Betterwatchit's Builds: Belladonna

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Re: Betterwatchit's Builds: Dominic Ashe, Crimson Mask

Postby betterwatchit » Tue Mar 04, 2014 10:59 am

SHADOW Mutates

The soldiers that SHADOW usually makes are more than a match for the average soldier, but there comes a time when they need that extra edge against the law or any capes that catch on to them. That edge comes from a collaboration with Taurus and his Labyrinth, allowing for superpowered SHADOW clones, called mutates.


The world of psionics is largely a mystery, but where there’s power, SHADOW dabbles. The primary duty of the Eye-In-SHADOW is to relay telepathic messages between their home base and Nifelheim. They offer the ability to deliver messages with a security and speed unmatched by modern technology.

Eye-In-SHADOW - PL 10

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 1

Advantages
Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills
Acrobatics 2 (+4), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Psionic Powers 5 (+7), Sleight of Hand 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Brain Scramble: Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception)
. . Illusion: Illusion 8 (Alternate; Affects: One Sense Type - Visual, Area: 250 cft., DC 18)
. . Mental Blast: Blast 8 (Alternate; DC 23; Alternate Resistance: Will)
. . Mental Fatigue: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Increased Range 2: perception)
. . Telepathy: Mental Communication 3
Comprehend: Comprehend 2 (Languages - Speak All, Languages - Understand All)

Offense
Initiative +2
Brain Scramble: Affliction 8 (DC Will 18)
Grab, +6 (DC Spec 12)
Mental Blast: Blast 8, +8 (DC Will 23)
Mental Fatigue: Affliction 8 (DC Will 18)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 2, Will 12

Power Points
Abilities 38 + Powers 32 + Advantages 6 + Skills 29 (58 ranks) + Defenses 24 = 129




Also known as the Hellman Tank after the Nazi athlete who is (falsely) believed to be the father of all SHADOW clones, this mutate is a human brick-house who leads SHADOW’s charge in open confrontations with its enemies. They are often unleashed on an enemy to cause random destruction and distract the opposition.

Fist-In-SHADOW - PL 8

Strength 8/4, Stamina 7, Agility 2, Dexterity 2, Fighting 8, Intellect 1, Awareness 1, Presence 1

Advantages
Equipment 4, Fast Grab, Improved Disarm, Improved Grab, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Skill Mastery: Intimidation, Skill Mastery: Sleight of Hand

Skills
Acrobatics 6 (+8), Athletics 4 (+12), Expertise: Streetwise 4 (+5), Expertise: Tactics 4 (+5), Insight 5 (+6), Intimidation 10 (+11), Investigation 2 (+3), Perception 5 (+6), Sleight of Hand 4 (+6), Stealth 6 (+8), Technology 2 (+3), Vehicles 2 (+4)

Powers
Enhanced Trait: Enhanced Trait 8 (Traits: Strength +4 (+8))
Power-lifting: Power-lifting 8 (+8 STR for lifting)
. . Shockwave: Burst Area Affliction 8 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Extra Condition; Limited: To targets on the ground, Limited Degree)
. . Thunderclap: Burst Area Affliction 4 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, Extra Condition; Limited Degree)
Protection: Protection 1 (+1 Toughness)

Equipment
20 EP of mission-specific equipment

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Shockwave: Burst Area Affliction 8 (DC Dog/Fort/ 18)
Throw, +2 (DC 23)
Thunderclap: Burst Area Affliction 4 (DC Fort 14)
Unarmed, +8 (DC 23)

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8, Will 5

Power Points
Abilities 52 + Powers 19 + Advantages 11 + Skills 27 (54 ranks) + Defenses 10 = 119




The Flame-in-SHADOW is a support trooper who uses his fire control powers to cover troops as they move and provide distractions, particularly if he can find something flammable to ignite.

Flame-In-SHADOW - PL 8

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 1

Advantages
Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Flame Powers 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Fire Control: Element Control 8 (Element: Fire, 6 tons)
. . Firebolt: Blast 7 (Alternate; fire, DC 22)
. . Flame Form: Insubstantial 3 (Alternate; Energy)
. . Flamethrower: Line Area Blast 5 (Alternate; fire, DC 20; Line Area: 5 feet wide by 30 feet long)
. . Into The Fire: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Medium: Flames)
Fireproof: Immunity 5 (Damage Effect: Fire)
Gliding Over Thermals: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding)

Equipment
17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Firebolt: Blast 7, +9 (DC 22)
Flamethrower: Line Area Blast 5 (DC 20)
Grab, +5 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +5 (DC 17)

Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 6, Will 7

Power Points
Abilities 36 + Powers 29 + Advantages 10 + Skills 27 (54 ranks) + Defenses 18 = 120




SHADOW’s technological gate network is one of the keys to its recent success. Naturally, they’d like to imitate it with natural powers. The Gate-In-SHADOW is the perfect conveyance for SHADOW agents to get to and from an operation without being traced.

Gate-In-SHADOW - PL 6

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 1

Advantages
Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Stealth 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Anchored: Immunity 5 (Extra Ranks 3, Uncommon Descriptor: Teleport Effects)
Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Portal)

Equipment
17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Grab, +5 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +5 (DC 17)

Defense
Dodge 2, Parry 5, Fortitude 4, Toughness 6, Will 6

Power Points
Abilities 36 + Powers 55 + Advantages 10 + Skills 21 + Defenses 4 (42 ranks) = 126




For those occasions when SHADOW needs total stealth, the Shadow-in-SHADOW is an almost Platonic ideal of an operative. These agents are sometimes attached to Nacht-Krieger’s assassination squads.

Shadow-In-SHADOW - PL 8

Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 7, Intellect 1, Awareness 1, Presence 0

Advantages
Equipment 4, Improved Disarm, Instant Up, Skill Mastery: Perception, Skill Mastery: Sleight of Hand, Skill Mastery: Stealth

Skills
Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Streetwise 5 (+6), Expertise: Tactics 5 (+6), Insight 5 (+6), Intimidation 10 (+10), Investigation 2 (+3), Perception 6 (+7), Ranged Combat: Shadow Powers 4 (+8), Sleight of Hand 6 (+10), Stealth 11 (+15), Technology 2 (+3), Vehicles 2 (+6)

Powers
Dark Bolt: Blast 8 (DC 23)
. . "Shadow Take You!": Weaken 8 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Fade To Black: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . From The Shadows: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Medium: Shadows)
. . Shadow Blind: Burst Area Concealment Attack 2 (Alternate; Sense - Sight, DC 12; Burst Area: 30 feet radius sphere, Attack: Dodge)
. . Shadow Strike: Strength-based Strike 6 (Alternate; DC 23)
Shadow Health: Regeneration 10 (Every 1 round; Source: Shadows)

Equipment
17 EP of Mission-Specific Equipment, Bulletproof Vest

Offense
Initiative +4
"Shadow Take You!": Weaken 8, +8 (DC Fort 18)
Dark Bolt: Blast 8, +8 (DC 23)
Fade To Black: Affliction 8, +8 (DC Fort 18)
Grab, +7 (DC Spec 12)
Shadow Blind: Burst Area Concealment Attack 2 (DC Dog 12)
Shadow Strike: Strength-based Strike 6, +7 (DC 23)
Throw, +4 (DC 17)
Unarmed, +7 (DC 17)

Defense
Dodge 10, Parry 8, Fortitude 9, Toughness 6, Will 7

Power Points
Abilities 42 + Powers 26 + Advantages 9 + Skills 35 (70 ranks) + Defenses 20 = 132




When the Wheel-In-SHADOW turns, destruction follows. Another good team player, the Wheel is the bane of conventional military forces, as his powers can easily shield advancing agents from most conventional ballistic weapons.

Wheel-In-SHADOW - PL 7

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 1

Advantages
Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Kinetic Abilities 3 (+5), Stealth 6 (+8), Treatment 2 (+4), Vehicles 2 (+4)

Powers
Telekinesis: Move Object 5 (1600 lbs., DC 20; Damaging, Precise)
. . Deflect: Deflect 8
. . Disintegration: Weaken 8 (Alternate; Resisted by: Fortitude, DC 18; Affects Objects Only)
. . Kinetic Energy: Blast 8 (Alternate; DC 23)
. . Snare: Snare 5 (Alternate; DC 15)

Equipment
17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Disintegration: Weaken 8, +6 (DC Fort 18)
Grab, +6 (DC Spec 12)
Kinetic Energy: Blast 8, +6 (DC 23)
Snare: Snare 5, +6 (DC Dog 15)
Telekinesis: Move Object 5, +6 (DC 20)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6, Will 8

Power Points
Abilities 38 + Powers 20 + Advantages 10 + Skills 27 (53 ranks) + Defenses 17 = 112


The mutates are not, however, without their drawbacks. Taurus doesn't want any competition, so he made sure that the SHADOW mutates were built with two serious flaws. First, only one clone in five survives the mutation process. Having a superhuman at your disposal is handy, but SHADOW would rather have hordes of agents than a handful of minor league supers, so their numbers are limited.

Second, if they ever roll a Natural 1 on an attack roll or check for their powers, they die. For powers without an attack roll (such as a perception range power), the target getting a Natural 20 to resist will also have the same effect.

Third and last, they all have the Umbral Protocol installed as standard.

Author's Note: The stats you see here were adapted from the Agents of Freedom book.
Last edited by betterwatchit on Sat Mar 22, 2014 7:02 pm, edited 2 times in total.

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Re: Betterwatchit's Builds: SHADOW Mutates

Postby betterwatchit » Tue Mar 04, 2014 12:27 pm

Albrecht Wilhelmsson AKA Ragnarok - PL 18 (NPC)

Image
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Original Book: Agents Of Freedom
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Affiliation: Formerly with the Aesir, now with SHADOW
Base: Nifelheim
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Strength 16/8, Stamina 16/8, Agility 3, Dexterity 3, Fighting 15, Intellect 2, Awareness 1, Presence 4
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Advantages
Chokehold, Fast Grab, Fearless, Grabbing Finesse, Improved Grab, Improved Hold, Languages 2, Power Attack, Takedown
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Skills
Athletics 1 (+17), Expertise: Current Events 3 (+5), Expertise: Magic 3 (+5), Insight 10 (+11), Intimidation 14 (+18), Perception 12 (+13), Persuasion 2 (+6), Stealth 1 (+4)
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Powers
Half-Aesir Physiology
. . Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+16), Stamina +8 (+16))
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 28 (Aging, Alteration Effects, Critical Hits, Very Common Descriptor: Magic)
. . Impervious Defense: Impervious Toughness 20
. . Impervious Defense: Impervious Will 9
. . Power-lifting: Power-lifting 5 (+5 STR for lifting)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)
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Offense
Initiative +3
Grab, +15 (DC Spec 13)
Throw, +3 (DC 31)
Unarmed, +15 (DC 31)
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Complications
Relationship: Overshadow is his father. Enough said.
Responsibility: To SHADOW, the organisation run by his father.
Temper: Ragnarok's temper is known all over the Nine Worlds.
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Languages
English, German, Old Norse (Native)
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Defense
Dodge 15, Parry 15, Fortitude 16, Toughness 20, Will 9
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Power Points
Abilities 88 + Powers 101 + Advantages 10 + Skills 23 (46 ranks) + Defenses 20 = 242
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Almost since the moment of his conception, Albrecht Wilhelmsson was bound for a great and terrible fate. His mother, Greta Göessler, was given the powers of a Valkyrie while he was still in the womb, and Albrecht shared in her powers, and then some. Given to the Aesir as an infant and raised as one of their own, the power of the Nine Worlds thundered in his veins, rivalling the gods themselves. Even so, as a boy living among the Aesir, life was far from easy. He was made a servant to young gods, and abused as "mortal-spawn." To defend himself, he became a fighter, a moody berserk brawler, and taught himself how to beat his oppressors.

His mother taught him about the great cities of Midgard, and the great German nation. She also taught him about his father, the handsomest, smartest man on Earth, a father who would give him all the love and respect he ever wanted, should they be reunited. His interest piqued, Albrecht made a perilous journey to the Norn to find a way to reach Midgard without the Aesir’s knowledge. The Norn warned him to stay away, or it would cost him his soul. He didn’t take the advice.

Years later, with Albrecht now grown as tall and broad as a true Prince of the Aesir, he was summoned by his father to Midgard. When he felt the summons to Earth, he was overjoyed - then his father tried to steal his body. For a man whose life had been a struggle against abuse and the betrayal of trust, this was the final straw. He vowed revenge on Overshadow and the mother who had lied to him about his father.

He named himself "Ragnarok" after the twilight of the gods. He was a force of rage and destruction, mostly aimed at SHADOW, but not particularly respectful of anything (or anyone) who got in his way.

In recent years, Ragnarok has fallen in love with Anya Datsyuk, the granddaughter of the original Valkyrie, while investigating connections between Overshadow and Overthrow in Eastern Europe. Anya, seizing an opportunity for power within SHADOW, convinced Ragnarok that one "misunderstanding" didn’t justify a decades-old vendetta, and helped him negotiate a deal with SHADOW. Ragnarok would join the Penumbra, providing the organization with one of the most physically powerful superhumans on Earth. He would give his father everything but his body. Overshadow agreed.

Now, a hundred infant “Sons of the Slain” grow in a hidden crèche in Nifelheim. With SHADOW’s time acceleration technology, these clones, perhaps the deadliest secret weapons yet conceived by Overshadow, will be ready in a few years time.
Last edited by betterwatchit on Fri Mar 21, 2014 4:25 pm, edited 2 times in total.

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Re: Betterwatchit's Builds: SHADOW Mutates, Ragnarok

Postby Arthur Eld » Tue Mar 04, 2014 2:43 pm

Woah, your Ragnarok is even scarier than the original baddie, and that's saying something!

Why the upgrade, if you don't mind me asking?

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Re: Betterwatchit's Builds: SHADOW Mutates, Ragnarok

Postby betterwatchit » Tue Mar 04, 2014 4:05 pm

Arthur Eld wrote:Woah, your Ragnarok is even scarier than the original baddie, and that's saying something!

Why the upgrade, if you don't mind me asking?


It's simply as straight a conversion from 2E as I could manage. It's hardly my fault if Hero Lab thinks that the PL should be higher. The main difference is in the Impervious Toughness and Will, lack of the Rage feat (compensated with the Temper complication) and I follow the 3E RAW rules for Impervious.

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Re: Betterwatchit's Builds: SHADOW Mutates, Ragnarok

Postby betterwatchit » Mon Mar 17, 2014 2:29 pm

Cyber Research Systems Model 101 Series 850 Infiltration-Combat Unit AKA T-850 - PL 11 (NPC)

Image
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Affiliation: Skynet
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Strength 6, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 2, Presence 0
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Advantages
Accurate Attack, All-out Attack, Benefit, Ambidexterity, Chokehold, Close Attack 6, Defensive Attack, Eidetic Memory, Equipment 4, Fast Grab, Fearless, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Jack-of-all-trades, Power Attack, Precise Attack (All) 4, Prone Fighting, Quick Draw, Ranged Attack 12, Set-up, Skill Mastery: Expertise: Human Anatomy, Skill Mastery: Expertise: Human Psychology, Skill Mastery: Expertise: Weapons, Skill Mastery: Insight, Skill Mastery: Perception, Skill Mastery: Vehicles, Takedown, Teamwork, Ultimate Effort: Aim, Ultimate Effort: Toughness, Ultimate Effort: Vehicles, Weapon Bind, Weapon Break
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Skills
Close Combat: Unarmed 2 (+8), Expertise: Human Anatomy 8 (+10), Expertise: Human Psychology 4 (+6), Expertise: Weapons 8 (+10), Insight 8 (+10), Perception 8 (+10), Stealth 6 (+6), Technology 4 (+6), Vehicles 10 (+10)
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Powers
T-850 Endoskeleton and CPU: Immunity 70 (Damage Effect: Fire, Fortitude Effects, Sensory Affliction Effects, Will Effects)
Protection: Protection 15 (+15 Toughness; Impervious)
Sensor Array: Senses 7 (Accurate: Hearing, Acute: Hearing, Analytical: Hearing, Analytical: Vision, Infravision, Radio)
Skynet Connection: Senses 1 (Communication Link: Skynet)
Voice Copier: Illusion 10 (Affects: One Sense Type - Aural, Area: 1000 cft., DC 20; Precise, Subtle 1 (requires DC20 hearing check or intimate knowledge of the sampled person's phrasing to identify as being copied); Limited: To Sampled Voices)
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Equipment
Blaster Rifle
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Offense
Initiative +0
Blaster Rifle, +12 (DC 23)
Grab, +12 (DC Spec 16)
Throw, +12 (DC 21)
Unarmed, +14 (DC 21)
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Complications
Motivation: Obeying Skynet: Terminators exist to obey the future AI known as Skynet. And since Skynet wants to destroy all humans, it programs its Terminators so they're really good at it.
Weakness: Terminators like the T-850 here can often be hacked and a ruptured hydrogen power cell can explode with enough force to permanently destroy one.
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Languages
It's presumed that they speak machine code as their "Native" language with other languages programmed in so they can blend in with any humans they have to terminate.
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Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 15, Will Immune
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Power Points
Abilities 22 + Powers 115 + Advantages 59 + Skills 29 (58 ranks) + Defenses 6 = 231
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The T-850 is one of the latter 800 model Terminators, as seen in Terminator 3: Rise of the Machines.

These stats represent an un-hacked Terminator, working for Skynet by infiltrating human bases and then killing everyone inside, men, women and children. What makes them really scary is the fact that Skynet has the resources needed to mass-produce them.

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Re: Betterwatchit's Builds: Terminator Model 850

Postby betterwatchit » Sat Apr 05, 2014 3:33 pm

Sean Devlin - PL 6

Image

"You're done, boyo!"
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Occupations: Mechanic, Racing Driver, Saboteur
Affiliations: Morini Autos, French Resistance
Base: The Belle du Nuit nightclub, Paris
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Strength 2, Stamina 2, Agility 2, Dexterity 1, Fighting 6, Intellect 1, Awareness 0, Presence 0
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Advantages
All-out Attack, Connected, Defensive Roll 3, Equipment 9, Evasion, Favored Foe: Nazis, Hide in Plain Sight, Improved Initiative, Languages 1, Luck 3, Power Attack, Skill Mastery: Athletics, Skill Mastery: Vehicles, Ultimate Effort: Vehicles
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Skills
Athletics 5 (+7), Expertise: Paris 5 (+6), Insight 6 (+6), Intimidation 2 (+2), Perception 6 (+6), Persuasion 2 (+2), Ranged Combat: Guns 6 (+7), Stealth 6 (+8), Vehicles 6 (+7)
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Equipment
Dynamite, Knife, Leather Jacket (Leather Armor), Light Submachine Gun*, Scoped Light Service Rifle (Light Service Rifle*, Targeting Scope), Slienced Light Pistol (Light Pistol, Suppressor)

* From Gamemaster's Guide.
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Offense
Initiative +6
Dynamite (DC Dog 15)
Grab, +6 (DC Spec 12)
Knife, +6 (DC 18)
Light Submachine Gun, +7 (DC 18)
Scoped Light Service Rifle, +7 (DC 20)
Slienced Light Pistol, +7 (DC 18)
Throw, +1 (DC 17)
Unarmed, +6 (DC 17)
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Complications
Enemy: The Nazis occupying Paris would be very glad to see Sean dead. And there's a reason that Sean can't go back to Ireland.
Motivation: Justice/Vengeance: Sean is out to kill Kurt Dierker, the high-ranking SS officer who killed his best friend.
Responsibility: To the French Resistance.
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Languages
French, Irish English (Native)
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Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6
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Power Points
Abilities 28 + Advantages 26 + Skills 22 (44 ranks) + Defenses 14 = 90
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Sean Devlin is from The Saboteur, a computer game set in Paris during World War II. When this Irishman's best friend is shot dead by Kurt Dierker of the SS, Sean swears to do whatever it takes to see Kurt dead. And the path with the best chance of success happens to be one that requires killing a lot of Nazis and liberating Paris.

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Re: Betterwatchit's Builds: Sean Devlin

Postby betterwatchit » Mon Apr 21, 2014 3:34 pm

Belladonna - PL 6 (NPC)

Image
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Occupation: Hellhound
Base: Hell
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Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2
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Advantages
Artificer, Connected, Contacts, Equipment 1, Fascinate (Deception), Fascinate (Intimidation), Fascinate (Persuasion), Favored Environment: Air, Favored Environment: Extreme Heat, Favored Foe: Angels, Ritualist, Second Chance: Deception rolls to tempt someone into doing evil, Second Chance: Persuasion rolls to persuade someone into doing evil, Taunt, Well-informed
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Skills
Deception 8 (+10), Expertise: Magic 8 (+10), Expertise: Philosophy & Theology 8 (+10), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat: Magic 4 (+6), Stealth 8 (+10)
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Powers
Canine Physiology
. . Canine Senses: Senses 2 (Tracking: Scent 1: -1 speed rank, Ultra-hearing; Innate)
. . Fur: Feature 1
Magic: Magic 6 (DC 21)
Demonic Abilities
. . Demonic Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Feature: Can hide wings; Wings)
. . Never Fears the Flame: Immunity 5 (Damage Effect: Fire)
. . Supernatural Resistance: Immunity 10 (Life Support)
. . Like a Bat out of Hell: Movement 1 (Dimensional: Earth and Hell 1: one dimension, 50 lbs.; Portal; Limited: Only through reflective surfaces or flames, Noticeable: Flames used as portal will burn brighter and hotter)
. . . . Through the Fire and Flames: Teleport 2 (Alternate; 120 feet in a move action, carrying 50 lbs.; Medium: Flames)
. . Speak with a Forked Tongue: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Summon Fire Imps: Summon 4 (Active, Horde, Multiple Minions 3: 8 minions, Sacrifice; Noticeable: Fire used to summon Fire Imps visibly burns brighter and hotter, Quirk: Can only be summoned through a fire)

Fire Imp - PL 4
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Strength -2, Stamina 0, Agility 2, Dexterity 2, Fighting 0, Intellect 0, Awareness 0, Presence 0
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Skills
Perception 6 (+6)
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Powers
Fireball: Blast 3 (DC 18)
Shrinking: Shrinking 10 (-2 STR, -5 Intimidate, +10 Stealth, +5 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
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Offense
Initiative +2
Fireball: Blast 3, +2 (DC 18)
Grab, +0 (DC Spec 8 )
Throw, +2 (DC 13)
Unarmed, +0 (DC 13)
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Complications
Weakness: Splashing them with water instantly banishes them.
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Languages
Infernal
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Defense
Dodge 7, Parry 7, Fortitude 0, Toughness 0, Will 0
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Power Points
Abilities 8 + Powers 27 + Skills 3 (6 ranks) + Defenses 2 = 40


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Equipment
Leather Vest (Leather Armor)
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Offense
Initiative +2
Grab, +0 (DC Spec 10)
Magic: Magic 6, +6 (DC 21)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)
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Complications
Distinctive Style: Belladonna has purple fur, and she wears a leather vest and spiked collar. Everyone who sees her is going to remember that.
Motivation: Doing Evil: Belladonna loves raising hell (sometimes literally) for fits and giggles.
Rivalry: With her cousin, Annabelle. The feeling is mutual, and anyone under the authority of either girl will get dragged into it.
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Languages
Canine
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Defense
Dodge 8, Parry 6, Fortitude 0, Toughness 1, Will 8
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Power Points
Abilities 20 + Powers 91 + Advantages 15 + Skills 34 (68 ranks) + Defenses 18 = 178
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Belladonna is from the All Dogs Go To Heaven series of films and cartoons. She is Annabelle's cousin and her greatest rival.

Note: The Fire Imps seen here are from the third movie, An All Dogs Christmas Carol. Belladonna likes using them to distract her opponent.

betterwatchit
Henchman
Henchman
Posts: 233
Joined: Mon Apr 12, 2010 5:02 am
Location: London
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Re: Betterwatchit's Builds: Belladonna

Postby betterwatchit » Sun Apr 27, 2014 4:56 pm

Catherine McAllister AKA The Manx Cat - PL 10
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Occupation: "Counter-thief"
Base: Douglas, Isle of Man
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Strength 7/1, Stamina 6/1, Agility 7/1, Dexterity 2, Fighting 10, Intellect 1, Awareness 3, Presence 1
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Advantages
Evasion, Hide in Plain Sight, Improved Critical 2: Claws, Improved Initiative, Languages 1, Luck 5, Set-up, Teamwork
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Skills
Acrobatics 3 (+10), Athletics 3 (+10), Expertise: Streetwise 5 (+6), Insight 7 (+10), Perception 7 (+10), Stealth 3 (+10)
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Powers
Cat Suit (Removable)
. . Cat's Luck: Burst Area Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 5; Burst Area: 30 feet radius sphere, Selective)
. . Claws: Strength-based Damage 1 (slashing, DC 23, Advantages: Improved Critical 2; Accurate: +2)
. . Feline Fitness: Enhanced Trait 34 (Traits: Strength +6 (+7), Stamina +5 (+6), Agility +6 (+7))
. . Feline Movement
. . . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: To One Move Action)
. . . . Movement: Movement 1 (Water Walking 1: you sink if stopped; Limited: To Solid Surfaces)
. . . . Movement: Movement 4 (Safe Fall, Sure-footed 2, Trackless: Visual 1)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Feline Senses: Senses 5 (Acute (Type): Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)
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Offense
Initiative +11
Claws: Strength-based Damage 1, +12 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +10 (DC 22)
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Complications
Feline Compulsion: While Catherine wears the suit, she becomes scared of water and loses her ability to swim, she becomes nervous around dogs (-5 to resist Intimidation rolls if a canine is on the intimidator's side), and she gains a craving for fish and to wash her hands with her tongue (occasional Will rolls needed to avoid doing the latter in public). The compulsion only occurs when she's actually wearing the suit.
Identity: Catherine doesn't want anyone to know that she's the Manx Cat.
Motivation: Greed: The Manx Cat is known as a "Counter-thief". She usually gets hired to find where something valuable and stolen has gone, and get it back. whether it's cash, diamonds, documents or guns, she'll get it back to you.
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Languages
English, Manx
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Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 6, Will 10
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Power Points
Abilities 40 + Powers 68 + Advantages 6 + Skills 14 (28 ranks) + Defenses 22 = 150
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Catherine McAllister found a cat costume in the cellar of her grandfather's house in Douglas, on the Isle of Man. The story she heard about it went that her great-grandfather had saved an African witchdoctor from danger by shooting a black pantheress. In gratitude, the witchdoctor made a traditional costume out of the pelt, claiming that it would give the wearer great power. Her great-grandfather didn't believe in "heathen mumbo-jumbo" as he called it (but was wise enough not to in front of the witchdoctor), but was grateful enough to humbly accept the suit.

Catherine decided to wear it, and saw that it was a perfect fit. She felt somewhat lighter with a bit of spring in her step. She brushed the bannister with her claws and saw she had cut nearly all the way through. She realised that she could use this suit to get things done.

With no superhuman community on the Isle of Man, Catherine decided to get involved with the British superhumans and underworld. She soon discovered her knack for getting things back to their rightful owners, charging a fair price for her services.


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