Betterwatchit's Builds: Belladonna

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Re: Betterwatchit's Builds: Takamaru

Postby betterwatchit » Tue Dec 10, 2013 6:02 pm

Guy Hamton AKA SheZow - PL 10

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Occupation: Schoolkid (Public) / Superheroine (Secret)
Base: Megadale, U.S.A.
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Theme: SheZow's Theme
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Strength 9/0, Stamina 8/1, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 3, Presence 2
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Advantages
All-out Attack, Close Attack 2, Combat Reaction: Become SheZow on a successful She-S-P roll, Equipment 15, Improved Critical: Laser Lipstick, Power Attack
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Skills
Expertise: Pop Culture 2 (+2), Insight 2 (+5), Perception 2 (+5), Persuasion 2 (+4), Ranged Combat: Throw 4 (+8)
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Powers
Ballistic Fishnets: Snare 10 (DC 20)
Boomerang Brush: Strength-based Damage 1 (DC 25; Increased Range: ranged)
Laser Lipstick (Advantages: Improved Critical; Penetrating 9)
Mega Mascara Whiplash: Movement 1 (Swinging)
Vanishing Cream: Concealment 2 (Sense - Sight)
She-S-P: Senses 1 (Danger Sense: Mental)
SheZow! (Activation: Move Action, Advantages: Close Attack 2)
. . Femme Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . . . She-riffic Speed: Speed 7 (Alternate; Speed: 250 miles/hour, 0.5 miles/round)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
. . Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
. . She-riffic Stamina: Enhanced Trait 14 (Traits: Stamina +7 (+8))
. . She-riffic Strength: Enhanced Trait 18 (Traits: Strength +9 (+9))
. . . . Super Sonic Scream: Burst Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 19; Burst Area: 30 feet radius sphere)
. . . . Wind Winkers: Move Object 10 (Alternate; 25 tons; Limited Direction: Away from SheZow)
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Equipment
Beautility Belt (Ballistic Fishnets [Ballistic Fishnets: Snare 10, DC 20], Boomerang Brush [Boomerang Brush: Strength-based Damage 1, DC 25; Increased Range: ranged], Laser Lipstick [Strength Effect, Advantages: Improved Critical; Penetrating 9], Mega Mascara Whiplash [Mega Mascara Whiplash: Movement 1, Swinging], Vanishing Cream [Vanishing Cream: Concealment 2, Sense - Sight]), She-lair, Shehicle
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She-lair - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Concealed 1, Garage, Living Space, Power System

Power Points
Abilities 2 + Features 6 + Defenses 2 = 10 EP

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Shehicle - PL 10

Strength 5, Defense 9, Toughness 9, Size Large

Features:
Navigation System

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Speed: Speed 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
. . Swimming: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round)

Power Points
Abilities 2 + Powers 14 + Features 1 + Defenses 13 = 30 EP

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Offense
Initiative +4
Ballistic Fishnets: Snare 10, +8 (DC Dog 20)
Boomerang Brush: Strength-based Ranged Damage 1, +8 (DC 25)
Grab, +10 (DC Spec 19)
Super Sonic Scream: Burst Area Affliction 9 (DC Fort 19)
Throw, +8 (DC 24)
Unarmed, +10 (DC 24)
Wind Winkers: Move Object 10, +4 (DC 20)
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Complications
Enemy: Everyone who's had a feud with Aunt Agnes is now gunning for this new SheZow.
Identity: Guy doesn't want anyone to know he's SheZow, especially not his father, who thinks that SheZow keeps taking credit that belongs to the Megadale PD. His sister, Kelly, was there when Guy put the SheZow ring on, so she knows about it, as does Maz, Guy's best friend.
Motivation: Responsibility: Guy reckons he might as well maintain the SheZow legacy.
Power Loss: If Guy can't say "You go, girl!", he can't become SheZow. If he can't say "She-yeah!", he can't return to normal. As SheZow, he also loses his powers if his hair gets messed up or he doesn't wear pink, and has a risk of having his powers malfunction if he falls ill. Guy also needs to be SheZow to access the Beautility Belt.
Prejudice: Guy is still a kid, with the relevant social and legal implications.
Relationship: With his family, and his best friend, Maz.
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Languages
U.S. English
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Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10
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Power Points
Abilities 44 + Powers 69 + Advantages 18 + Skills 6 (12 ranks) + Defenses 13 = 150
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Guy and Kelly Hamton were looking around the basement of the house their family recently inherited from their Aunt Agnes, when they found a hidden hole in the wall with a box inside. When they opened it, Kelly recognised the ring they saw as belonging to SheZow, Megadale's most well-known heroine. The only conclusion they had was that Aunt Agnes was SheZow!

Guy decided to wear the ring for a joke and said "You go, girl!" He found that he had superhuman strength, super-speed... and a superheroine's costume! The scream he made when he found that last one out was literally supersonic! He managed to find a way to return to normal and is now known as Megadale's greatest protector.

Author's Note: I know there are some interesting builds based on various cartoons on the Tank, but I'm certain the one I based this build on is taking the cake by several people's standards. Several Christian groups have already slated its concept, while various LGBT groups have rated it highly for the same reasons. The show currently appears on Network Ten in Australia, and can be seen on The Hub (Same channel that has MLP:FiM) in the States and Sky One (One of Britain's most watched cable/satellite channels) in the U.K.

The SheZow cartoon that inspired this build is distributed by DHX Media, so if you dislike the character concept on moral/religious grounds, please take the matter up with them instead.

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Re: Betterwatchit's Builds: SheZow

Postby betterwatchit » Tue Dec 17, 2013 5:26 pm

Danielle Whitecloud neé Sullivan AKA Raindance - PL 11 (NPC)

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Original Book: Paragons
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Occupation: Protector
Affiliations: Lakota Tribe, Vanguard Mission Team Alpha
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Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 7, Intellect 2, Awareness 3, Presence 3
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Advantages
All-out Attack, Cult Hero 2: Native Americans, Defensive Attack, Languages 1, Ranged Attack 2, Uncanny Dodge
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Skills
Expertise: Earth Sciences 5 (+7), Expertise: Philosophy and Theology 5 (+7), Expertise: Psychology 5 (+7), Expertise: Survival 5 (+7), Perception 7 (+10), Persuasion 11 (+14), Ranged Combat: Weather Powers 6 (+9), Technology 3 (+5), Vehicles 3 (+6)
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Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Force Field: Force Field 11 (+11 Toughness)
Gift of the Thunderbird: Environment 11 (Dynamic, Cold, Heat, Impede Movement (2 ranks), Radius: 4 miles; Selective)
. . Air Control: Element Control 11 (Dynamic, Element: Air, 50 tons)
. . Blast of Wind: Blast 11 (Dynamic, DC 26)
. . Fog: Cloud Area Concealment Attack 4 (Dynamic, Extra Ranks 2, Sense - Sight, DC 14; Cloud Area 3: 60 feet radius sphere, Attack: Dodge)
. . Heatstroke: Affliction 11 (Dynamic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Increased Range: ranged)
. . Lightning Flash: Burst Area Dazzle 7 (Dynamic, Affects Sense: Visual, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere)
. . Lightning Strike: Blast 7 Dynamic, DC 22; Indirect 2: any point away or fixed point in fixed direction, Penetrating 6)
. . Suffocation: Suffocation 7 (Dynamic, DC 17)
. . Thunderclap: Burst Area Dazzle 7 (Dynamic, Affects Sense: Auditory, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere)
. . Tornado: Burst Area Blast 7 (Dynamic, DC 22; Burst Area: 30 feet radius sphere)
. . Windscreen: Deflect 11 (Dynamic)
Protected from the Elements: Immunity 7 (Damage Effect: Electricity, Environmental Condition: Cold, Environmental Condition: Heat)
Wind Sense: Senses 6 (Accurate: Touch, Danger Sense: Tactile, Extended: Touch 2: x100, Ranged: Touch; Feature: Wind Hearing (Wind Noise doesn't affect Perception rolls))
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Offense
Initiative +3
Blast of Wind: Blast 11, +11 (DC 26)
Fog: Cloud Area Concealment Attack 4 (DC Dog 14)
Grab, +7 (DC Spec 10)
Heatstroke: Affliction 11, +11 (DC Fort 21)
Lightning Flash: Burst Area Dazzle 7 (DC Fort 17)
Lightning Strike: Blast 7, +11 (DC 22)
Suffocation: Suffocation 7, +11 (DC Fort 17)
Throw, +5 (DC 15)
Thunderclap: Burst Area Dazzle 7 (DC Fort 17)
Tornado: Burst Area Blast 7 (DC 22)
Unarmed, +7 (DC 15)
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Complications
Fame: Raindance has become perhaps one of the most well-known Native Americans out there.
Motivation: Doing Good.
Prejudice: Raindance is openly a lesbian.
Relationship: With her wife, Sue Whitecloud.
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Languages
Lakota, U.S. English (Native)
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Defense
Dodge 8, Parry 9, Fortitude 4, Toughness 12, Will 9
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Power Points
Abilities 44 + Powers 115 + Advantages 8 + Skills 25 (50 ranks) + Defenses 16 = 208
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When Danielle Sullivan was a child, her grandmother would fascinate her with stories of the Thunderbird. Long ago, her grandmother said, a Thunderbird descended from the Great Spirit’s Mountain and took human form, for the Thunderbird had fallen in love with a Lakota woman and wished to be her husband.

According to the story, although the Lakota woman’s father, the chieftain of the tribe, initially objected to the union, the Thunderbird promised to be a good spouse and further pledged that should the chief’s descendants come to harm in the future, the Thunderbird would throw off his human guise to protect them. Satisfied, the chieftain blessed the marriage and the couple soon had many children. One of those children, at least according to Danielle’s grandmother, was Danielle’s greatgrandfather. Although Danielle’s grandmother died when Danielle was very young, stories like these continued to enchant Danielle as she grew older. So much so, in fact, that by the time Danielle was in college she had chosen them as her primary field of study, becoming an Anthropology major, minoring in social work, both with a focus on Native American studies.

This provided Danielle with a much-needed connection to her Native American birthright and, much as her grandmother’s stories had done in her youth, her academic studies of Lakota tradition and mythology instilled in her a fierce sense of pride in her heritage. By the time she was in graduate school, Danielle decided to connect with them physically, eventually relocating from her home in Minneapolis to the Cheyenne River Indian Reservation in South Dakota to further her research.

Danielle was disgusted by what greeted her in South Dakota. Many of the communities of Cheyenne River were, shockingly, without adequate water systems, making it all but impossible to live in sanitary conditions. Additionally, with so few jobs available, much of the local population was living daily with feelings of hopelessness and despair that created a shamefully high suicide rate among the local youth. Incensed, Danielle immediately set to work to improve conditions.

But, Danielle quickly realized there was stark opposition to her efforts to improve the lives of her people. Not only were the state and federal governments unwilling to unravel their respective bureaucracies help the Lakota in any effective manner, the people of Cheyenne River themselves looked upon Danielle as an upstart outsider and refused to help her help them. Luckily, several months after arriving in Cheyenne River, Danielle fell in love and began a relationship with a Lakota woman, Sue Whitecloud. While this brought her a sense of comfort during difficult times, it also greatly improved her relationship with the community leaders of Cheyenne River, who soon came to look upon her as one of their own.

Eventually, Danielle and Sue formalized their relationship in a Lakota ceremony, Danielle taking Sue’s name both to cement her relationship with Sue and to further solidify Danielle’s connection to the community.

But Danielle’s troubles were far from over. She also found opposition to her efforts to help the Lakota from local whites, many of whom were dealing alcohol and drugs to the Lakota. Despite Danielle’s pleas, law enforcement outside the reservation was completely unwilling to become involved. Things came to a head when, one cold night, as Danielle was on her way home after speaking to the mayor of a neighboring town, a gang of dealers ran Danielle off the road outside the Reservation boundary.

Cornering her, they were intent on keeping Danielle’s nose out of local business. Although Danielle did her best to keep things peaceful, the confrontation turned violent.Then, as if in answer to a long unfulfilled promise, the sky opened up and descended furiously on Danielle’s attackers. With wind and lightning, Danielle sent her attackers and their weapons flying, as she herself took to the air and escaped.

The storm she summoned raged around her, seeming to embrace her as if she were family. Before her eyes, the clouds took the shape of an enormous darkfeathered eagle, a Thunderbird, and she knew immediately what had transpired. She returned quickly to the Reservation where members of the Tribal Council and a host of locals who seemed to be waiting for her greeted her warmly. As she landed, the crowd parted and looked quietly at her as if waiting for her to speak. "The Thunderbird," she said finally to the gathered crowd, "has thrown off his human guise."

Several weeks later, as drug and alcohol trafficking into the Cheyenne River Reservation continued to dwindle under threat of hurricanes and lightning, Jeremiah Prophet arrived to speak with Danielle. After a lengthy private discussion, Danielle became convinced that a more public persona would allow her the opportunity to be a more effective advocate for the Lakota, if not all Native American peoples. Taking the name Raindance, she joined Vanguard as a member of Mission Team Alpha. In this capacity, she continues to be a vocal advocate for the needs of Native American peoples. She is a visible and vocal supporter, both financially and otherwise, of economic redevelopment efforts in Native American communities across the United States and Canada.
Last edited by betterwatchit on Wed Jan 29, 2014 6:49 am, edited 3 times in total.

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Re: Betterwatchit's Builds: Raindance

Postby Speed Monkey » Tue Dec 17, 2013 8:54 pm

Sweet! Awesome SheZow build! :)

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Re: Betterwatchit's Builds: Raindance

Postby betterwatchit » Wed Dec 18, 2013 11:29 am

Speed Monkey wrote:Sweet! Awesome SheZow build! :)


Thank you. I do some of these builds because no-one else has done them on the Tank before.

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Re: Betterwatchit's Builds: Raindance

Postby betterwatchit » Sat Jan 11, 2014 5:37 pm

Baron Stahlfaust - PL 11 (NPC)

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Affiliation: Third Reich
Base: Berlin, Germany
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Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 9, Intellect 1, Awareness 3, Presence 3
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Advantages
All-out Attack, Assessment, Connected, Contacts, Cult Hero 2: Neo-Nazis, Defensive Roll, Equipment 10, Fearless, Improved Aim, Improved Critical 4: Steel Knuckles, Inspire 3, Languages 1, Leadership, Move-by Action, Precise Attack (Ranged, Cover), Prone Fighting, Ranged Attack 7, Well-informed
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Skills
Acrobatics 2 (+5), Athletics 4 (+7), Close Combat: Unarmed 1 (+10), Deception 7 (+10), Expertise (PRE): Oratory 7 (+10), Expertise: Art 9 (+10), Expertise: Behavioural Sciences 9 (+10), Expertise: Current Events 9 (+10), Expertise: History 9 (+10), Expertise: Tactics 9 (+10), Insight 10 (+13), Intimidation 10 (+13), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 5 (+8), Stealth 9 (+12), Technology 4 (+5), Vehicles 2 (+5)
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Powers
Agony Gauntlet (Removable)
. . Agony Beam: Affliction 8 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . . . Energy Blast: Blast 8 (Alternate; DC 23)
. . . . Steel Knuckles: Strength-based Damage 8 (Alternate; DC 26, Advantages: Improved Critical 4; Feature: Counts as Unarmed)
. . . . Touch of Agony: Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
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Equipment
Bulletproof Vest, 47 EP of additional Equipment
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Offense
Initiative +3
Agony Beam: Affliction 8, +10 (DC Fort 18)
Energy Blast: Blast 8, +10 (DC 23)
Grab, +9 (DC Spec 13)
Steel Knuckles: Strength-based Damage 8, +10 (DC 26)
Throw, +10 (DC 18)
Touch of Agony: Affliction 10, +9 (DC Fort 20)
Unarmed, +10 (DC 18)
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Complications
Enemy: Every anti-fascist out there would love to see Stahlfaust gone for good.
Motivation: Responsibility: He wants the Third Reich to return, and is willing to do whatever it takes to see it happen.
Prejudice: As a Nazi, Stahlfaust hates other races, especially Jews. He'll focus his attacks on any Jewish opponent he sees, even when it would put him at a disadvantage.
Reputation: It's a matter of public record that Stahlfaust isn't a Neo-Nazi, he's an original.
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Languages
English, German (Native)
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Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 9/4, Will 8
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Power Points
Abilities 58 + Powers 15 + Advantages 35 + Skills 60 (120 ranks) + Defenses 23 = 191
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Stahlfaust was chosen by the Nazi government to be a recipient of an experimental super-soldier serum during World War II. The effects weren't as strong as the Americans' effort, so they commissioned a special gauntlet, designed to either destroy the enemies of the Reich or to simply make them suffer. When Berlin fell, Stahlfaust entered an experimental suspended-animation chamber hidden in a bunker so secret, only himself and Hitler knew where it was.

He set the dial to wake him up early in the next century, so he could bring the ideals of the Third Reich to an all-new generation. The modern German culture being highly anti-fascist wasn't much of a surprise to him at all. What did surprise him was the fact that there were several young Germans who thought that Hitler was actually on to something. And the musician known as Blitz isn't exactly going to be the new Wagner, but he can see a way for them to work together.

Stahlfaust is currently wanted as one of the few war criminals who's still fit to stand trial.

Author's Note: The stats were based on those of the Iron Duke from Agents of Freedom.
Last edited by betterwatchit on Wed Jan 29, 2014 6:50 am, edited 1 time in total.

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Re: Betterwatchit's Builds: Raindance

Postby betterwatchit » Mon Jan 20, 2014 4:56 am

The Green Hood - PL 10
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Occupation: Vigilante
Base: Nottingham
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Strength 3, Stamina 3, Agility 7, Dexterity 7, Fighting 8, Intellect 0, Awareness 0, Presence 0
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Advantages
All-out Attack, Defensive Roll 3, Evasion, Improved Aim, Improved Initiative, Inventor, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Takedown, Taunt, Uncanny Dodge, Well-informed
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Skills
Acrobatics 2 (+9), Athletics 6 (+9), Close Combat: Unarmed 7 (+15), Deception 6 (+6), Expertise: Streetwise 6 (+6), Insight 8 (+8), Intimidation 6 (+6), Investigation 6 (+6), Perception 8 (+8), Persuasion 6 (+6), Ranged Combat: Bow and Arrows 8 (+15), Stealth 3 (+10), Technology 6 (+6)
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Powers
Bow and Arrows (Easily Removable)
. . AP Arrow: Blast 5 (DC 20; Penetrating 5; Unreliable (5 uses))
. . Cable Arrow: Movement 1 (Swinging)
. . Explosive Arrow: Burst Area Blast 5 (DC 20; Burst Area: 30 feet radius sphere; Unreliable (5 uses))
. . Rapid Fire: Blast 3 (DC 18; Accurate: +2, Multiattack)
. . Smoke Arrow: Cloud Area Concealment Attack 2 (Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, Attack: Dodge, Increased Range: ranged)
. . Standard Arrow: Blast 5 (DC 20)
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Offense
Initiative +11
AP Arrow: Blast 5, +15 (DC 20)
Explosive Arrow: Burst Area Blast 5, +15 (DC 20)
Grab, +8 (DC Spec 13)
Rapid Fire: Blast 3, +17 (DC 18)
Smoke Arrow: Cloud Area Concealment Attack 2, +15 (DC Dog 12)
Standard Arrow: Blast 5, +15 (DC 20)
Throw, +7 (DC 18)
Unarmed, +15 (DC 18)
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Complications
Enemy: The Nottingham Saints want the Green Hood dead.
Identity: Green Hood has kept his identity hidden so far, and he'll keep taking measures to keep it quiet.
Motivation: Justice: The Green Hood took up the bow to clean up Nottingham.
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Languages
U.K. English
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Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 6/3, Will 10
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Power Points
Abilities 56 + Powers 9 + Advantages 16 + Skills 39 (78 ranks) + Defenses 30 = 150
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The Green Hood is an archer who has taken up the bow to fight the 3rd Street Saints, who have spread to Nottingham. He's taken down the odd crew or two, but has only just figured out where their Nottingham HQ is located. A recently opened nightclub called Purgatory. He's currently making plans to breach the club, he just needs a way to do it quietly...

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Re: Betterwatchit's Builds: Raindance

Postby betterwatchit » Sun Jan 26, 2014 5:36 pm

Martin Matin - PL 6

Image
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Occupation: Schoolkid
Base: France
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Theme: Martin's Theme (In the original French.)
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Strength 0, Stamina 0, Agility 1, Dexterity 1, Fighting 1, Intellect 1, Awareness 1, Presence 1
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Advantages
Languages 1, Luck 3
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Powers
"It Only Happens To Me": Variable 12 (Feature: Regardless of form, Martin is always recognisable; Slow, Uncontrolled)
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Offense
Initiative +1
Grab, +1 (DC Spec 10)
Throw, +1 (DC 15)
Unarmed, +1 (DC 15)
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Complications
Fame: Martin's daily transformations are common knowledge.
Prejudice: Martin is still a child, with all the relevant social and legal implications.
Quirk: Martin also suffers from any physical weaknesses and other such tells that are linked to his current transformation. For example, when he became a vampire, he couldn't handle daylight and he had no reflection.
Relationship: With his parents, his best friend Gromo, and his girlfriend Roxanne.
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Languages
English, French (Native)
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Defense
Dodge 3, Parry 3, Fortitude 5, Toughness 0, Will 5
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Power Points
Abilities 12 + Powers 61 + Advantages 4 + Defenses 13 = 90
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What makes Martin so special is that every morning, he wakes up as something different. For example, he's been confirmed to have transformed into an alien, a demon, a dragon, a musketeer, and even a paragon-type superhero. Each transformation of his lasts until the next morning.

Author's Note: The GM should take note that designing an adventure involving Martin requires them to set the PP gained from his Variable in advance, making who he becomes completely different each day. Martin doesn't know who or what is responsible for his transformation, but it's something he'd love to find out.

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Re: Betterwatchit's Builds: Raindance

Postby Spectrum » Sun Jan 26, 2014 7:46 pm

betterwatchit wrote:
Speed Monkey wrote:Sweet! Awesome SheZow build! :)


Thank you. I do some of these builds because no-one else has done them on the Tank before.


It would be great if you would include some reference to the original material. I'd love to do some further research of my own but so often don't know where to start.

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Re: Betterwatchit's Builds: Raindance

Postby betterwatchit » Mon Jan 27, 2014 7:31 am

Spectrum wrote:It would be great if you would include some reference to the original material. I'd love to do some further research of my own but so often don't know where to start.


As a general rule of thumb, any character on this thread that has a picture on their post is either from an earlier M&M book or from other works, and will usually contain the name of said work. If it doesn't, just search that character's name on Google and YouTube.

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Re: Betterwatchit's Builds: Martin Matin

Postby betterwatchit » Mon Feb 24, 2014 6:54 am

Chanteclair - PL 10
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Occupation: Superhero
Base: Paris, France
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Strength 0, Stamina 3, Agility 3, Dexterity 3, Fighting 0, Intellect 3, Awareness 3, Presence 3
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Advantages
All-out Attack, Assessment, Defensive Attack, Equipment 2, Evasion, Favored Environment: Air, Improved Initiative, Inventor, Languages 1, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Startle, Taunt, Well-informed
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Skills
Deception 6 (+9), Expertise: Acoustics 6 (+9), Insight 6 (+9), Intimidation 6 (+9), Perception 6 (+9), Persuasion 5 (+8), Ranged Combat: Sonic Powers 7 (+10), Stealth 2 (+5), Technology 6 (+9)
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Powers
Costume (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Protection: Protection 6 (+6 Toughness; Subtle: subtle)
Enhanced Hearing: Senses 1 (Extended: Hearing 1: x10)
Sonic Array
. . COCORICO!: Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, Selective; Sense-dependent: Hearing)
. . Deafening Shriek: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: to Hearing)
. . Shattering Shout: Weaken 10 (Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range: ranged)
. . Sonic Blast: Blast 10 (sonic, DC 25)
. . Vertigo: Progressive Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Increased Range: ranged, Progressive; Sense-dependent: Hearing)
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Equipment
Cell Phone (Smartphone), Commlink, The Nest

The Nest - PL 10

Toughness 6, Size Large

Features:
Communications, Computer, Library, Living Space, Workshop

Equipment Points
Abilities 2 + Features 5 = 7 EP

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Offense
Initiative +7
COCORICO!: Burst Area Affliction 10 (DC Will 20)
Deafening Shriek: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +0 (DC Spec 10)
Shattering Shout: Weaken 10, +10 (DC Fort 20)
Sonic Blast: Blast 10, +10 (DC 25)
Throw, +3 (DC 15)
Unarmed, +0 (DC 15)
Vertigo: Progressive Affliction 6, +10 (DC Will 16)
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Complications
Identity: Chanteclair doesn't want anyone to know his identity. The only two things known about him for a fact are that he's male and he's a Parisian. His skill with acoustics and how he uses them in battle seems to indicate that his secret identity has a job involving sound or music in some fashion.
Motivation: Patriotism: Chanteclair upholds the ideals of France: Liberty, Equality and Fraternity.
Power Loss: If Chanteclair is rendered unable to speak, he can't use his sonic powers.
-------------------------------------------------------------------------------
Languages
English, French (Native)
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Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 9, Will 11
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Power Points
Abilities 36 + Powers 40 + Advantages 16 + Skills 25 (50 ranks) + Defenses 33 = 150
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Chanteclair is a metahuman who protects Paris with a passion unmatched. The scariest sound for any crook in the city to hear is the sound of a cock crowing very loudly, as it usually means that Chanteclair's near. His costume is made to resemble the Gallic cockerel, but is capable of flight.

Author's Note: Cocorico is the French onomatopoeia for a cockerel's crowing, like Cock-A-Doodle-Doo is in English-speaking areas.

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Re: Betterwatchit's Builds: Martin Matin

Postby betterwatchit » Tue Feb 25, 2014 1:08 pm

Dominic Ashe - PL 8

Image
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Original Book: Agents Of Freedom
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Occupation: Terrorist Mastermind
Affiliations: Overthrow, SHADOW
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Strength 6/0, Stamina 1, Agility 0, Dexterity 2, Fighting 6, Intellect 4, Awareness 3, Presence 4
-------------------------------------------------------------------------------
Advantages
Beginner's Luck, Defensive Roll 2, Eidetic Memory, Equipment 20, Improved Initiative, Languages 3, Leadership, Luck 2, Minion 12, Seize Initiative, Well-informed
-------------------------------------------------------------------------------
Skills
Deception 4 (+8), Expertise: Business 6 (+10), Expertise: Civics 6 (+10), Expertise: Current Events 6 (+10), Expertise: Streetwise 6 (+10), Expertise: Tactics 6 (+10), Insight 6 (+9), Intimidation 6 (+10), Investigation 6 (+10), Perception 6 (+9), Sleight of Hand 4 (+6), Stealth 6 (+6), Technology 6 (+10), Vehicles 4 (+6)
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Powers
Right Cyberarm
. . Enhanced Trait: Enhanced Trait 12 (Traits: Strength +6 (+6); Limited: Right Arm Only)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
Sub-Dermal Armour: Protection 3 (+3 Toughness)
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Equipment
100 EP to cover equipment and HQ
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Offense
Initiative +4
Grab, +6 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)
-------------------------------------------------------------------------------
Complications
Motivation: Anarchy: Dominic wants to rebuild civilisation, but he first needs to destroy what's already there... And that's proving harder than it looks.
Power Loss: An EMP could wreck Dominic's right arm.
Rivalry: Dominic is trying to regain Overthrow's independence from SHADOW. And that's something Overshadow would not approve of.
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Languages
English, French, German, Italian, Russian
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Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6/4, Will 9
-------------------------------------------------------------------------------
Power Points
Abilities 40 + Powers 10 + Advantages 45 + Skills 39 (78 ranks) + Defenses 17 = 151
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Dominic Ashe is the leader of Overthrow, a global terrorist organisation that is strong in Europe, but operates worldwide. Ashe started Overthrow in 1989, but he intensified his attacks when the Cold War ended in favour of the West, recruiting as many extreme leftists as he could. A couple of years later, Overshadow decided to become Ashe's patron.

Now, Ashe is irritated that his dream - his legacy - is being perverted by the decadent. He's waiting for the right time to break away from Overshadow and reclaim independence.

He has a right cyberarm as a result of the only time that UNISON ever got close to capturing him. He also had some sub-dermal armour added when he had his arm replaced.

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Re: Betterwatchit's Builds: Dominic Ashe

Postby betterwatchit » Fri Feb 28, 2014 7:18 pm

Alex Walsh AKA The Red Mage - PL 10
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Affiliation: Golders Green Guardians
Base: London, U.K.
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Strength 7/0, Stamina 0, Agility 1, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 4
-------------------------------------------------------------------------------
Advantages
Accurate Attack, All-out Attack, Assessment, Benefit, Ambidexterity, Close Attack 6, Defensive Attack, Equipment 1, Fearless, Improved Critical 3: Strike: Strength-based Strike 3, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ritualist, Skill Mastery: Expertise: Magic, Well-informed
-------------------------------------------------------------------------------
Skills
Deception 1 (+5), Expertise: Magic 7 (+10), Expertise: Pop Culture 7 (+10), Insight 4 (+10), Intimidation 1 (+5), Perception 4 (+10), Persuasion 1 (+5), Ranged Combat: Magic Array 7 (+10)
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Powers

Spellblade (Easily Removable)
. . Strike: Strength-based Strike 3 (piercing, slashing, DC 25, Advantages: Improved Critical 3; Triggered 2: 2 uses, Variable, Variable Descriptor: close group - Elemental); Quirk: Variable Descriptor only works when wielded by a magician.
. . . . Leg Blow: Cumulative Affliction 6 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 16; Cumulative, Triggered 2: 2 uses, Variable; Limited Degree)
. . . . Vicious Wound: Weaken 6 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 16; Triggered 2: 2 uses, Variable)

Levitation and Mystic Shield
. . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Force Field: Force Field 12 (+12 Toughness)

Magic Array
. . Cura: Healing 6 (Persistent, Restorative, Stabilize)
. . Dualcast: Blast 10 (DC 25; Feature: Can choose a different element for each Split, Split: 2 targets, Variable Descriptor: close group - Elemental; Quirk: Both hands must be free for Split to work)
. . Maddening Blast: Blast 7 (DC 22; Alternate Resistance: Will)
. . Mind over Matter (Close): Enhanced Trait 20 (Traits: Strength +7 (+7), Advantages: Close Attack 6)
. . Mind over Matter (Ranged): Move Object 6 (3200 lbs.; Increased Range: perception, Precise, Subtle 2: undetectable)
. . Silence: Nullify 7 (Counters: Magic, DC 17; Broad, Simultaneous)
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Equipment
5 EP towards Guardhouse
-------------------------------------------------------------------------------
Offense
Initiative +5
Dualcast: Blast 10, +10 (DC 25)
Grab, +10 (DC Spec 17)
Leg Blow: Cumulative Affliction 6, +4/+10 (DC Fort 16)
Maddening Blast: Blast 7, +10 (DC Will 22)
Mind over Matter (Ranged): Move Object 6 (DC 16)
Silence: Nullify 7, +10 (DC Will 17)
Strike: Strength-based Strike 3, +4/+10 (DC 25)
Throw, +3 (DC 22)
Unarmed, +10 (DC 22)
Vicious Wound: Weaken 6, +4/+10 (DC Fort 16)
-------------------------------------------------------------------------------
Complications
Honour: Alex follows the Magician's Code.
Identity: Alex doesn't want anyone to know that he's the Red Mage. The other Guardians know who he is, but no-one else does.
Motivation: Discovery: Alex wants to discover more about the magical world.
-------------------------------------------------------------------------------
Power Points
Abilities 42 + Powers 53 + Advantages 14 + Skills 16 (32 ranks) + Defenses 25 = 150
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Alex Walsh found a grimoire in his mum's loft. That grimoire contained a letter for Alex, saying that this was the only item in his inheritance that she couldn't put in her will, and that it was now his to keep.

As he studied the tome, he worked out the three things that his mother could not. Alex discovered how to cast two combat spells at once. He worked out the problem behind using different elements at the same time. And he managed to complete and place an enchantment on his mother's sword that would allow him to enhance it with elemental magic, which would be ideal where casting from range would be impractical, like fighting indoors.

After Alex perfected a protective enchantment that also allowed him to fly, he tried to work out what to call himself. While he was working that out, he was playing Final Fantasy V on his tablet. He saw that the Red Mage job had abilities similar to his, being able to cast combat and defensive magic with equal skill. He had just found his new handle. He named his sword Spellblade after the Sorcerer job's unique skill of enhancing their swords with elemental magic.

Alex realised that he had learned as much as he could from the grimoire by himself. He heard about a team being formed that specialised in hunting things that went bump in the night. After talking to Dr. Green, she agreed to let him join. Alex knows more than anyone how the way you perceive magic affects how you use it.
Last edited by betterwatchit on Tue Mar 18, 2014 2:39 am, edited 2 times in total.

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Re: Betterwatchit's Builds: Dominic Ashe

Postby betterwatchit » Sat Mar 01, 2014 4:42 am

Alexandru Movilâ AKA The Crimson Mask - PL 13 (NPC)

Image
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Original Book: Agents Of Freedom
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Occupation: Sorcerer
Affiliations: SHADOW, Thule Society
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Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 7, Intellect 9, Awareness 6, Presence 1
-------------------------------------------------------------------------------
Advantages
Artificer, Connected, Inspire 2, Ranged Attack 5, Ritualist
-------------------------------------------------------------------------------
Skills
Deception 4 (+5), Expertise: Current Events 2 (+11), Expertise: Magic 11 (+20), Expertise: Tactics 1 (+10), Expertise: Theology & Philosophy 2 (+11), Insight 12 (+18), Intimidation 12 (+13), Investigation 4 (+13), Perception 10 (+16), Persuasion 8 (+9), Ranged Combat: Magic 4 (+5), Stealth 10 (+11)
-------------------------------------------------------------------------------
Powers
Beyond Death: Immunity 3 (Aging, Uncommon Descriptor: Necromantic Effects)
Fearsome Presence: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area (Visual), Selective, Subtle: subtle; Check Required: DC 11 - Intimidation)
Magic: Magic 10 (DC 25)
. . Force Field: Force Field 10 (Alternate; +10 Toughness)
. . Mind Control: Mind Control 5 (Alternate; DC 15)
. . Mind Reading: Mind Reading 10 (Alternate; DC 20)
. . Mystic Blast: Blast 6 (Alternate; DC 21; Alternate Resistance: Will)
. . Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Mind Shield: Impervious Will 14
Regeneration: Regeneration 1 (Every 10 rounds)
Vampiric Touch
. . Healing: Healing 9
. . Weaken: Weaken 9 (Linked; Affects: Stamina, Resisted by: Will, DC 19)
-------------------------------------------------------------------------------
Offense
Initiative +1
Fearsome Presence: Perception Area Affliction 10 (DC Will 20)
Grab, +7 (DC Spec 10)
Magic: Magic 10, +10 (DC 25)
Mind Control: Mind Control 5 (DC Will 15)
Mind Reading: Mind Reading 10 (DC Will 20)
Mystic Blast: Blast 6, +10 (DC Will 21)
Throw, +6 (DC 15)
Unarmed, +7 (DC 15)
Weaken: Weaken 9, +7 (DC Will 19)
-------------------------------------------------------------------------------
Complications
Motivation: Power: Alexandru seeks to become Earth's Master Mage. And since Adrian Eldritch appears to have resigned his post, Alexandru actually has a slight chance of pulling it off...
Responsibility: As the leader of the Thule Society, which currently serves as the supernatural branch of SHADOW.
-------------------------------------------------------------------------------
Languages
English, Hungarian, Romanian (Native), Turkish
-------------------------------------------------------------------------------
Defense
Dodge 9, Parry 9, Fortitude 12, Toughness 2, Will 14
-------------------------------------------------------------------------------
Power Points
Abilities 54 + Powers 100 + Advantages 13 + Skills 40 (80 ranks) + Defenses 28 = 232
-------------------------------------------------------------------------------
A prince in Fifteenth Century Bucharest, Alexandru Movilâ was involved in the desperate struggle to keep Eastern Europe under the control of Christianity. He wasn't otherwise a good man, as he asked a high price for his service in money and favours from the crowned princes of Christendom and from the Holy See itself. Movilâ dabbled in the occult, developing curses for his enemies as well as ways to sustain his life and increase his influence.

In the most desperate battle, the defense of Transylvania against the Turks, Alexandru took a bribe from the Turks and betrayed its lord, Stefan Báthory to his death. Unfortunately, Báthory was a sorcerer of great power who placed a terrible curse on Movilâ. He would not die, but live so Báthory’s spirit could torment him forever. Movilâ found himself chased nightly by a terrible apparition he had no power to resist, who kept whispering "Traitor! Traitor!" into his ear.

Alexandru ran — straight into the arms of Báthory’s closest ally, Vlad Dracula (who would become known as Vlad the Impaler and Count Dracula in the modern world). The monster punished Movilâ with the death of ten thousand cuts: a hundred tiny, precise cuts were cut on Alexandru’s face, and then washed with vinegar, every day for a hundred days. Alexandru was supposed to go mad from pain and die from infection. His face became a pus-ridden blight; always bleeding from his sores, they mockingly called him the Crimson Mask. However, death never came. Alexandru lived. Vlad impaled Alexandru, but forgot to post a guard.

Alexandru crawled off the spike, and fled into the night, with Stefan still whispering "Traitor! Traitor!" into his ear. Alexandru entombed himself and put himself to sleep, "until the time of one whose power can break this curse." Whether such a day would ever come was a matter for debate, for Báthory was the most powerful sorcerer for his generation.

Movilâ awoke in 1918, when the founding members of the Thule Society needed three masters of the arcane to empower their Armistice Day curse on France. His disfigurement wasn't cured by the centuries, so when they asked Alexandru his name, he simply replied, "The Crimson Mask." He assumed a position of power within the Society, using the other sorcerers to quiet Báthory’s ghost.

For twenty-five years, the Society built up its magical talents, only for Adrian Eldrich to destroy them at the end of the Second World War. Báthory’s ghost haunted the Crimson Mask once more, so he fled Germany and took shelter within an artifact known as the Cabinet of Grim Silence, where Báthory’s voice could not assail him. He stayed in the cabinet for over a decade, until Wilhelm Kantor (Who would become known as Overshadow) released him and put an end to the curse. Kantor had been a Báthory in one of his previous lifetimes of evil, and in that family, blood is stronger than magic.

After five hundred years, Stefan Báthory was silenced at last.

The Crimson Mask has sworn never to be so tormented or humiliated ever again. Since his release, all of his energies are devoted to becoming Earth’s new Master Mage - which he sees as an unassailable position - and Heaven help anyone who gets in his way.

The "average" Thule Society members who the Crimson Mask can call as back-up or do his dirty work are statted below:

Thule Society Sorcerer - PL 8

Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 4, Intellect 3, Awareness 3, Presence 1

Advantages
Connected, Ranged Attack 4, Ritualist

Skills
Deception 4 (+5), Expertise: Current Events 4 (+7), Expertise: Magic 8 (+11), Expertise: Theology & Philosophy 2 (+5), Insight 8 (+11), Investigation 6 (+9), Perception 6 (+9), Persuasion 4 (+5), Ranged Combat: Magic 4 (+4), Sleight of Hand 4 (+4)

Powers
Magic: Magic 8 (DC 23)
. . Eye of Compulsion: Mind Control 4 (Alternate; DC 14)
. . Fog of Forgetfulness: Perception Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 18; Perception Area (Visual))
. . Mystic Blast: Blast 5 (Alternate; DC 20; Alternate Resistance: Will)
. . Mystic Blinding: Dazzle 8 (Alternate; Affects Sense: Vision, Resisted by: Will, DC 18)
. . Mystic Bonds: Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Immobile, Resisted by: Will, DC 18; Increased Range: ranged; Limited Degree)
. . Mystic Passage: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.)
. . Mystic Shield: Force Field 8 (Alternate; +8 Toughness)
. . Truth of Night: Mind Reading 8 (Alternate; DC 18)
Mind Shield: Impervious Will 6
Regeneration: Regeneration 1 (Every 10 rounds)
Vampiric Touch
. . Healing: Healing 8 (Linked; Limited: To Self)
. . Weaken: Weaken 8 (Linked; Affects: Stamina, Resisted by: Will, DC 18)

Offense
Initiative +0
Eye of Compulsion: Mind Control 4 (DC Will 14)
Fog of Forgetfulness: Perception Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 10)
Magic: Magic 8, +8 (DC 23)
Mystic Blast: Blast 5, +8 (DC Will 20)
Mystic Blinding: Dazzle 8, +8 (DC Will 18)
Mystic Bonds: Affliction 8, +8 (DC Will 18)
Throw, +4 (DC 15)
Truth of Night: Mind Reading 8 (DC Will 18)
Unarmed, +4 (DC 15)
Weaken: Weaken 8, +4 (DC Will 18)

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 1, Will 8

Power Points
Abilities 24 + Powers 47 + Advantages 6 + Skills 25 (50 ranks) + Defenses 20 = 122
Last edited by betterwatchit on Sun Mar 09, 2014 8:38 am, edited 1 time in total.

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

Postby betterwatchit » Sat Mar 01, 2014 5:36 pm

Spies of the SHADOWs

One of the oldest weapons in SHADOW’s arsenal are the Imposter-Bots, or I-Bots. They've been used to impersonate SHADOW’s enemies and then deal crippling blows from the inside. I-Bots have been in use since the early 1960s; the first models were moulded to a specific appearance and had a remote operator providing the intelligence. Since the early 1980s, I-Bots can change shape between human forms and operate independently of human control (though they can still be operated remotely as well). Imposter-Bots are expensive, so they are quite rare.

Imposter-Bot (I-Bot) - PL 10 (NPC)

Strength 8, Stamina -, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 3

Advantages
Eidetic Memory, Instant Up, Precise Attack (Ranged, Cover), Ranged Attack

Skills
Acrobatics 4 (+6), Deception 6 (+9), Expertise: (Choose One) 5 (+7), Expertise: Current Events 2 (+4), Expertise: Popular Culture 4 (+6), Expertise: Streetwise 2 (+4), Expertise: Tactics 2 (+4), Insight 6 (+8), Intimidation 2 (+5), Investigation 6 (+8), Perception 6 (+8), Persuasion 2 (+5), Sleight of Hand 2 (+4), Stealth 6 (+8), Technology 6 (+8), Vehicles 3 (+5)

Powers
Communication: Radio Communication 4 (Sense Type: Data)
Immunity: Immunity 30 (Fortitude Effects)
Morph (Humanoid): Morph 3 (+20 Deception checks to disguise; Broad group)
Protection: Protection 8 (+8 Toughness)

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Throw, +3 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude Immune, Toughness 8, Will 10

Power Points
Abilities 44 + Powers 69 + Advantages 4 + Skills 32 (64 ranks) + Defenses 16 = 165



Another method that SHADOW uses, is to turn one of their many clones into a Sleeper Agent with various brainwashing techniques, including telepathic implantation of false memories.

Many SHADOW Sleeper Agents don't realise they're actually working for SHADOW. They work until they have achieved a position where they can access sensitive information (state, military, or corporate secrets). The information is then stored in their brains until accessed by an Eye-in-SHADOW (See further below) who gives the appropriate telepathic trigger via mental communication. Most opponents can't even tell they've been raided, never mind by who.

SHADOW Sleeper Agent - PL 7 (NPC)

Strength 0, Stamina 1, Agility 1, Dexterity 1, Fighting 5, Intellect 2, Awareness 2, Presence 3

Advantages
Defensive Roll 3, Eidetic Memory, Fascinate (Deception), Instant Up, Precise Attack (Ranged, Cover), Ranged Attack 2, Teamwork

Skills
Acrobatics 3 (+4), Deception 6 (+9), Expertise: Current Events 2 (+4), Expertise: Popular Culture 4 (+6), Expertise: Streetwise 2 (+4), Expertise: Tactics 2 (+4), Expertise: Undercover Agent 4 (+6), Insight 6 (+8), Intimidation 2 (+5), Investigation 2 (+4), Perception 6 (+8), Persuasion 4 (+7), Ranged Combat: Guns 4 (+5), Sleight of Hand 2 (+3), Stealth 6 (+7), Technology 2 (+4), Vehicles 3 (+4)

Offense
Initiative +1
Grab, +5 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)

Defense
Dodge 6, Parry 6, Fortitude 7, Toughness 4/1, Will 7

Power Points
Abilities 30 + Advantages 10 + Skills 30 (60 ranks) + Defenses 17 = 87

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

Postby betterwatchit » Sun Mar 02, 2014 9:29 am

The Soldiers of SHADOW

If there is one thing SHADOW has in abundance, it is personnel. All over the world, clone tanks are bursting with agents trained as mindless drones, with a few select agents trained for more complex tasks.


Troopers are the rank-and-file of SHADOW's armies. At least 95% of the clones that survive to adulthood are Troopers.

SHADOW Trooper - PL 5 (NPC)

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 3

Skills
Expertise: Tactics 6 (+6), Insight 5 (+5), Perception 5 (+5), Ranged Combat: Blaster Pistol 4 (+5)

Equipment
Blaster Pistol, Bulletproof Vest, Commlink

Offense
Initiative +1
Blaster Pistol, +5 (DC 20)
Grab, +5 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +5 (DC 16)

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 5, Will 1

Power Points
Abilities 18 + Advantages 3 + Skills 10 (20 ranks) + Defenses 7 = 38



SHADOW Infiltrators have the capacity for special training; their job is intrusion and espionage. Equipped with a cloaking device to blend into the shadows, they spy on SHADOW’s targets, determining weak spots, uncovering secrets that can later be used in blackmail, and planting explosive devices for intrusion and diversion.

SHADOW Infiltrator - PL 4 (NPC)

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 4, Instant Up

Skills
Acrobatics 2 (+3), Athletics 2 (+3), Expertise: Tactics 5 (+5), Insight 5 (+5), Intimidation 4 (+4), Perception 5 (+5), Stealth 5 (+6), Technology 2 (+2), Vehicles 2 (+3)

Equipment
18 EP worth of mission-specific equipment, Undercover Shirt

Offense
Initiative +1
Grab, +5 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +5 (DC 16)

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 3, Will 1

Power Points
Abilities 18 + Advantages 5 + Skills 16 (32 ranks) + Defenses 7 = 46



Advanced Troopers are used as squad leaders and as lone operatives. These are the blank templates that receive short-term mutations, sacrificing a long lifespan for short-term power and the good of their cause.

SHADOW Advanced Trooper - PL 6 (NPC)

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 0

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

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Expertise: Tactics 6 (+8), Insight 6 (+8), Intimidation 6 (+6), Perception 6 (+8), Stealth 6 (+8), Treatment 2 (+4), Vehicles 4 (+6)

Equipment
20 EP of mission-specific equipment

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

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 2, Will 5

Power Points
Abilities 34 + Advantages 8 + Skills 21 (42 ranks) + Defenses 11 = 74



The Umbra Guard are the best of the best, clones given intense training and genetic enhancements. This is important to Overshadow, because he uses the Umbra Guard template whenever he needs a new body. Umbra Guard seen outside Nifelheim are proof that Overshadow has a major interest in seeing the mission accomplished, as he's the only one who can authorise their use in the field.

SHADOW Umbra Guard - PL 8 (NPC)

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

Advantages
Equipment 5, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Expertise: Current Events 3 (+4), Expertise: Tactics 6 (+7), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Technology 3 (+4), Treatment 2 (+3), Vehicles 4 (+6)

Equipment
22 EP in mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Grab, +6 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

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

Power Points
Abilities 34 + Advantages 11 + Skills 21 (42 ranks) + Defenses 17 = 83



Umbral Protocol: All SHADOW Soldiers listed here have an implant that is rigged to put a lethal toxin in their brains if they rebel against Overshadow or if they're about to divulge information that would compromise SHADOW (Failure to resist the Mind Reading power also triggers the Protocol).

Author's Note: The stats you see here were adapted from the Agents of Freedom book.


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