Betterwatchit's Builds: Belladonna

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Re: Betterwatchit's Builds: Tabaluga

Postby betterwatchit » Fri Jul 19, 2013 5:31 pm

Charlotte White AKA Spindle - PL 10
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Strength 5/3, Stamina 5/3, Agility 5/1, Dexterity 2, Fighting 10/5, Intellect 1, Awareness 4, Presence 2
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Advantages
Equipment 2, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Skill Mastery: Stealth, Ultimate Effort: Stealth, Uncanny Dodge
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Skills
Acrobatics 3 (+8), Athletics 3 (+8), Insight 4 (+8), Perception 4 (+8), Ranged Combat: Webslinging 8 (+10), Stealth 8 (+13)
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Powers
True Drider Form (Activation: Standard Action)
. . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
. . Web Cocoon: Cumulative Affliction 7 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 17; Alternate Resistance (Dodge), Cumulative, Extra Condition, Feature: Can choose amount of dis/comfort target feels, Increased Range: ranged; Limited Degree)
. . . . Web Anchor: Move Object 7 (Alternate; 3 tons)
. . . . Web in the Eyes: Dazzle 10 (Alternate; Affects Sense: Vision, DC 20; Alternate Resistance (Dodge))
. . . . Web Slugs: Blast 10 (Alternate; DC 25)
Nimble: Enhanced Trait 18 (Traits: Agility +4 (+5), Fighting +5 (+10))
Senses: Senses 4 (Danger Sense: Mental, Darkvision, Ranged: Touch)
Strong as a Spider: Enhanced Trait 8 (Traits: Strength +2 (+5), Stamina +2 (+5))
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Equipment
5 EP Towards Guardhouse, Cell Phone (Smartphone), Lock Release Gun, Undercover Shirt
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Offense
Initiative +5
Grab, +10 (DC Spec 12)
Throw, +2 (DC 20)
Unarmed, +10 (DC 20)
Web Anchor: Move Object 7, +10 (DC 17)
Web Cocoon: Cumulative Affliction 7, +10 (DC Dog/Fort/Will 17)
Web in the Eyes: Dazzle 10, +10 (DC Dog/Fort/Will 20)
Web Slugs: Blast 10, +10 (DC 25)
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Complications
Enemy: Spindle wants a word with whoever turned her into a drider.
Fame: Spindle is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
Motivation: Acceptance: Spindle wants to show that driders are as capable of doing good as anyone else.
Prejudice: Driders are usually seen as up to no good, by those few who know what they are. This usually applies to those who first heard of driders from D&D. And there are arachnophobics, who see driders as the greatest embodiment of their fear.
Transformation Control: Spindle must assume her drider form for 12 consecutive hours once a week if she is to have any control over her transformation. Failure to do so will leave her in her drider form for a week.
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Languages
U.K. English
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Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 7, Will 12
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Power Points
Abilities 42 + Powers 65 + Advantages 8 + Skills 15 (30 ranks) + Defenses 20 = 150
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Charlotte White was walking home one day when she was seized by something... unknown. She was blindfolded, bound, gagged and covered with something she didn't know the feel of. When she woke up in a near-empty warehouse, the first thing she saw was a mirror. When she stopped screaming, she saw that someone left a portable DVD player with a note saying "Play this to find out what happened to you."

When she played it, she saw someone who looked like what she was now. A woman with the lower body of a giant spider. She then explained that Charlotte was now a drider, just like her. The woman said that it wasn't anything personal, but driders could only reproduce by transforming others into more of their kind.

The second to last thing the woman said was how to assume human form again, and how to assume her new true form. The last thing the woman said was how to turn someone into a drider if she ever had a need to.

Charlotte was wondering what to do with herself when she bumped into Dr. Green. The kind doctor heard her story and soon recruited her, giving her a new handle - Spindle. Spindle has since become the team's stealth expert.
Last edited by betterwatchit on Mon Apr 14, 2014 3:57 pm, edited 1 time in total.

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Re: Betterwatchit's Builds: Tabaluga

Postby betterwatchit » Wed Aug 28, 2013 7:44 am

Jack O'Connor AKA Freedom Eagle II - PL 10
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Image
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Theme: Surprise In The Skies.
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Occupation: Superhero
Base: Freedom City
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Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 10, Intellect 3, Awareness 3, Presence 2
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Advantages
Accurate Attack, All-out Attack, Assessment, Benefit, Wealth (well-off), Defensive Attack, Evasion, Favoured Environment: Air, Fearless, Improved Initiative, Move-by Action, Power Attack, Set-up
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Skills
Acrobatics 6 (+9), Expertise: Freedom City 7 (+10), Expertise: Superhumans 7 (+10), Insight 7 (+10), Intimidation 6 (+8), Perception 7 (+10), Persuasion 6 (+8), Stealth 6 (+9), Technology 6 (+9)
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Powers
"Eagle's Wings" Anti-Gravity Harness (Removable)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Protection: Protection 5 (+5 Toughness; Impervious)
Gauntlets (Removable)
. . Damage: Strength-based Damage 8 (DC 25)
. . . . Power-lifting: Power-lifting 8 (Alternate; +8 STR for lifting)
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Offense
Initiative +7
Damage: Strength-based Damage 8, +10 (DC 25)
Grab, +10 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +10 (DC 17)
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Complications
Identity: Jack takes various measures to hide his identity.
Motivation: Purpose: Becoming the Freedom Eagle was the first time that Jack felt that his life had any meaning.
Patriotism: Jack O'Connor fights to protect Freedom City.
Relationship: Jack's uncle is Michael O'Connor, the mayor of Freedom City.
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Languages
U.S. English
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Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 10
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Power Points
Abilities 58 + Powers 26 + Advantages 12 + Skills 29 (58 ranks) + Defenses 25 = 150
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Jack O'Connor got a bit too curious at his uncle Michael's birthday party, and found the Eagle's Wings. Michael only found out about the Wings being stolen at all when the news showed Jack wearing the harness.

When Michael demanded to know what the hell Jack was thinking, Jack said "The second I saw the harness, I knew that I found my purpose. This is the best chance I'll ever have of my life having any meaning, and we both know it!"

That was two months ago. Jack has been recently thinking about whether or not to try becoming part of the Freedom League...
Last edited by betterwatchit on Sat Oct 12, 2013 4:55 pm, edited 1 time in total.

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Re: Betterwatchit's Builds: Freedom Eagle II

Postby JoshuaDunlow » Wed Aug 28, 2013 1:58 pm

Great thread you got going on here. Epic Freedom Eagle build as well, love your character format.

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Re: Betterwatchit's Builds: Freedom Eagle II

Postby betterwatchit » Wed Aug 28, 2013 4:59 pm

Thanks, Josh. I'm going to stat-up a couple more legacies soon.

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Re: Betterwatchit's Builds: Freedom Eagle II

Postby betterwatchit » Sat Sep 14, 2013 6:19 pm

Ray Jacobs AKA Lightbearer - PL 10

Image
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Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2
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Advantages
Assessment, Equipment 1, Favored Environment: Air, Fearless, Improved Critical 2: Light Control, Move-by Action, Precise Attack (Ranged, Cover), Ultimate Effort: Aim
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Skills
Expertise: Pop Culture 7 (+9), Expertise: Streetwise 7 (+9), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Lightbearing 8 (+10)
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Powers
Lightbearer
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Immunity: Immunity 1 (Rare Descriptor: Own Powers)
. . Light Control: Energy Control 10 (light, magical, DC 25, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank)
. . . . Dazzle: Burst Area Dazzle 8 (Alternate; Affects Sense: Visual, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere)
. . . . Healing Touch: Healing 7 (Alternate; Persistent, Restorative, Stabilize)
. . . . Lighting the Way: Environment 10 (Alternate; Light (Bright), Radius: 2 miles; Feature: Equal to Daylight)
. . Protection: Protection 8 (+8 Toughness; Impervious [2 extra ranks])
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Equipment
Next-Gen Smartphone 5 EP
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Offense
Initiative +2
Dazzle: Burst Area Dazzle 8 (DC Will 18)
Grab, +0 (DC Spec 11)
Light Control: Energy Control 10, +10 (DC 25)
Throw, +2 (DC 16)
Unarmed, +0 (DC 16)
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Complications
Enemy: Overshadow despises all Lightbearers.
Identity: Ray takes measures to keep his identity secret, especially due to his background (See below).
Motivation: Doing Good: Lightbearer doesn't know why he suddenly manifested his power over light, but he might as well put it to good use.
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Languages
U.S. English
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Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10
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Power Points
Abilities 26 + Powers 60 + Advantages 7 + Skills 23 (46 ranks) + Defenses 34 = 150
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When Langston Albright (Beacon) died, the forces of Light looked for the closest person who was worthy of their power. They found one Ray Jacobs, who specialised in underground mediation. As in, he helps the various factions of Freedom City settle matters peacefully when they don't want the law involved.

Given the size of the usual egos he has had to contend with, this is far from the easiest job he could undertake. But when the treaties work, there's less general violence, meaning less collateral damage, which means that you can walk the streets of Freedom City in peace.

When Ray was empowered, he figured that he was in one hell of a position. He could continue his mediation of the hidden parts of the city, and as the Lightbearer he could expose or take down the worse threats to the city.

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Re: Betterwatchit's Builds: Lightbearer

Postby betterwatchit » Fri Sep 20, 2013 4:01 pm

The Hawk - PL 10
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Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 5, Awareness 4, Presence 2
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Advantages
Assessment, Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Defensive Roll 2, Equipment 3, Evasion, Improved Initiative, Instant Up, Jack-of-all-trades, Power Attack, Ranged Attack 7, Skill Mastery: Expertise: Streetwise, Skill Mastery: Investigation, Tracking, Well-informed
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Skills
Close Combat: Unarmed 6 (+14), Expertise: Streetwise 4 (+9), Insight 5 (+9), Investigation 6 (+11), Perception 11 (+15), Technology 8 (+13), Treatment 6 (+11)
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Powers
Flight Suit (Removable)
. . Damage: Strength-based Damage 1 (DC 19)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Senses: Senses 1 (Ultravision)
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Equipment
The Nest
The Nest - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Concealed 1, Fire Prevention System, Gym, Infirmary, Laboratory, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

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Offense
Initiative +8
Damage: Strength-based Damage 1, +10 (DC 19)
Grab, +10 (DC Spec 13)
Throw, +11 (DC 18)
Unarmed, +16 (DC 18)
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Complications

Identity: No-one knows who the Hawk is, and he intends to keep it that way.

Motivation: Justice.
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Languages
U.S. English
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Defense
Dodge 11, Parry 13, Fortitude 8, Toughness 6/4, Will 12
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Power Points
Abilities 68 + Powers 7 + Advantages 28 + Skills 23 (46 ranks) + Defenses 24 = 150
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The Hawk is my attempt at using the Quickstart Character Generator from the Deluxe Hero's Handbook.

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Re: Betterwatchit's Builds: Lightbearer

Postby betterwatchit » Sun Oct 06, 2013 6:04 pm

Eva Klien AKA Eva Brawn AKA Blitz II - PL 12 (NPC)

Image
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Affiliation: Third Generation
Base: Munich, Germany
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Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 1, Awareness 1, Presence 4
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Advantages
Attractive 2, Evasion 2, Languages 1, Move-by Action
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Skills
Expertise (PRE): Singing 11 (+15), Expertise: Pop Culture 3 (+4), Insight 1 (+2), Intimidation 9 (+13)
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Powers
Electrical Aura: Strike 10 (electricity, DC 25; Reaction 3: Physical Contact)
Lightning Speed (Advantages: Improved Initiative 10)
. . Arm-Spinning Tornado: Cone Area Move Object 10 (Alternate; 25 tons; Cone Area 2: 120 feet cone; Limited Direction: To repelling targets)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Parry +2 (+12))
. . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
. . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)
Too Fast To Fall: Movement 3 (Wall-crawling 2: full speed, Water Walking 1:sink if stopped; Limited: Only while moving)
Tougher Than She Looks: Protection 10 (+10 Toughness)
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Offense
Initiative +44
Arm-Spinning Tornado: Cone Area Move Object 10 (DC 20)
Electrical Aura: Strike 10, +10 (DC 25)
Grab, +10 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +10 (DC 15)
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Complications
Fame/Reputation: As the leader of the Neo-Nazi band, Third Generation.
Motivation: Destiny: Blitz believes that Nazism's time has finally come again.
Prejudice: As a Neo-Nazi, Blitz hates other races, especially Jews. She'll focus her attacks on any Jewish opponent she sees, even when it would put her at a disavantage.
Rivalry: With Choke Chain, the left-wing anarchist who leads the rival band, Sissy Cyst. Their run-ins never end well. In the Betterverse, Blitz also has a rivalry with the German hero Geselle (Journeyman), who is the only speedster in the country who can actually keep up with her.
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Languages
English, German (Native)
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Defense
Dodge 12, Parry 12/10, Fortitude 12, Toughness 12, Will 12
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Power Points
Abilities 52 + Powers 86 + Advantages 6 + Skills 12 (24 ranks) + Defenses 29 = 185
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The reason Blitz calls her band 'Third Generation' was due to her mother (who indoctrinated her into Nazi beliefs) telling her about a very little-known prophecy that Hitler himself had made before committing suicide. It translates along the lines of: "The salvation of the Aryan people, and of the world itself, will not come from contemporary Nazis, or even their children, but from the rise of the Third Generation." Eva knew there and then that her time was surely coming. It's from that prophecy where the inspiration came for Blitz to name her Euro-punk skinhead band "Third Generation."

The band’s name hearkened back to Hitler’s final words, which in the decades since they were uttered had become a sort of mantra for disaffected European Aryan youth. In a Europe plagued with difficult economic times and massive job losses to non-white immigrants from Africa and elsewhere, Third Generation became incredibly popular and served as the "voice of a generation," so to speak.

It didn't matter that Neo-Nazism was illegal in Germany. Nor was the fact that anything to do with it was equally censored. By fusing Eva’s natural charisma, stunning good looks, and alluring fashion sense with powerful chord progressions and clever (if really offensive) lyrics, Third Generation blitzed through the Scandinavian and East European charts, becoming an overnight sensation so popular that radio and television stations could not afford to ban the group from the airwaves. Third Generation even had the most pirated music downloads for a time, in countries where it was censored.

When the band performed their first North American tour, the left-wing anarchist known as Choke Chain took the largest GAN (Global Anarchy Now!) cell consisting of every GAN member she knew of with her to crash the New York concert. It sparked a major riot which required every cape in NYC to contain. The tour was cancelled, and Blitz went back to Germany.

Back in Germany, Blitz had decided to only perform underground concerts. The first concert was cancelled due to the musical equipment going missing. It turned out to be due to another speedster known as Geselle (Journeyman) for the traditional journeyman's costume he is usually seen wearing. Geselle had made it a point to screw-up Neo-Nazi operations of any sort wherever he can, figuring that jacking the equipment and selling it elsewhere would dent Third Generation's influence. Since then, Blitz makes a point of reaching as many people as possible through her music while Geselle tries (and succeeds more often than not) to shut her down.

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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Fri Oct 18, 2013 11:15 am

Danger in the Docklands, Part 1

Midnight, Millennium Mills, Newham, London...

Faceoff had overheard in The Spieler earlier that evening that something was arranged to go down here. Word has it that an American gang was looking for recruits and defectors from the local crews in order to establish a base of operations in London.

He saw that there was one of those big American RVs painted purple with a fleur-de-lys on the side parked inside the gate.

The 3rd Street Saints! Faceoff thought. Of all the known gangs and syndicates out there, the Saints are among the most successful, with their 'Planet Saints' stores across North America spreading the concept of 'Crime is Cool'. It looked like there were just two people inside the RV. Just two? Bloody idiots. And they will be bloody if I have anything to say about it.
Faceoff does a DC 10 Streetwise check and gets 22, getting a HP for his Justice complication (He knows what the Saints are doing here, and he doesn't like it). He then does a DC 10 Perception check and gets 23. He knows that there are just two Thug minions inside. They have Heavy Pistols and Bulletproof Vests, and their "Choose One" skill is Ranged Combat: Guns.


Faceoff then snuck up to the back of the RV and drew his knife, ready to rock. He heard an American East Coast accent say "The toilet ain't connected, so I'm gonna go outside to take a leak, OK?"

Another voice said "Don't forget your radio. What if the Boss wants us?"

"Yeah, yeah, yeah."
Faceoff rolls Stealth and gets 24. The two Criminals get 5 and Natural 1 on their Perception.


As soon as the Saint turned toward Faceoff, Faceoff slashed the Saint's throat, stabbing him there a few times for good measure. He then wiped the blood off the knife with some paper tissue (He would always burn the tissue when he got home), then he drew his silenced pistol.
Faceoff Surprises the Thug. Roll Initative! Faceoff gets 17, the Thug gets 7. Faceoff does an All-Out Power Attack getting 23. The Thug gets a Natural 1 and is dead before he can raise the alarm. Fight's Over.


Faceoff walked in and quickly put the gun to the other Saint's head, going "If you don't want to die in vain like your 'friend' just did, you'll tell me what the f**k the Saints are doing in London!"

"Don't shoot, please!" The Saint begged. "The Boss said that it was time to expand out of North America!"
Faceoff tries to Coerce the thug into talking, and gets 28 on Intimidation. The Thug gets 18 on his Will roll, and is coerced.


"Why London?"

"We both speak English, don't we?"

"Britain will never be easy pickings for scum like you!"

That was when the Saint's radio said "Larry, has anyone arrived yet?"

End of Part One

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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Mon Oct 28, 2013 6:31 pm

Hans Schmidt AKA Geselle (Journeyman) - PL 10
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Occupation: Superhero
Affiliation: Deutsch Schutz Liga (German Protection League)
Base: Berlin, Germany
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Strength 1, Stamina 1, Agility 5, Dexterity 5, Fighting 4, Intellect 1, Awareness 2, Presence 2
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Advantages
All-out Attack, Evasion, Favored Foe: Speedsters, Fearless, Improved Critical: Stenz, Improved Trip, Languages 1, Move-by Action, Power Attack, Takedown, Well-informed
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Skills
Acrobatics 3 (+8), Athletics 7 (+8), Close Combat: Staff 6 (+10), Expertise: Germany 5 (+6), Expertise: Pop Culture 5 (+6), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Technology 6 (+7)
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Powers
Journeyman Costume (Removable)
. . Protection: Protection 9 (+9 Toughness; Subtle: subtle)
Stenz (Easily Removable (indestructible))
. . Journeyman Staff: Strength-based Damage 9 (bludgeoning, DC 25, Advantages: Improved Trip)
Super-speed (Advantages: Improved Initiative 10)
. . Enhanced Trait: Enhanced Trait 11 (Traits: Dodge +5 (+10), Parry +6 (+10))
. . Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if stopped; Limited: Only While Moving)
. . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
. . Speed: Speed 10 (Speed: 2000 MPH, 4 miles/round)
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Offense
Initiative +45
Grab, +4 (DC Spec 11)
Journeyman Staff: Strength-based Damage 9, +10 (DC 25)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)
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Complications
Fame: Geselle is known all over Germany.
Identity: Hans doesn't want people to know that he's Geselle.
Motivation: Patriotism: Geselle fights to protect Germany.
Rivalry: With Blitz, the Neo-Nazi speedster.
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Languages
English, German (Native)
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Defense
Dodge 10/5, Parry 10/4, Fortitude 10, Toughness 10, Will 10
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Power Points
Abilities 42 + Powers 59 + Advantages 10 + Skills 22 (44 ranks) + Defenses 17 = 150
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Hans Schmidt is a metahuman who sparked up on his 18th birthday. Hans spent two years and a day studying electrical and electronic engineering on the Walz (A journeyman's wandering years), which was much improved by his super-speed, as he worked for masters all across the country. For example, he would work in Hamburg for three months, and when it was time to leave, he'd be in München (Munich) within the hour. To date, he is the only journeyman of his generation who has never had to hitch a ride.

By the time his Walz was finished, every German had heard of this record-breaking - and in-demand - journeyman. Including the Deutsch Schutz Liga, Germany's top superteam. The Liga offered Geselle a position in their group, which he gladly accepted. It was also during this time that he learned of a Neo-Nazi speedster calling herself Blitz.

Geselle has since made a point of doing everything in his power to lessen her influence, and that of her band, Third Generation.

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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Tue Nov 05, 2013 3:27 am

Danger in the Docklands, Conclusion

The radio said "Larry, are you there?"

Faceoff told Larry "Answer them. Tell them that no-one's come yet."

Larry got on the radio, saying "I'm fine, Joe, just had to clear my throat, is all. No-one else has arrived so far. Everything here's still cool."

"Got it, out."

When the radio stopped, Faceoff said "Wasn't hard at all, was it?"

"You just made me betray the 3rd Street Saints! They find out, a bullet'll be the least of my worries!"

"I knew that you were going to expand, I didn't think that it would be this soon. Go now, and I'll say I killed you."

As Larry opened the door, Faceoff blew his brains out. That was when he saw six more Saints coming at him.

One of them shouted "He killed Larry! Get the son of a bitch!"

Faceoff only spent five seconds to kill four Saints. One bullet in the head each, no fuss. The fifth of them managed to shoot back, but hit the RV instead.
Roll Initiative! Faceoff gets 27, the five Thug Minions get between 3-15. Faceoff gets another HP for being involved in combat. The Thugs all have Bulletproof Vests, Heavy Pistols and their "Choose One" Skill set to Ranged Combat: Guns.

Faceoff attacks with the Pistol behind Partial Cover, attempting to hit all five as quickly as possible. Faceoff takes 10 on each Thug. The first Thug gets 16, meaning that he's dead and Faceoff's Takedown is now active! Faceoff immediately hits the next Thug. The second Thug gets 12 and is killed. Next, Faceoff shoots the third Thug, who gets 16 and dies. Fourth shot has that Thug getting 13 and dying. And the last Thug got 21 and survived. Takedown has ended. The last Thug shoots at Faceoff, getting 14 and missing. Faceoff proceeded to head-shot the last Saint before switching over to his assault rifle. Faceoff took 10 on the thug, who got a Natural 1.


The surviving leader of the crew snorted something and slowly changed into a hulking monstrosity, roaring "It's our time now! Let's get this shit started!" Faceoff had enough time before the transformation completed to ready his M4 and blast the brute.
The crew leader's stats are those of the Gang Leader archetype with Close Combat: Unarmed 4 (+5) and Close Combat: Knife 4 (+5). He draws his knife and takes a shot of an experimental super-drug, getting Enhanced Stamina 6, Enhanced Strength 5, Growth 4 and Leaping 3. He loses the Leather Jacket due to suddenly being too big for it. Faceoff readies his Assault Rifle. Roll Initiative! Faceoff gets 18 and the Gang Leader gets 15. They both get a HP each, and are both using lethal force. Faceoff fires the Assault Rifle and gets 27, triggering the +5 Multiattack bonus. The Gang Leader gets 15 and is hit and Dazed. The Gang Leader then jumps toward Faceoff.

Gang Leader: 1 Injury, Dazed.


The hulking Saint jumped towards Faceoff, who couldn't aim in time.
Faceoff fires the Assault Rifle at the Gang Leader, getting 23, triggering the +5 Multiattack bonus. The Gang Leader gets 26, resisting it. Gang Leader spends a HP to overcome being Dazed and then gets 19 to attack and misses.

Gang Leader: 1 HP.


Faceoff dived out of the way, and outflanked the hulking Saint, giving him room for another burst.
Faceoff fires and gets 29, triggering +5 Multiattack. Gang Leader gets 19, and is hit and Dazed. Gang Leader gets 10 to attack and misses.

Gang Leader: 2 Injuries, Dazed.


Faceoff barely dodged the lumbering Saint, sending a burst through his kneecap in return.
Faceoff fired at the Saint and got a Natural 20, +5 Multiattack and crit (+5 DC) scored! Gang Leader gets 9, spends his last HP, gets 18, so he's hit and Staggered. Gang Leader attacks Faceoff and gets 21. Faceoff gets 12, spends a HP and gets 29 to resist.

Faceoff: 2 HP. Gang Leader: 0 HP, 3 Injuries, Staggered.


Faceoff manoeuvred into position...
Faceoff gets 24 (+2 Multiattack) to hit. Gang Leader gets Natural 20 and resists. Gang Leader attacks, getting 16 and missing.


... and blew the Saint's brains out!
Faceoff gets 28 (+5 Multiattack) to hit. Gang Leader gets 13 and is killed by taking two Staggering blows! Fight's Over!



Given what little was left of the Saint's head, Faceoff only looked long enough to confirm the kill. He then made his way out, to a side street where he stashed his bike and smartphone. He knew that this had to get out. He went on the Time in A Bottle site:

Code: Select all

Priority Message: 3rd Street Saints Sighted in London!

I encountered them at midnight when I was following up on something I overheard at one of my favourite rumour mills.

Said rumour was an American gang expanding into Britain who were looking for recruits and defectors wanting a better deal. I decided to see what was what, when I saw this big RV painted purple with a gold-edged fleur-de-lys on each side.

The colours and symbol of the Saints. I certainly wasn't going to let them spread their idea that crime was somehow 'cool'.

I ended up killing a whole crew's worth of Saints, with the last one taking a shot of some new superdrug, turning him into a monster. I barely managed to kill him with the new M4 I got to replace the one that the Knight wrecked when I killed Stone Cold Luke. If they're dealing that drug, I'm a bit worried for London. No, I didn't see their Boss, and I would've taken a shot if I did.

I'll be at the pub at 7 tonight to discuss the Saints.


Faceoff gets 1 PP. He puts it into Ranged Combat: Guns. His attack bonus with all three firearms of his is now +12.
Last edited by betterwatchit on Mon Mar 10, 2014 4:19 pm, edited 3 times in total.

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Re: Betterwatchit's Builds: Tabaluga

Postby Earth-Two_Kenn » Tue Nov 05, 2013 10:06 am

betterwatchit wrote:Image


-er- What happened to the top of his head?
Over eleven hundred DCA/M&M Character builds at http://www.rcuhero.net

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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Fri Nov 08, 2013 3:24 pm

Blame the artist.

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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Fri Nov 15, 2013 5:15 pm

Takamaru - PL 10
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Image
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Theme: Murasame Castle Theme
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Occupation: Samurai
Affiliation: Tokugawa Shogunate
Base: Japan
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Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1
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Advantages
Agile Feint, Benefit, Ambidexterity, Benefit, Status 2: Samurai, Defensive Roll 2, Evasion, Improved Critical: Razor-Sharp Blade, Improved Initiative, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Quick Draw, Takedown, Uncanny Dodge
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Skills
Acrobatics 4 (+10), Athletics 10 (+13), Close Combat: Katana 7 (+14), Close Combat: Unarmed 3 (+10), Expertise: Tactics 8 (+8), Insight 8 (+10), Intimidation 9 (+10), Perception 8 (+10), Persuasion 9 (+10), Ranged Combat: Bo Shuriken 8 (+14)
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Powers
Circling Hawk Katana (Easily Removable)
. . Razor-Sharp Blade: Strength-based Damage 3 (slashing, DC 21, Advantages: Improved Critical; Multiattack [3 extra ranks], Penetrating 6)
. . . . Deflect: Deflect 6 (Alternate; Reduced Range: close)
. . Bo Shuriken (Alternate; Easily Removable)
. . . . Thrown Blade: Strength-based Damage 2 (piercing, DC 20, Advantages: Improved Critical; Increased Range: ranged)
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Offense
Initiative +10
Grab, +7 (DC Spec 13)
Razor-Sharp Blade: Strength-based Damage 3, +14 (DC 21)
Throw, +6 (DC 18)
Thrown Blade: Strength-based Damage 2, +14 (DC 20)
Unarmed, +10 (DC 18)
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Complications
Honor: Like most other samurai of the Tokugawa period, Takamaru follows the path of Bushido.
Motivation: Loyalty: Takamaru serves the Shogunate.
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Languages
Japanese
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Defense
Dodge 15, Parry 15, Fortitude 8, Toughness 5/3, Will 12
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Power Points
Abilities 56 + Powers 12 + Advantages 13 + Skills 37 (74 ranks) + Defenses 32 = 150
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Takamaru is the main character of Nazo no Murasame Jõ (The Mysterious Murasame Castle) for the Famicom Disk System. Set in the time of Tokugawa Ietsuna, Takamaru's mission is to raid five castles that have been attacked by aliens and stop the invasion.
Last edited by betterwatchit on Sun Jan 19, 2014 4:14 am, edited 1 time in total.

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Re: Betterwatchit's Builds: Blitz

Postby Claire Redfield » Fri Nov 15, 2013 6:19 pm

Heya, B, I dig the battle writeups! I look forward to checking out more.
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Re: Betterwatchit's Builds: Blitz

Postby betterwatchit » Sat Nov 16, 2013 9:32 am

Expect more to come, Tifa!


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