dress bleached from light.
  5. Venomax Power Level: 10 (150/154) Unspent Power Points: 4 Trade-Offs: None In Brief: Child of a Mercenary making the most of what he's inherited Catchphrase: None Theme: Playlist Alternate Identity: Vernon Bilker (Secret) Birthplace: Freedom City Residence: Emerald City Base of Operations: Emerald City Occupation: Lab Intern Affiliations: Family: Brad Bilker (Estranged Father) Friends: Description: Age: 19 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 84 Kg Eyes: Brown Hair: Black History: The son of Brad bilker AKA: the infamous gas man has lead a hard life, his mother was much too young and far too in love and clung to the idea of her lover returning long after he'd given up hope of ever meeting his father and spent his early life watching his only parent slowly destroy themselves with grief over someone who clearly didn't care about them in the slightest even on her deathbed she clung so tightly to the hope that he would return that she saw her own son as his father. playing along to help his mother pass with ease he felt himself being wracked with guilt wondering if it had been his own mutant gifts that had sapped her strength and eventually killed her mixed with burning rage at the man who had abandoned him With nothing left to stay in freedom city for he found himself leaving for Emerald city with nothing but the clothes on his back to make a new life far away from his villainous old man Personality & Motivation: Motivated by Loss and Pain Vernon can come off as quite harsh to those who don't know him, displaying a great distain for things and weilding his mutation with a coldness close to callousness but in truth he understands that his abilities can be effected by his emotional and physical state so does his best to control both to avoid causing lasting harm and focus his mind to the strain that comes with using them. Vernon takes his self appointed responsibilities very seriously and has chased criminals across country before now believing that they are his burden, dragging them personally to the local authorities or even blackstone by hand. Powers & Tactics: Vernon is a cold, calculating and cunning combatant who fights with sudden and brutal applications of force and poison he will attempt to quickly and decisively remove as many combatants as possible from the situation whilst causing as little collateral damage as possible, though he looses little sleep over those few who do suffer his venom, he will pursue fleeing opponents relentlessly across vast distances limited only by his funds and obligations. His powers come from the unique organ in his abdominal cavity capable of synthesizing various chemicals from what he ingests running the gamut from Bee venom all the way to nitroglycerin or other far less savory concoctions though he refrains for anything that causes unessicary lasting harm. Power Descriptions: Though his Chemical synthesizing organs are inborn to him he has augmented his usage with the applicator gauntlets on his suit allowing him to project the secretions at a distance, aerosolize them , combine them with an adheisve binder or create a two staged dosage Complications: Gut Rot: perhaps due to the peculiar diet (necessary to keep his abilities stocked) or even some sort of irony Vernon has a sensitive stomach and is often plagued with cramps, nausea and other gastrointestinal problems whilst these are in themselves a problem, having to run off to use the bathroom at random times can prove inconvenient which is to say nothing of the mockery and embarrassment someone with his unique power-set faces. I hate you, Dad!: Vernon hates his father Brad Bilker with a biblical passion for abandoning him and his mother and will actively seek out opportunities to interfere in his business, embarrass and otherwise cost him financially or socially, though he refrains from inflicting physical harm to honour his mothers dying wish he find some kind of peace with the man and of course, Brads immunity to all known forms of chemical and biological weapons includes his sons powers. Guilt: Vernon believes that it might've been his own toxic Secretions that killed his mother, though he has never dared to find out, it is something that can be used against him by particularly cunning villains such as his callous father. Breaking Bad: there are several parties who would like to aquire Vernon and use his unique gifts to produce dangerous chemicals or metahuman enhancement compounds such as MAX and Zoom without having to go through the labyrinth. Largely Immune: Though immune to his powers in the dosages and concentrations in which he uses them his siolated Specialized Organs contain far more potent concentrations, enough to overcome his resistance to the effects, they might be damaged or forced to empty their contents by various means they will affect him normally. Doctoring Dosages: Vernon has carefully learned the safe dosages and dilutions for use on other humans but anything out of the ordinary is purely guess work on his part, the more alien or extreme the difference the more he has to guess either using too little to have an effect or more disastrously too much as well as of course different concoctions affecting radically different biologies in entirely unforeseen ways. Abillities: 8+4+8+4+4+0= 28pp STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) Combat: 20+12=32pp Attack: +10 (Base: +10) -Ranged: +10 -Melee: +10 Defense: +10 (+6 base +4 dodge focus Flat-footed: +3), Grapple: +14 (+10 Base attack +4 Strength) Knockback: -5 Initiative: +2 Saves 4+4+6 = 14pp Tough: +4/+10, (+4 Con +6 Protection (Venomax Costume)) Fort: +8 (+4 Con +4) Ref: +6 (+2 Dex + 4) Will: +8 (+2 Wis +6) Skills: 12pp (48 Ranks) Craft (chemical) 8 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (technology) 8 (+10), Medicine 4 (+6), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10) Feats: 9pp All-Out Attack, Dodge Focus 4, Move-by Action, Power Attack, Precise Shot, Take down Attack Powers: 37 + 16 + 1 + 1 = 55pp Chemical Synthesis Organs (Array 15; 30 pt array PFs: Alternate Power 7; Mutation) [37pp] BE:Confuse 10 ("Toad Toxins"; chemical Extras: Alternate Save (Fortitude), Poison, Secondary Effect) AE:Damage 10 ("Nerve Agents" Chemical; Extras; Alternate Save (Fortitude), Poison) AE:Damage 10 ("Acidic Sweat" Extras: Contagious, Secondary Effect) AE:Drain 10 ("Malady Mixtures Chemical drains: any trait, Extras; Poison) AE:Obscure 10 ("Pepper Spray Sweat" Chemical affects: 1 type + visual - olfactory, Radius: 5000 ft.) AE:Paralyze 10 ("Spider Venom" Chemical; Extras: Alternate Save (Fortitude), Poison) AE:Snare 10 ("Cobra Spit" Chemical; Extras:Suffocating) AE:Stun 10 ("Toxic Shock" Chemical;Extras: Poison) Venomax Costume (Device 4; technology; 20 DP device) (Hard to lose) [16pp] Brand Loyalty (Immunity 1) Rare Descriptor (Own Powers) [1pp] Produce useful chemicals (Feature 1) [1pp] DC Block Name Range Save Effect Toad Toxins 100ft DC20 Fort Confusion Nerve Agents Melee DC25 Fort Damage Acidic Sweat Melee DC25 Tough Damage Malady Mix Melee DC20 Fort Drain Pepper Spray 100ft N/A Obscure Spider Venom Melee DC20 Fort Paralyze Cobra Spit 100ft DC20 Reflex Snare Toxic Shock Melee DC20 Fort Stun Totals: Abilities 28 + Skills 12 (48 ranks) + Feats 9 + Powers 55 + Combat 32 + Saves 14 + Drawbacks 0 = 150/154 Power Points.
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