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The Blob - PL 10 Immovable Object
Strength 12, Stamina 8, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 1, Presence -1
All-out Attack, Chokehold, Close Attack, Fast Grab, Improved Grab, Improved Hold, Interpose, Ultimate Effort: Toughness
Deception 4 (+3), Expertise: Brotherhood Lackey 4 (+4), Intimidation 8 (+9), Perception 2 (+3), Ranged Combat: Throw 6 (+6)
Blubbery (Advantages: Ultimate Effort: Toughness)
. . Immunity: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)
. . Protection: Protection 7 (+7 Toughness; Impervious [8 extra ranks]; Quirk: Not the Face)
Bulky: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
. . Bounce Off: Deflect 5 (Redirection, Reflect; Reduced Range: close)
. . Earthquake
. . . . Groundpound: Burst Area Damage 10 (Linked; DC 25; Burst Area: 30 feet radius sphere; Limited: Blob and Targets on Same Surface)
. . . . Knockdown: Burst Area Affliction 10 (Linked; 1st degree: Vulnerable, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Instant Recovery, Limited: Blob and Targets on Same Surface, Limited Degree)
. . Fat Trap: Cumulative Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Reaction 3: reaction; Distracting, Feedback, Limited Degree)
Massive: Density Growth 4 (+4 STR, +4 STA, -1 speed ranks; Density; Permanent)
Fat Trap: Cumulative Affliction 10, +8 (DC Dog/Fort/Will 20)
Grab, +8 (DC Spec 22)
Groundpound: Burst Area Damage 10 (DC 25)
Knockdown: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Throw, +6 (DC 27)
Unarmed, +8 (DC 27)
Dodge 5, Parry 5, Fortitude 12, Toughness 15, Will 6
Abilities 24 + Powers 72 + Advantages 7 + Skills 12 (24 ranks) + Defenses 15 = 130
Disability: As a inhumanly fat man, Fred sometimes has trouble moving through a world built for the human sized man.
Motivation:Greed: Fred is all about Fred, and getting more for Fred.
Prejudice: Gross, fat mutie scum!
Frederick J. Dukes was a carnival performer when he met the original X-men. Xavier invited Dukes to visit the mansion and he accepted. Then, the X-men started treating him like absolute crap and he decided to run back to his circus rather than deal with their shit. So Xavier threatens to erase his memories. And thus we have a new super villain. And it's all the First Class's fault! Dukes took to calling himself the Blob and started running around with like half a dozen versions of the Brotherhood with his super strong, super tough, and super fat body. Blob is a PL 10 melee threat thanks to his beefy strikes and body armor, but the real fun stuff comes from the tricks Blob can pull with mass. He can cause attackers to become stuck in his gut, bounce ranged attacks off, and even set the earth to shaking. All while being really hard to injure and almost impossible to move. Between his strength, his size, and his density the Blob has +20 ranks to resisting movement!
Destiny - PL 8 Posthumous Prophetess
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 4, Intellect 4, Awareness 6, Presence 2
Defensive Roll, Equipment 2, Evasion 2, Improved Initiative 2, Inspire 2, Languages 1, Luck 4, Ranged Attack 6, Seize Initiative, Set-up, Teamwork
Close Combat: Unarmed 2 (+6), Deception 6 (+8), Expertise: History 8 (+12), Insight 4 (+10), Perception 4 (+10), Persuasion 4 (+6), Ranged Combat: Crossbow 4 (+6)
Precognitive Combatant: Enhanced Trait 28 (Traits: Dodge +8 (+12), Parry +8 (+12), Advantages: Defensive Roll, Evasion 2, Improved Initiative 2, Ranged Attack 6, Seize Initiative)
Precognitive Guidance: Luck Control 2 (Bestow Luck, Spend on Other, Advantages: Luck 4)
Sees the Future: Senses 8 (Accurate: Precognition, Acute: Precognition, Danger Sense: Precognition, Precognition)
Crossbow, Undercover Shirt
Crossbow, +12 (DC 18)
Grab, +4 (DC Spec 10)
Throw, +8 (DC 15)
Unarmed, +6 (DC 15)
Dodge 12/4, Parry 12/4, Fortitude 4, Toughness 4/1, Will 10
Abilities 42 + Powers 46 + Advantages 7 + Skills 16 (32 ranks) + Defenses 9 = 120
Disability: Destiny is a very old and very blind old, blind lady.
Prejudice: Daft, old, blind mutie scum! Stealing names from OUR literary characters!
Relationship: Lifelong friend and lover of Mystique. Foster mother of Rogue. Biological mother of Nightcrawler?
Responsibility: Destiny is the bearer of the burden of prophecy and needs to sometimes hide things from those she cares about or hide a set of MacGuffin diaries from the world.
Irene Adler was born in Austria to hip and trendy parents who named her after one of the hottest things on the scene, a Sherlock Holmes story. Because this lady was born more than a century ago. Irene was overwhelmed by her mutant precognition activating and nearly went mad transcribing her initial visions of the future. She did go blind. Needing discrete help understanding her future diaries, Irene found consulting detective Raven Darkholme and things went from there. Destiny eventually shows up in Mystique's version of the Brotherhood of Evil Mutants and Freedom Force as the PL 8 PC points character presented here. Destiny hits caps from her active defenses and almost makes it with her weapon attack. That's because although Destiny is technically blind, she can "see" the future with clarity to match normal vision and enough time to get herself or her team set up with a nicely timed movement or helpful advice. Adler used to work a legitimate job with Professor X's and Juggernaut's fathers, the Summers brothers' grandmother, and Mr. Sinister.
Spiral - PL 12 Time Dancer
Strength 4/9, Stamina 5, Agility 6, Dexterity 6, Fighting 10, Intellect 4, Awareness 3, Presence 3
Agile Feint, Benefit, Ambidexterity, Defensive Roll 2, Equipment 6, Evasion, Improved Critical: Multi-Arm Melee, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Inventor, Ranged Attack 2, Ritualist, Takedown 2, Tracking
Acrobatics 8 (+14), Athletics 4 (+8), Close Combat: Sword 2 (+12), Deception 6 (+9), Expertise (AGL): Dance 12 (+18), Expertise: Magic 10 (+14), Expertise: Science 8 (+12), Insight 6 (+9), Perception 4 (+7), Ranged Combat: Magic Spiral 2 (+8), Sleight of Hand 2 (+8), Stealth 6 (+12), Technology 10 (+14), Treatment 4 (+8)
Ears are Burning: Feature 1
. . Concealing Spiral: Concealment 10 (All Senses)
. . Conjuring Spiral: Create 2 (Volume: 4 cft., DC 12; Increased Duration: continuous, Innate, Subtle: look natural)
. . Dimensional Spiral: Movement 6 (Dimensional 3: any dimension, 50 lbs., Time Travel 3: any time, 50 lbs.; Portal; Activation 2: standard action)
. . Power Spiral: Cumulative Affliction 14 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 24; Cumulative, Increased Range: ranged; Activation 2: standard action)
. . Spiral Blasts: Damage 14 (DC 29; Increased Range: ranged)
. . Spiral Portal: Teleport 11 (Carry 50 lbs.; Extended: 2000 miles in 2 move actions, Portal; Activation 2: standard action, Limited to Extended)
. . Spiral Reflection: Deflect 15 (Reflect)
. . Spiral Travel: Teleport 6 (1800 feet in a move action, carrying 12 tons; Accurate, Change Direction, Change Velocity, Increased Mass 9, Turnabout)
. . Stunning Spiral: Cumulative Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative, Increased Range: ranged)
. . Cybernetic Arm: Enhanced Strength 5 (+5 STR; Limited: Just the One Arm)
. . Mutli-Strike (Advantages: Improved Critical; Multiattack, Variable Descriptor: close group - Punch or Sword)
Possession Proof: Immunity 2 (Uncommon Descriptor: Possession)
Six Arms: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
Sword, Sword, Sword, Sword, Sword, Sword, Undercover Shirt
Grab, +10 (DC Spec 14)
Power Spiral: Cumulative Affliction 14, +10 (DC Will 24)
Spiral Blasts: Damage 14, +10 (DC 29)
Stunning Spiral: Cumulative Affliction 14, +10 (DC Fort 24)
Sword, +12 (DC 22/27)
Throw, +8 (DC 19)
Unarmed, +10 (DC 19/24)
Dodge 15, Parry 15, Fortitude 10, Toughness 9/5, Will 12
Abilities 82 + Powers 67 + Advantages 21 + Skills 42 (84 ranks) + Defenses 28 = 240
Enemy: Spiral hates Longshot because she was mind controlled into hating her former lover. Spiral hates Mojo because he's an awful boss who does things like mind controlling her into hating her former lover.
Power Loss: Spiral needs the freedom to dance her magic spiral dances in order to use any of her magic powers.
Responsibility: Spiral has demands on her time as both an employee of Mojo and owner/operator of the Body Shoppe.
"Ricochet" Rita Wayword was a popular Hollywood stunt woman who met and fell in love with the other dimensional Longshot. Eventually, the two were attacked by a future version of Rita known as Spiral. So Rita gets kidnapped and warped physically and mentally into Spiral by Mojo and the Body Shoppe. Despite working for him, Spiral is much more powerful than Mojo being capable of taking down whole teams of X-Men or Avengers solo. Spiral's physical augmentations mean that she's PL 12 defensively and can switch between a capped out super strength attack or a slightly lower level multi-armed multiattack. Spiral's other augmentations make her a PL 12 sorceress with a variety of attack effects. She's also capable of warping space, time, and dimensional barriers to show up pretty much at any point in anything. The only caveat is that some of her more powerful magics take more complex and time-consuming dances than the simple gestures of her attacks. Spiral might be Shatterstar's mother and she is definitely responsible for Pyslocke's body swap and Lady Deathstrike's cyber augmentation. She can hear anytime someone uses her name.
Ah, SPIRAL. One of the biggest pains in the ads to stat EVER. I remember just copying a lot of Taliesin's build with mine, because I had no idea what her powers WERE, despite regular access to her stories in the early 90s, and the X-Men fighting game.
New Thread!: http://www.echoesofthemultiverse.com/index.php
Very nice Spiral. I forgot about the ears are burning feature. Nice job!
Jabroniville wrote:Ah, SPIRAL. One of the biggest pains in the ads to stat EVER. I remember just copying a lot of Taliesin's build with mine, because I had no idea what her powers WERE, despite regular access to her stories in the early 90s, and the X-Men fighting game.
I remember the teleporting and the different blasts, but had to check the wikis and the rest of the boards to make sure I got everything else. Which how I totally stole Taliesin's idea of using the Activation Flaw to represent a more intricate dance.
scc wrote:Very nice Spiral. I forgot about the ears are burning feature. Nice job!
I didn't want it to be some kind of super sense because she never uses it tactically. It's like somebody mentions Spiral, so she happen to show up and be present for the story. Handwavey stuff like that really seems Feature territory.
Sauron - PL 10 Vampire Pterosaur
Strength 9/1, Stamina 9/1, Agility 2, Dexterity 0, Fighting 9/2, Intellect 4, Awareness 2, Presence 1
Daze (Intimidation), Favored Environment: Environment, Move-by Action, Startle
Deception 6 (+7), Expertise: Psychology 8 (+12), Expertise: Survival 2 (+6), Insight 8 (+10), Intimidation 2 (+11/+3), Perception 6 (+8), Stealth 4 (+6), Technology 2 (+6), Treatment 8 (+12)
. . Hypnosis: Cumulative Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: Sauron's Eyes, Cumulative; Quirk: Only In Sauron Form)
. . Mutant Mimicry: Variable 6 (Limited: Only Powers Affected By Power Drain, Limited: Only As Long As Power Drain Lasts, Quirk: Only In Sauron Form)
. . Steal Vitality
. . . . Energy: Affliction 11 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21)
. . . . Life Drain: Weaken 11 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 21)
. . . . Power Drain: Affliction 11 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Fortitude, DC 21; Limited: Mutants Only)
Sauron Form (Activation: Standard Action)
. . Beak and Claws: Strength-based Damage 2 (DC 26)
. . Pterosaur Body: Enhanced Trait 61 (Traits: Strength +8 (+9), Stamina +8 (+9), Fighting +7 (+9), Dodge +7 (+9), Intimidation +8 (+11), Advantages: Daze (Intimidation), Favored Environment: Environment, Move-by Action, Startle)
. . Pterosaur Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Scaly Hide: Protection 2 (+2 Toughness)
Beak and Claws: Strength-based Damage 2, +9 (DC 26)
Energy: Affliction 11, +9 (DC Fort 21)
Grab, +9 (DC Spec 19)
Hypnosis: Cumulative Perception Area Affliction 10 (DC Will 20)
Life Drain: Weaken 11, +9 (DC Fort 21)
Power Drain: Affliction 11, +9 (DC Fort 21)
Throw, +0 (DC 24)
Unarmed, +9 (DC 24)
Dodge 9/2, Parry 9/2, Fortitude 11/3, Toughness 11/1, Will 7
Abilities 26 + Powers 99 + Advantages 0 + Skills 23 (46 ranks) + Defenses 7 = 155
Addiction: Lykos needs to consume the life force of other human beings and really likes consuming the life force of mutants.
Monstrous: The Sauron Form is monstrous in form and function, a hideous evil reptile.
Power Loss: If Sauron does not continue to get regular super human life force, he can not maintain the Sauron Form.
Weakness: As a cold blooded creature, Sauron is vulnerable to ice and cold attacks.
Karl Lykos was beaten by a giant Savage Land pteranodon as child, so he gained the power to suck the life force out of other living creatures. But that's not all. After secretly stealing the vital energy of the people he treated as a doctor for years, Lykos gained the trust of Professor X. This put him in a position to treat Havok and steal his energy. This influx of mutant power transformed Lykos into Sauron, a freaking were-pteranodon. On top of the ridiculousness of his origin story, Sauron also self identifies as evil and styles himself a villain. He's fun like that. Sauron has two main sets of powers, the first is an array based off Lykos's base ability drain life force making people more tired and frail. The drain will also suppress any mutant powers the victim may have and thereby trigger Sauron's second set of powers. The reptilian form makes Sauron strong, tough, and very scary. It is only while in reptile form that Sauron can use the alternate effects of his vampire array to hypnotize or use stolen mutant powers. Sauron hits his PL 10 with close and perception attacks and active defenses, but really shines when he takes to the air.
Wait. Sauron got his powers from getting bit by a pterodactyl?! I always thought he was just a mutant that would turn into a pteradoctyl-man for wacky comic book reasons... My whole life has been lie! Existence is meaningless! Well, not really, but it is still very surprising for me.
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
luketheduke86 wrote:Wait. Sauron got his powers from getting bit by a pterodactyl?! I always thought he was just a mutant that would turn into a pteradoctyl-man for wacky comic book reasons... My whole life has been lie! Existence is meaningless! Well, not really, but it is still very surprising for me.
What reason for were-pteradnondon could be "wacky comic book"ier than "bitten by mutant pteranodon from the secret Antarctic jungle of dinosaurs and cave men"? But yeah, Xavier always referred to Lykos as a non-mutant variant.
The mystery for me has always been why did Sauron join the Brotherhood of Evil Mutants.
Arcade - PL 12 Funhouse Assassin
Strength 0, Stamina 1, Agility 1, Dexterity 3, Fighting 2, Intellect 7, Awareness 3, Presence 4
Benefit 2: Really A Robot, Benefit, Cipher, Benefit, Wealth 3 (millionaire), Equipment 7, Inventor, Ranged Attack 2, Sidekick 19, Taunt, Well-informed
Deception 6 (+10), Expertise: Assassin 4 (+11), Insight 5 (+8), Intimidation 2 (+6), Perception 4 (+7), Persuasion 4 (+8), Stealth 4 (+5), Technology 15 (+22), Vehicles 2 (+5)
Cane, Light Pistol, Murderworld, Undercover Shirt
Cane, +2 (DC 17)
Grab, +2 (DC Spec 10)
Light Pistol, +5 (DC 18)
Throw, +5 (DC 15)
Unarmed, +2 (DC 15)
Dodge 5, Parry 5, Fortitude 2, Toughness 3, Will 8
Abilities 42 + Powers 0 + Advantages 37 + Skills 23 (46 ranks) + Defenses 13 = 115
Motivation: Thrills: Arcade is in the assassin biz for the fun of it, his world record fees are just a token to him.
Obsession: Arcade is obsessed with the idea of sporting and gamesmanship. He needs to always give his victims at least a tiny chance to win.
Relationship: Arcade is in a twisted murder-gamey type of romance with his assistant Miss Locke.
Arcade has no other known aliases. As far as the world knows, he's always been the world's most ridiculous assassin. Looking at his stat block above, Arcade appears to be far from an kind efficient killer with PL 2 melee and PL 4 ranged attacks and defenses. The only way he hits caps is with the Technology skill. Arcade creates technological marvels of a very high order and then sticks them alongside his victims in his signature headquarters Murderworld. Murderworld is just chock full of the Deathtrap feature, each of which attack's at Arcade's PL of 12 and can cost enough points power points to make a rank 12 blast or rank 8 snare. Should his robot copies of the heroes and pop-up saw blades be defeated, Arcade is still protected by his fairly capable assistant Miss Locke. Despite all of this and the fact that Arcade always has the heroes at his mercy when he traps or lures them into Muderworld in the first place, he has never once beaten the good guys.
Murderworld - PL 12
Toughness 16, Size Colossal
Communications, Computer, Deathtraps x6, Holding Cells, Power System, Secret 2, Security System 2, Workshop
Abilities 5 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
Miss Locke - PL 7
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 6, Intellect 3, Awareness 2, Presence 2
Attractive, Defensive Roll 3, Equipment 2, Quick Draw, Ranged Attack 3
Athletics 4 (+6), Close Combat: Unarmed 2 (+8), Deception 8 (+10), Expertise: Assassin 4 (+7), Ranged Combat: Guns 2 (+5), Stealth 4 (+7), Technology 2 (+5)
Knockout Spray (Easily Removable)
. . Affliction: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Affliction: Cumulative Affliction 8, +6 (DC Fort 18)
Grab, +6 (DC Spec 12)
Heavy Pistol, +8 (DC 19)
Throw, +6 (DC 17)
Unarmed, +8 (DC 17)
Dodge 8, Parry 8, Fortitude 4, Toughness 6/3, Will 4
Abilities 48 + Powers 14 + Advantages 10 + Skills 13 (26 ranks) + Defenses 10 = 95
Relationship with Arcade
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