Watchman's Builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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The_Watchman
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Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 6:22 pm

Just a place to store builds from various games.

None of the artwork in this thread is mine. The artist's name is present in the image link and will be removed immediately if requested.

Feedback is always welcome.
Last edited by The_Watchman on Tue Oct 25, 2011 8:25 pm, edited 3 times in total.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 6:30 pm

Slide - PL 10 (3E)
Game: Heroes of the North Run by SJRNinja

Image

Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 7, Presence 1

Advantages
Agile Feint, Assessment, Benefit, Wealth (well-off), Close Attack, Defensive Attack, Defensive Roll, Grabbing Finesse, Great Endurance, Hide in Plain Sight, Improved Critical 3: Improvised Weapons, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Improvised Weapon 2, Languages 1, Move-by Action, Power Attack, Ranged Attack 3, Skill Mastery: Acrobatics, Takedown 2, Teamwork, Throwing Mastery 2, Uncanny Dodge

Skills
Acrobatics 10 (+15), Athletics 8 (+10), Close Combat: Unarmed 5 (+15), Perception 9 (+16), Ranged Combat: Throw 5 (+10), Vehicles 2 (+7)

Powers
Frictionless (Advantages: Improvised Weapon 2, Throwing Mastery 2)
. . Immunity: Immunity 5 (Entrapment)
. . Movement: Movement 3 (Wall-crawling 2: full speed, Water Walking 1: you sink if stopped)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +13
Grab, +11 (DC Spec 15)
Throw, +13 (DC 19)
Unarmed, +16 (DC 17)
Improvised Weapons, +16 (DC 19)

Complications
Fame: Olympic Figure Skater
Secret Identity: Geoff Olivier
Secret: Geoff inadvertently killed his mother.
Naive: Geoff was sheltered for much of his life and can get very uncomfortable in new situations.


Languages
English, French

Defense
Dodge 15, Parry 15, Fortitude 4, Toughness 5/4, Will 7

Power Points
Abilities 70 + Powers 18 + Advantages 28 + Skills 19 (37 ranks) + Defenses 15 = 150

Powers: Slide is able to create a field that alters the friction around himself and anything he touches. This allows him to 'skate' across virtually any surface including water and vertical surfaces. It also allows him to 'sharpen' relatively small objects, allowing them to ignore air resistance.

Background: Geoff was born in Nova Scotia. From the time he was able to walk upright, his mother was forcing him to train as a skater. She had been an Olympic hopeful before her career was ended when she became pregnant with Geoff. She was determined to make him the winner she never could. The constant pressure and control drove Geoff into a mixture of deep depression and anxiety but he struggled on. The work paid off and he was soon a frontrunner for the Vancouver Olympics. He was unbelievably quick and easily took the gold. But after the accolades had passed, his mother still expected him to do better. That was Geoff's breaking point. He snapped at her and sent her into an insane rage at his lack of appreciation for all she'd done. When she came at him with a piece of broken glass, his powers fully triggered for the first time. He was easily able to duck out of her way and in the ensuing struggle, the glass cut through her like a surgeon's scalpel. Geoff was found covered in blood and arrested. The C.D.O. soon approached him and offered to make sure this never made the papers in return for Geoff joining as a super-powered agent. Through extensive training, Geoff learned to control his friction field and use his natural grace and speed as a deadly close range combatant.

:arrow: Buildwise, Slide is my take on merging Northstar into a less power-reliant version with a lot of inspiration from the Cassandra Cain version of Batgirl.

:arrow: Slide is training as the Central Rapid Assault and Response Team Alpha's pilot. He picked up 2 ranks of Vehicles with his first PP.
Last edited by The_Watchman on Tue Oct 25, 2011 7:37 pm, edited 2 times in total.
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 6:37 pm

Image - PL 8 (3E)
(logo designed by Omega Girl)
Game: Crinoverse: Summit City Teen Force run by Arthur Eld

Strength 1, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 0, Awareness 3, Presence 2

Advantages
Close Attack, Daze (Deception), Defensive Attack, Equipment 6, Grabbing Finesse, Hide in Plain Sight, Improved Trip, Move-by Action, Power Attack, Quick Draw, Set-up 2, Skill Mastery: Deception, Skill Mastery: Stealth, Takedown, Teamwork

Skills
Acrobatics 4 (+8), Athletics 5 (+6), Deception 14 (+16), Insight 6 (+9), Investigation 4 (+4), Perception 5 (+8), Sleight of Hand 4 (+8), Stealth 8 (+12)

Powers
Cloak
. . Flight: Flight 1 (Linked; Speed: 4 miles/hour, 60 feet/round; Gliding)
. . Movement: Movement 1 (Linked; Safe Fall)
Gauntlets
. . 'Face Hugger': Progressive Affliction 3 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Progressive)
. . Damage: Strength-based Damage 4 (Linked; DC 20)
. . Glue Bomb: Snare 4 (Alternate; DC 14; Reversible; Reduced Range: close)
. . Shadow Bomb: Cloud Area Concealment 2 (Alternate; Sense - Sight; Cloud Area 2: 30 feet radius sphere)
. . Shock: Affliction 5 (Linked; electricity, 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 15)
Goggles: Senses 4 (Analytical: Vision, Infravision, Radio, Tracking: Infravision 1: -1 speed rank)
Grapple Gun: Movement 1 (Swinging)
Kevlar Lining: Protection 3 (+3 Toughness; Impervious)
Rebreather: Immunity 3 (Poison, Suffocation (All); Limited: Poison Gas Effects [1 rank only])
Immunity: Immunity 10 (Common Descriptor: Sensory Powers)

Equipment
Costume [Cloak; Gauntlets; Goggles: Senses 4, Analytical: Vision, Infravision, Radio, Tracking: Infravision 1: -1 speed rank; Grapple Gun: Movement 1, Swinging; Kevlar Lining: Protection 3, +3 Toughness; Impervious; Rebreather: Immunity 3, Poison, Suffocation (All); Limited: Poison Gas Effects [1 rank only]]

Offense
Initiative +4
'Face Hugger': Progressive Affliction 3, +11 (DC Fort 13)
Damage: Strength-based Damage 4, +11 (DC 20)
Glue Bomb: Snare 4, +11 (DC Dog 14)
Grab, +11 (DC Spec 14)
Shock: Affliction 5, +11 (DC Fort 15)
Throw, +4 (DC 16)
Unarmed, +11 (DC 16)

Complications
Compulsive Liar: Rasa has a tendency to lie whenever she can.
Identity: Tabitha Sloane
Relationship: Adopted daughter of David Sloane, AKA Foreshadow
Secret: Rasa's past is a mystery to her as much as anyone.

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 5, Toughness 5, Will 7

Power Points
Abilities 52 + Powers 10 + Advantages 21 + Skills 25 (50 ranks) + Defenses 15 = 123

Background: Tabitha was living on the streets when she first met Foreshadow. She'd been surviving on petty grifting but found herself on the bad side of a local band of toughs. They chased her to the rooftop and all seemed lost when the shadow fell over her attackers. The dark avenger struck the muggers down with savage precision but in the chaos, Tabitha lost her balance and fell over the edge. The masked figure grabbed her but behind the black cloak, Tabitha could see his utter surprise. He pulled her back onto the roof and vanished into the darkness. The next day, a man named David Sloane visited the shelter that Tabitha frequented. He offered Tabitha a home. Tabitha was suspicious but accepted the offer, planning to enjoy a nice place to stay for a while and steal whatever she could get.

However, she quickly found that Sloane was seemingly infinite in his patience for her and seemingly omniscient in his ability to catch her whenever she tried to scam him. He forced her to attend school and whenever she played hooky, put her through a strenuous home tutoring. She did find at least something to enjoy in the self defense lessons he set up for her. It was only in hindsight that she realized how oddly specific her training was over those early years. It was only when Foreshadow came for her that she learned the truth. David Sloane was Foreshadow and his infamous detective skills were aided by a superhuman ability to see the future. He revealed that he had taken her in because she was a blindspot in his precognition. When she fell off the roof, it took him completely by surprised. He had taken her in to ensure that if he couldn't watch over her through his visions, he decided to watch her directly. He offered to train her further to be his sidekick. She accepted without hesitation. Soon she debuted as the free-spirited Rasa, the white specter. She loved her new life, delighting in the chance to put all her skills to the test in the service of something more than her own greed.

Rasa recently moved to Summit as a way to prove her skills on her own apart from her mentor. She attends a local high school and receives a stipend from Foreshadow to cover basic living expenses. She usually just forges his signature on school paperwork when he isn't actually in town to keep an eye on her.

Powers: Rasa is invisible to extrasensory powers like post- and precognition and mind reading. This does not hide her from conventional senses or technological detection such as thermal cameras.
Last edited by The_Watchman on Sat Nov 05, 2011 8:38 pm, edited 3 times in total.
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 7:04 pm

The Jazzman - PL 10 (3E)
Game: Batman, INC run by SJRNinja

Image
Image
The Jazzman - PL 10
Strength 3, Stamina 6, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 4, Presence 2

Advantages
Attractive 2, Benefit, Wealth 2 (indepently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 4, Equipment 9, Fascinate (Deception), Fearless, Improved Critical 2: Silver Stake: Strength-based Damage 3, Improvised Weapon, Inspire 3, Languages 1, Luck 3, Power Attack, Redirect, Ritualist, Set-up, Sidekick 13, Takedown 2, Taunt

Skills
Acrobatics 2 (+6), Athletics 7 (+10), Close Combat: Jazzman's Cane 9 (+14), Deception 10 (+12), Expertise: Business 1 (+3), Expertise: Magic 6 (+8), Expertise: Music 3 (+5), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+6), Stealth 2 (+6)

Powers
Shock Skull
. . Affliction: Affliction 6 (Linked; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
. . Damage: Strength-based Damage 3 (Linked; DC 21)
. . Jazz Horn Blast: Cone Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone; Limited Degree)
. . Silver Batarang: Blast 3 (Alternate; DC 18; Accurate 2: +4, Homing: 1 extra attempt)
. . Silver Stake: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Penetrating 4)
Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
Improvised Magic: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Task: Ritualist)
Movement: Movement 1 (Safe Fall)
Protection: Protection 2 (+2 Toughness)
Immunity: Immunity 7 (Custom: Sight-Dependent Effects 4, Poison, Suffocation (All))
Senses: Senses 1 (Infravision)

Equipment
Cane [Shock Skull], Grip Gloves [Movement: Movement 3, Swinging, Wall-crawling 2: full speed], Jazzman's Jacket [Movement: Movement 1, Safe Fall; Protection: Protection 2, +2 Toughness], Jet-ski, Mask [Immunity: Immunity 7, Custom: Sight-Dependent Effects 4, Poison, Suffocation (All); Senses: Senses 1, Infravision], Motorcycle

Offense
Initiative +4
Affliction: Affliction 6, +14 (DC Fort 16)
Damage: Strength-based Damage 3, +14 (DC 21)
Grab, +5 (DC Spec 13)
Jazz Horn Blast: Cone Area Affliction 9 (DC Fort 19)
Silver Batarang: Blast 3, +6 (DC 18)
Silver Stake: Strength-based Damage 3, +14 (DC 21)
Throw, +2 (DC 18)
Unarmed, +5 (DC 18)

Complications
Enemy: The Axeman: An immortal serial killer that has haunted New Orleans for centuries in various guises.
Enemy: Vampires and other strangeness: New Orleans is a highly popular spot among those with a fondness for those with a taste for the supernatural as well as many actual supernatural beings. Quite a few of them try to drink more than Hurricanes. The Jazzman and his predecessors have always been there to stop them and a lot of them have long memories.
Identity: Eric Monroe: Eric Monroe is a famous musician and music producer in New Orleans.
Motivation: Justice
Quirk: Superstitious: While Eric knows a good bit about the supernatural, a lot of it is either pure superstition or at the very least unreliable.
Relationship: Lorena Leroux: Lorena is one of Legba's top recording artists as well as Eric's fiancee.
Relationship: The Second Line: The Second Line are a group of people from all walks of life that assist the Jazzman in his protection of New Orleans. Membership within the group is a point of pride for many citizens of the Crescent City and from time to time, the Jazzman's enemies have attempted to use them against him.
Responsibility: Legba Recording: Eric heads a major record label in New Orleans that works to promote many local artists to national fame.

Languages
French, Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12/6, Will 10

Power Points
Abilities 56 + Powers 2 + Advantages 50 + Skills 31 (62 ranks) + Defenses 17 = 156

--------------------
Blues - PL 10
Catahoula Leopard Dog


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

Advantages
Daze (Intimidation), Equipment 1, Fast Grab, Improved Critical: Bite: Strength-based Damage 1, Improved Trip, Startle, Teamwork

Skills
Close Combat: Bite: Strength-based Damage 1 4 (+8), Insight 4 (+8), Intimidation 10 (+8), Perception 12 (+16), Stealth 3 (+4)

Powers
Animal Physiology: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Bite: Strength-based Damage 1 (DC 20)
Ear Protection: Immunity 3 (Custom: Sound-Based Non-Damage Attacks 3)
Senses: Senses 7 (Acute (Type): Smell, Extended: Hearing 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Equipment
Ear Protection [Ear Protection: Immunity 3, Custom: Sound-Based Non-Damage Attacks 3], Undercover Shirt

Offense
Initiative +1
Bite: Strength-based Damage 1, +8 (DC 20)
Grab, +4 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +4 (DC 19)

Languages
Native Language

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

Power Points
Abilities 22 + Powers 9 + Advantages 7 + Skills 17 (33 ranks) + Defenses 10 = 65

River Runner - PL 10
Strength 1, Defense 0, Toughness 8, Size Medium
Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Swimming: Swimming 6 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Background: Centuries ago, he was Legba, the mysterious guardian that brought terror to the slave markets along the Mississippi Delta (before such a name was even used). Whether the land was owned by Spanish, French, or Americans, those who owned it lived in fear of the mysterious figure that brought freedom to the oppressed and pain to the oppressor. But when the British occupied New Orleans, he was also the shadowy creature that fought alongside Jackson and his men. Whenever danger threatened the people of New Orleans, he was there as the Gatekeeper to stop them with a whistle in his voice and mysterious powers at his fingertips. He was Loup Garou, that claimed the lives of those who did evil. But he was always a whisper, rarely spoken of and never in polite company. In truth of course, these were all different men in a long legacy of protectors. Each would claim that he was only the next in a line that always seemed to stretch back farther than his mentor could remember.

Perhaps it was all a lie and the last Jazzman was the first. He first came to public attention in the early 20th century when he stopped the terrifying Axeman. All the police found was a broken axe, a dead butcher, and a note that read, "Even the Axeman has to dance when the jazz plays." Throughout the 20s and early 30s, there were reported sightings of a shadowy figure rescuing people from danger but all the would-be victims recalled was a suit, a fedora, and a few hummed notes. By the time most of the costumed crusaders appeared, the Jazzman was still more folktale but with in the 1940s, his existence was confirmed. The Jazzman appeared on the scene to stop an attempt to turn Mardi Gras into a bloody slaughter through a dark ritual. When New Orleans vampire population attempted to join forces with their German counterparts and cripple the crucial port city, the Jazzman was there to stop them, joined by a legion of ordinary citizens inspired by the Jazzman's example to stand against the darkness. The battle was a success and the city proved crucial in providing the amphibious craft that made D-Day possible. Afterwards, the Jazzman faded into the background again.

The Jazzman became little more than a memory until Hurricane Katrina devastated New Orleans. Trapped citizens struggled to survive. Help seemed completely out of reach. Criminals ran rampant, using the chaos for their advantage and darker forces hunted in the shadows. But a strain of hope survived in the air and the Jazzman returned. Survivors reported being rescued by a smiling man in an expensive suit, a white mask, and a top hat. While the outside world saw a city in chaos, the Jazzman helped to ensure the music never died and as the city rebuilt before the eyes of the world, the Jazzman led them on. Now the Jazzman is a celebrity vigilante in the city, branded on t-shirts and spray painted on walls as a symbol of a city that still throws a party when hurricanes come to town and doesn't stop dancing. Whoever lurks behind the mask doesn't seem to matter because the Jazz is everywhere.

The Jazzman himself is Eric Monroe, a prominent New Orleans position and founder of Legba Records shortly after Katrina. Eric's grandfather was the Jazzman of the Golden Age but his father had little taste for the costumes and the superstitions that the Monroe legacy was built on. Instead, Eric's father insisted that he embrace his real heritage and forget all the masks and magic nonsense. Eric preferred to choose a middle ground, learning to play music all night from his dad and to fight the darkness from his grandfather. In deference to his father, he kept any attempts at heroism secret from his dad, passing off bruises as the result of a drunken night out. But when the waters rose, Eric decided to rise with them. A suit, a white Mardi Gras mask, and a top hat were all the costume he needed to get out there and do some good. He quickly found he loved the chance to do some real good. When the city rebuilt, Eric put his fortune as a recording artist toward founding Legba Records, a label devoted to promoting music in the city through funding native artists and music programs within the city. By night, he patrols the shadows of the Crescent City as the Jazzman, aided by Blues, a Catahoula Cur he rescued from the flood waters.

:arrow: After an encounter with a rogue vampire, Eric met the Batman, who offered to train the Jazzman as a member of Batman, INC. Eric agreed and was rewarded with some upgrades to his equipment. His cane was upgraded to include a few more powerful surprises while his gloves and cloak underwent a few improvements as well. Wayne Enterprises furnished him with a prototype motorcycle/submersible jetski hybrid dubbed the River Runner and even modified the abandoned amusement park Jazzland into a headquarters for the Jazzman and the Second Line.

:arrow: In the days before leaving for Batman, INC, Eric and Blues ran afoul of a mythical creature known as the Rougaroo and in the process, Blues was infected. Although Eric managed to prevent Blues from fully succumbing to the curse with the help of his grandfather Nathaniel, Blues was changed by the bite with enhanced strength and ferocity. Eric tracked the vampires and the Rougaroo back to the Traiteur Chain, a mystical band led by Nathaniel's own brother. After battling the Chain's zombies, the Jazzmen past and present emerged victorious. In the process, Nathaniel acquired a serum created by the Chain which allowed him to regain his youth temporarily and fill in for the Jazzman in Eric's absence.
Last edited by The_Watchman on Wed Nov 02, 2011 8:48 am, edited 4 times in total.
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 7:11 pm

Clockwork - PL 10 (3E)
In Gladitori
Run by Bladewind (temporarily on hiatus)
Image
Strength 4, Stamina 5, Agility 6/0, Dexterity 6/0, Fighting 0, Intellect 10/2, Awareness 6/0, Presence -1

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Equipment 1, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6

Powers
Clockwork Calculations
. . Babel Pattern: Comprehend 6 (Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics; Activation: move action)
. . . . Information Filter: Immunity 10 (Alternate; Common Descriptor: Dazzle and Illusion Effects)
. . Pattern Reading: Enhanced Trait 79 (Traits: Agility +6 (+6), Awareness +6 (+6), Dexterity +6 (+6), Intellect +8 (+10), Dodge +6 (+12), Parry +6 (+6), Technology +4 (+14), Advantages: Accurate Attack, All-out Attack, Defensive Attack, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6)
Impervious Defense: Impervious Toughness 5
Survival Suit (Removable)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 3 (+3 Toughness)
Synthmetal Assault Weapon (Easily Removable)
. . Magnetic Accelerator: Blast 8 (DC 23; Accurate: +2, Extended Range 3, Penetrating 8, Precise, Ricochet 4: 4 bounces)
. . . . Seeker Blade: Strength-based Damage 4 (Alternate; DC 23; Accurate 6: +12, Multiattack, Penetrating 8, Precise, Reach (melee) 6: 30 ft.)

Equipment
Morituri Equipment 3

Offense
Initiative +6
Grab, +0 (DC Spec 14)
Magnetic Accelerator: Blast 8, +12 (DC 23)
Seeker Blade: Strength-based Damage 4, +12 (DC 23)
Throw, +12 (DC 19)
Unarmed, +0 (DC 19)

Complications
Obsession: Clockwork is obssessed with understanding how everything works. This can distract him in crucial situations, especially when he fails to understand and/or predict something.

Speaking a whole other language: Clockwork has difficulty expressing the complex ideas and patterns he sees. He has difficulty relating to others and struggles to convey his thoughts in a coherent manner.

The Effect: Clockwork will die within a year of receiving the process and is approaching the deadline.

Cassandra's Fears: Clockwork understands the Effect but is unable to properly explain a method to fix the flaw. Thus, he is stuck with a cure in his head that he can not create in reality. He's also run the numbers on the war against the Va Shaak. He keeps whatever he's predicted to himself.

Languages
Native Language

Defense
Dodge 12/6, Parry 6/0, Fortitude 5, Toughness 8, Will 9

Power Points
Abilities 20 + Powers 126 + Advantages 1 + Skills 0 (0 ranks) + Defenses 3 = 150

Real Name: Reuben Goldberg

Background: Reuben was born with a deep psychological need for order. Unfortunately, he grew up in a world where order seemed impossible. The Va Shaak assault on earth meant that much of Reuben's childhood was spent fleeing from one place to another, putting the obsessive-compulsive boy through a special sort of Hell. Moving from refuge to refuge meant he could never maintain a routine for long and left him feeling completely out of control. The Process and the fight against the Va Shaak offered him a chance to change all of that. Reub could stop running and begin living on his own terms. A year of being in charge of his own destiny was infinitely better than a lifetime of chaos. The choice was easy.

The process awakened Reub's obsessive attention to detail and expanded it to a superhuman degree. He was able to make calculations that could rival top of the line computers. Scientists on the project were overjoyed when they realized they had created a truly superhuman intelligence. Unfortunately, Reub's intellect was a quantum leap beyond that of his creators and he was unable to bridge the gap. While he could easily understand Va Shaak technology, he was completely incapable of explaining it to others. While he displayed a keen inventive genius, trying to share it with others was like giving a laptop to a caveman. Clockwork thus agreed to be a field agent, utilizing his superhuman analytic capabilities to combat the Va Shaak.

Powers: Clockwork is able to calculate probability with a speed and skill far beyond that of any normal human. He can understand the workings of complex machinery and virtually anything with the slightest pattern to it. This allows him to understand and replicate virtually any form of communication, predict trajectories of attacks, and filter out information. He is able to understand technology at an intuitive level and given time, can accomplish amazing things. His devices are modified from captured Va Shaak technology to a point of being utterly unrecognizable.
Last edited by The_Watchman on Tue Oct 25, 2011 7:36 pm, edited 1 time in total.
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 7:22 pm

Uprising PL 8 (2E)
Game: Coyote Falls by bluecross (on hiatus)
Image

STR -1 (8), DEX +2 (14), CON +2 (14), INT +3 (16), WIS +4 (18), CHA: +2 (14)

Tough: +2/10 (Impervious), Fort +9, Ref +2, Will +10

Skills: Acrobatics 3 (+5), Bluff 3 (+5), Diplomacy 5 (+7), Gather Information 2 (+4), Investigate 1 (+4), Notice 2 (+6), Sense Motive 4 (+8)

Feats: Attractive 2, Benefit 2 (Mayor's Daughter), Dodge Focus 6, Eidetic Memory, Interpose, Attack Focus (Ranged) 4

Powers:
Flight 4 (Speed 100 mph, 880 ft/rnd)
Dynamic Alternate: Nullify Gravity (Flight 1) Burst Area (5-250 ft), Levitate, Selective, Progression (Increase Area 5)

Gravimetric Shielding (Force Field 8 ) (Impervious 10)

Gravity Control:
Gravity Hammer: (Strike 8 (Burst Area (40 ft radius), Selective Attack, Affects Incorporeal 2)
Alternate: Gravimetric Redirection (Deflect 6, All Ranged Attacks, Redirection, Reflection, Extended Reach 2 (10 ft)
Alternate: Gravity Grip (Telekinesis 10) (Strength 50: 4.3 tons/8.5 tons/12.8 tons/25.6 tons), Damaging, Distracting, Affects Insubstantial 2, Precise, Improved Range 2 (500 ft), Split Attack 2
Alternate: Gravity Trap (Paralyze 8 ) - Alternate Save (Reflex), Ranged, Accurate (+2)
Alternate: Gravity Crusher (Blast 8, Perception, Affects Incorporeal 2)

Attack Bonus: +2 (Ranged 6, Melee 2)

Attacks: Gravity Grip (Telekinesis 10) +6, DC 25; Gravity Trap (Paralyze 8 ) +8 Reflex Save 18

Defense 6 (Flat-Footed 0)

Initiative +2

Totals: Abilities 23 + Skills 6 + Feats 13 + Powers 59 + Combat 6 + Saves 12 = 120

Complications:

Motivation (Justice) - Katie is an adamant liberal progressive and believes in justice for everyone. She doesn't like bullies and people that treat others badly.

Unwanted Suitors - Katie is often pursued by various boys at the school, most notably Paul. While she is flattered, she tends to think all boys are shallow and full of themselves.

Responsibility (Family) - While Katie gets a lot of benefits from her family, she is expected to behave like a nice, polite girl and keep her opinions to herself. She also gets pulled into various political and social events to be shown off.

Pacifist - Katie doesn't like violence and hates to hurt other people no matter the reason. She disdains those who hurt others, even in sports.



Katie Shepherd is determined to make the world a better place through hard work, peace, love, and understanding. Katie is the only daughter of a pair of wealthy parents. Her older brother is away at college. Her father is a wealthy businessman and is currently the mayor of Coyote Falls just as his father was 20 years ago. The Shepherds have been in Coyote Falls since it was founded and the Shepherd name carries a lot of weight in the town. Despite the privilege that her parents brought her and their elitism, Katie is an adamant progressive. She disdains violence and arrogance and is a vocal member of the student council. She's a talented student and one of the front-runners for class valedictorian. Though her looks and family connections have made her something of a prize, she loathes that kind of attitude and snubs anyone that comes on too aggressively, leading people to think she's a lot more full of herself than she actually is. But to keep her family's expectations, she's done her best to be the nice, polite girl they expect her to be and put up with the immaturity of High School that she's so desperate to escape. She feels like she has the weight of the world on her shoulders and she has to keep pushing back or it'll crush her.

Personality: While Katie feels strongly about a lot of things, she usually keeps her mouth shut to play the nice, demure young woman that her parents expect her to be. It's rare for her to really open up to others as she expects them to either not understand or to gossip. She doesn't really hate anyone but she can be cold to people that seem to go against her own beliefs, even if she doesn't express them. She wants to be free to do her own thing and be her own person and dearly hopes graduating and going to college will get her that opportunity.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 7:30 pm

Michelle 'Mickey' Wallace PL 3 (3E)
Game: Soul Frequency run by Epic (on hiatus)

Image
"Let's get this done fast! I've got debate practice in 20 minutes!"

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

Advantages
Accurate Attack, Attractive, Diehard, Fascinate (Persuasion), Great Endurance, Interpose, Jack-of-all-trades, Leadership, Power Attack, Skill Mastery: Athletics, Skill Mastery: Persuasion, Takedown 2

Skills
Athletics 3 (+7), Persuasion 3 (+5)

Powers
Hephaestus' Hell-Hammer (Easily Removable)
. . Hellfire Hammer Attacks
. . . . Brilliant Hellfire Crusher: Strength-based Strike 1 (DC 20; Penetrating 5)
. . . . Consuming Hellfire Wave: Cone Area Strike 3 (DC 18; Cone Area: 60 feet cone)
. . . . Soul Burning Strike: Affliction 5 (1st degree: Dazed, 2nd degree: Prone, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Alternate Resistance (Dodge)) Linked: Strength-Based Strike 1
. . Reforge Mind: Variable 1 (Limited: Skills)
. . Reforged Body (Advantages: Accurate Attack, Diehard, Interpose, Power Attack, Takedown 2)
. . . . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
. . . . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . . . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . . . Iron Stamina (Saving Throw: Fortitude; Impervious [3 extra ranks])
. . . . Iron Will (Saving Throw: Will; Impervious [2 extra ranks])
. . . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . . . Protection: Protection 1 (+1 Toughness; Impervious [2 extra ranks])
. . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Frequency Burst: Morningstar Meteor Strike: Burst Area Damage 5 (Selective, Penetrating)

Offense
Initiative +1
Brilliant Hellfire Crusher: Strength-based Strike 1, +1 (DC 20)
Consuming Hellfire Wave: Cone Area Strike 3 (DC 18)
Grab, +1 (DC Spec 14)
Soul Burning Strike: Affliction 5, +1 (DC Dog/Fort 15)
Throw, +1 (DC 19)
Unarmed, +1 (DC 19)

Languages
Native Language

Defense
Dodge 1, Parry 1, Fortitude 4 (Impervious 3), Toughness 5 (Impervious 3), Will 2 (Impervious 2)

Power Points
Abilities 20 + Powers 30 + Advantages 7 + Skills 3 (6 ranks) + Defenses 0 = 60

Background: Mickey only feels alive when she feels important and successful. This need to achieve started at a young age when the only times she managed to see her father were at her little league games and other school events. The young girl was convinced that the more she achieved, the more her father would be around to praise her. She also harbored secret fears that her father really wanted a boy so she strove to excel at everything, regardless of gender roles. Unfortunately, her father had the same habits of pushing himself too far and when Mickey was 8 years old, her dad fell asleep at the wheel driving home from working late. Rather than take this hard lesson to heart and learning to relax, Mickey became obsessed with making her father proud of her. She became an exceptional athlete and student but developed few real hobbies of her own.

Last year, Mickey's mother moved to Japan for a job and Mickey transferred to Mugen Shourai. Now in the 9th grade, she's already made a name for herself as an athlete and club member. Her American nationality and good looks have made her quite popular but she rarely has time for friends or relationships.


Primary Personality Trait: Overachiever

Element: Fire

Shard Location: Right Wrist (normally hidden by bracelet or long sleeves)

Resonance Appearance: The Iron Tiger The Resonance takes the form of a large black tiger made of wrought iron with red flames running over its body to create the stripe pattern. The tiger keeps behind Mickey as it feels no need to boast of its magnificence. Her own shadow reveals its presence. Despite its size and fierce appearance, it speaks in a frank, certain tone without any real menace to it. The iron that makes up its body breaks as it moves then the metal reheats and melts back into place to fix the damage.

Soul Diviner: Hellfire Hammer Mickey's Soul Diviner is a massive warhammer. The head is nearly as big as Mickey is and formed of rough, oversized plates of black iron that spews smoke from a red flame inside it. The fire can be seen through carved holes in the hammer which form arcane (but meaningless) runes. When swung, the flames shot from the back of the hammer like a jet turbine. The hammer represents the massive lengths Mickey is pushing herself to to forge herself into a worthy person.

Image


Complications:
Personality Trait (Overachiever) - Mickey does too much in her quest to be great at everything. This has a powerful physical and psychological drain on her.

Motivation (Recognition) - Mickey yearns to be recognized for her accomplishments so she can feel validated for her efforts

Too Many Irons in the Fire - Mickey is a student council member, a member of the baseball, swim, and track teams, co-leader of the debate team, and a member of more clubs than she really has time to give, especially now that she's got to save the world as well.

Relationship (Mother) - Mickey's mother, Andrea, is single and concerned Mickey pushes too hard. Since her father died, Andrea's been very protective of her and Mickey's determined to make her proud, even though she's never shown any real demand for her to be anything but happy. Andrea, for her part, has never really expected traditional gender roles for her daughter but would be happier if Mickey at least made some friends.

Rival (Suki Hashima) - Before Mickey arrived, Suki was easily the most popular girl at the school. Now that the attractive foreigner is stealing attention from her, Suki is determined to destroy Mickey. Mickey has tried to just avoid Suki as much as possible since Suki's father is a manager in the office Andrea Wallace works.

I'm as good as any boy! - Mickey is extremely sensitive to any criticism that she might be inferior at something because of her gender.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 7:34 pm

Blazer PL 7 (3E) (107 PP)
Image

Real Name: Jack Rome

Strength 4, Stamina 4, Agility 3, Dexterity 3, Fighting 1, Intellect 1, Awareness 2, Presence -1

Advantages
All-Out Attack, Move-by Action, Power Attack, Ritualist, Skill Mastery (Expertise (Magic)), Takedown 2, Ultimate Effort (Expertise (Magic))

Skills
Close Combat (Horn) 7 (+8), Deception 8 (+8), Expertise (Magic) 16 (17), Insight 2 (+5), Ranged Combat (Move Object) 5 (+8)

Powers:
Growth 4 (Innate)
Horn: Strength Based Damage 2 (Penetrating 3, Innate)
Protection 5
Speed 5 (Speed 60 miles/hour, 900 feet/round, Innate)
Telepathy: Mental Communication 1 (Sense Type: Mental)
Quickness 18 (Limited to Ritualist, Distracting, Tiring)

Telekinesis: Move Object 6 (Precise)
Alternate: Teleport: Teleport 2 (120 feet in a move action, carry 1600 lbs, Accurate, Turnabout, Increased Mass 5, Change Direction)

Offense:
Initiative +3, Horn +8 DC 21, Move Object +8 (DC 16/DC 21)

Defense
Dodge 3, Parry 3, Fortitude 6, Toughness 9, Will 6

Background

Jack Rome was a private detective struggling to make ends meet and well on his way to kill himself with booze and cigarettes. The cynical man didn't believe in anything but where his next paycheck was coming from. That all changed when he was torn from his world and dragged into another one. Unfortunately, the process went a bit awry and Rome was trapped in the body of a captive unicorn. Fortunately, a bit of the creature's mind remained, allowing Rome to use its magic to get to freedom as he was willing to break the code of honor that his host was bound to.

Complications

Addiction (Alcohol and Cigarettes) - Blazer is a heavy smoker and drinker.

Temper - Blazer can be irritated by most everything

Motivation (Greed)

Prejudice - Unicorns are viewed with suspicion by many people, being magical creatures with all sorts of different issues.

Quirk - Although his telekinesis more than makes up for it, Blazer has no hands in his unicorn form.

:arrow: I blame Chris Sims for this
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Tue Oct 25, 2011 8:29 pm

Lupe Iphigenia - PL 10 (170 points)

Image

Strength 0, Stamina 3, Agility 10/2, Dexterity 10/2, Fighting 10/2, Intellect 1, Awareness 5, Presence 0

Advantages
Agile Feint, Attractive, Contacts, Diehard, Equipment 3, Improved Initiative, Move-by Action, Well-informed

Skills
Acrobatics 2 (+12), Insight 1 (+6), Investigation 9 (+10)

Powers
Abhorred Shears of Atropos (Easily Removable (indestructible))
. . Sever the Thread: Damage 8 (DC 23; Accurate: +2)
. . . . Cut Time's Cord: Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Accurate: +2)
. . Sight of Lachesis: Senses 8 (Postcognition, Precognition; Uncontrolled)
Evolved Physiology
. . Enhanced Advantages: Enhanced Trait 2 (Advantages: Diehard, Improved Initiative)
. . Immunity: Immunity 4 (Custom: Disease, Poison, Cold, Heat 4; Limited - Half Effect)
. . Power-lifting: Power-lifting 4 (+4 STR for lifting)
Paradox Suit (Removable (indestructible))
. . Chronal Repair System: Regeneration 10 (Every 1 round)
. . Immunity: Immunity 5 (Entrapment)
. . Protection: Protection 5 (+5 Toughness)
Temporal Distortion (Advantages: Improved Initiative 5)
. . Immunity: Immunity 1 (Aging)
. . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
. . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Step Out of Time
. . . . Concealment: Concealment 10 (All Senses)
. . . . Immunity: Immunity 11 (Aging, Life Support)
. . . . Insubstantial: Insubstantial 4 (Incorporeal; Precise)
. . . . Teleport: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Change Velocity, Turnabout)
. . Super-Reflexes: Enhanced Trait 52 (Traits: Agility +8 (+10), Fighting +8 (+10), Dexterity +8 (+10), Parry +2 (+12), Dodge +2 (+12))
Tindalos Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)

Equipment
Blaster Pistol, Commlink, Restraints

Offense
Initiative +34
Blaster Pistol, +10 (DC 20)
Cut Time's Cord: Affliction 8, +12 (DC Will 18)
Grab, +10 (DC Spec 10)
Sever the Thread: Damage 8, +12 (DC 23)
Throw, +10 (DC 15)
Unarmed, +10 (DC 15)

Complications
Enemy: : Lupe is a wanted for destroying a massively expensive research facility belonging to the Chronos Corporation, one of the most powerful corporations in the universe. She has also made a number of enemies through her bounty hunting.
Entropy Magnet: Lupe's connection with the Hound and Time Itself tends to result in things breaking down around her.
Motivation: Thrills: Lupe is an explorer at heart. Despite her near death experience, she is ever willing to leap into danger for the chance of discovering something new.
No Instruction Manual: Lupe only has a bare understanding of the capabilities of the Abhorred Shears. She uses it for a weapon and its ability to freeze a person in time. The artifact likely holds far deeper secrets considering the measures the Chronos Corporation took to send her after it.


Defense
Dodge 12/10, Parry 12/10, Fortitude 7, Toughness 8, Will 8

Power Points
Abilities 30 + Powers 119 + Advantages 8 + Skills 6 (12 ranks) + Defenses 7 = 170

Identifying Marks: Hourglass Shaped Irises, Necrotized Bite Scar on back of neck

--------------------

Tindalos - PL 10

Strength 10, Stamina 12, Agility 0, Dexterity 0, Fighting 7, Intellect 0, Awareness 8, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Diehard, Fascinate (Intimidation), Fearless, Improved Critical 3: Hound's Bite: Strength-based Damage 3, Improved Initiative, Power Attack, Skill Mastery: Intimidation, Skill Mastery: Perception, Startle, Takedown, Tracking

Skills
Intimidation 10 (+13), Perception 10 (+18)

Powers
Big Bad Wolf: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -3 active defenses, +1 size category; Innate; Permanent)
Hound's Bite: Strength-based Damage 3 (DC 28; Penetrating 13)
. . Steal Vitality: Broad Weaken 8 (Alternate; Affects: Abilities, Resisted by: Will, DC 18; Broad: Abilities)
Immunity: Immunity 10 (Life Support)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Persistent Predator: Movement 3 (Permeate 3: full speed)
Regeneration: Regeneration 10 (Every 1 round)
Reversion to Lupe: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
Sense the Prey: Senses 22 (Accurate (Type): Smell, Acute (Type): Smell, Analytical (Type): Smell, Counters All Concealment: Smell, Direction Sense, Extended: Smell 3: x1k, Postcognition, Ultra-hearing; Affects Insubstantial 2: full rank)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +4
Grab, +7 (DC Spec 20)
Hound's Bite: Strength-based Damage 3, +7 (DC 28)
Steal Vitality: Broad Weaken 8, +7 (DC Will 18)
Throw, +0 (DC 25)
Unarmed, +7 (DC 25)

Complications
No Hands: Tindalos lacks hands.
Obsession: Tindalos is relentless in pursuing her prey.
Weakness: Tindalos is vulnerable to non-alloy metals and is unable to regenerate the damage from such attacks.

Languages
Native Language

Defense
Dodge 3, Parry 6, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 46 + Powers 91 + Advantages 15 + Skills 10 (20 ranks) + Defenses 8 = 170

Tindalos resembles a massive wolf with an ethereal gray coat as this was what Lupe imagined when she felt the Hound's jaws on her neck. Her form is slightly fluid, seeming to shift with the surrounding shadows. When she speaks, her voice is a combination of Lupe's voice with a deep guttural reverb. The creature's eyes are empty voids.

Background: Lupe finds things that others can't. She spent her formative years learning to acquire the things that other people wanted. Often, those things belonged to other people. Those were the most enjoyable jobs. The greater the risk, the better the thrill. This brought her to the attention of the Chronos Corporation and their pioneering research group focused on the study of time itself. The group offered her an absurdedly large sum of money for a truly unprecedented break-in. Lupe would be tasked with breaking into the past and returning with an experimental device. The device had been designed by the Chronos Corporation but was lost in an unexplained accident. It would take decades if not centuries to fully recreate. By sending an agent backward to moments before the accident, the Group hoped to safely retrieve the device. Unfortunately, all prior attempts had resulted in the deaths of the test subjects in the very same accident they were sent to. The researchers hoped that an experienced 'acquisition expert' might succeed where others had failed. Lupe could hardly refuse such a challenge. The Chronos Corporation outfitted her with a suit designed to protect her from the ravages of the temporal journey and sent her into the rift.

Lupe was bombarded by the mysterious energies of the temporal rift and she blacked out. She was awoken by an explosion but when her eyes snapped open, the world seemed to have slowed to a crawl. The chronal energies had altered Lupe on a fundamental level and set her apart from the flow of time. But just as she came to understand what had happened to her, she heard the howl in the distance. It was the hunting call of a primal terror, a predator of time itself. She could feel its breath on her neck and so she ran. She ran as she never had before, the hunter always closing, ever present at her heels. With chilling certainty, she knew that all the previous travellers had been the prey of this creature. Desperately, she darted through the complex toward her goal. The fetid breath of the monster was on her neck as she finally reached the target: a thin shard of absolute darkness. Her fingers closed around the device. Absolute cold flooded her at the same moment the Hound's jaws closed around her neck. Pain beyond imagining filled her mind as the Paradox suit engaged, sending her back to the present with the Hound still clinging tightly to her.

Another terrifying roar brought Lupe back to consciousness but the Hound was nowhere to be seen. Though her neck still throbbed with pain, the jaws were gone. That was when it spoke to her. The combination of elements had bonded her to the creature but it was determined to take control. Thinking quickly, Lupe made the creature an offering. They were both seekers and in return for sharing existence with her, it could have a freedom to hunt beyond its original instincts. Perhaps the merging had altered both the hunter and the hunted, but the Hound agreed. Unfortunately, her return to the present had created a temporal rift that destroyed the research facility that had sent her back. When the Chronos Corporation sent security forces to investigate, Lupe was forced to flee. Now Lupe and Tindalos hunt the galaxy for prey of all types while trying to keep one step ahead of the Chronos Corporation.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Fri Oct 28, 2011 1:01 pm

Samantha Vega - PL 8
Image

Strength -1, Stamina 3, Agility 3, Dexterity 2, Fighting 1, Intellect 2, Awareness 4, Presence 2

Advantages
Attractive 2, Luck 2, Minion 7, Ranged Attack 2

Skills
Acrobatics 6 (+9), Athletics 3 (+2), Expertise: Magic 6 (+8), Insight 6 (+10), Investigation 3 (+5), Perception 6 (+10), Persuasion 6 (+8), Stealth 3 (+6)

Powers
Entropic Field: Force Field 9 (+9 Toughness; Impervious)
Necrotic Blast: Blast 12 (DC 27; Affects Insubstantial 2: full rank)
. . Black Bolt Barrage: Blast 4 (Alternate; DC 19; Accurate 4: +8, Affects Insubstantial 2: full rank, Indirect 4: any point, any direction, Multiattack, Penetrating 4)
. . Chill of the Grave: Progressive Burst Area Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Will, DC 15; Burst Area: 30 feet radius sphere, Insidious, Progressive, Selective)
. . Necrotizing Touch: Progressive Affliction 6 (Alternate; 1st degree: Fatigued, Entranced, 2nd degree: Exhausted, Compelled, 3rd degree: Transformed, Controlled, Resisted by: Fortitude, DC 16; Accurate 2: +4, Extra Condition, Progressive)
. . Spell Shredder: Nullify 8 (Alternate; Counters: Magic, DC 18; Accurate 2: +4, Broad, Effortless)
. . Undead Control: Concentration Mind Control 6 (Alternate; DC 16; Affects Insubstantial 2: full rank, Concentration; Limited: Undead)
Senses: Senses 4 (Counters Concealment: Sight, Counters Illusion: Sight; Limited: See Ghosts and Penetrate Faerie Glamour)
Visions of the Dead: Comprehend 1 (Spirits - Communicate)

Offense
Initiative +3
Black Bolt Barrage: Blast 4, +12 (DC 19)
Chill of the Grave: Progressive Burst Area Affliction 5 (DC Will 15)
Grab, +1 (DC Spec 9)
Necrotic Blast: Blast 12, +4 (DC 27)
Necrotizing Touch: Progressive Affliction 6, +5 (DC Fort 16)
Spell Shredder: Nullify 8, +8 (DC Will 18)
Throw, +4 (DC 14)
Unarmed, +1 (DC 14)
Undead Control: Concentration Mind Control 6 (DC Will 16)

Complications
All Power, No Precision: Sam does not have a lot of control over her power and tends to cause a lot of collateral damage.
Fae Nature: Iron interferes with the Faerie nature of Sam's powers in often unpredictable ways. Pure iron is immune to her powers and her protection doesn't work against cold iron weapons. She also has a mild allergy to ferrous metals of any kind and an aversion to mortal blood due to the iron content.
Honor: Fae Blood: Because of their Fae nature, Sam can not outright lie though Mickey is teaching her to twist words. Any sworn promise Sam makes is bound by Faerie and breaking it causes her to suffer terrible luck until she's able to make ammends. She can theoretically cause the same effect for others who swear to her but doesn't really understand the nature of such oaths well enough to do so reliably.
Not Very Good at Being Very Bad: Mickey wants Sam to either free him or at least take up his work. While Sam makes a token effort to entertain his demands and put up a front, she tends to overdue the villainous melodrama and balks at intentionally doing anything that might cause legitimate harm to people. She can monologue and make dramatic speeches but she's just too nice to be very intimidating.
Responsibility: Friend to the Dead: Sam gets along well with death and the undead. She usually isn't bothered by corpses and attempts to communicate politely with any undead she encounters (whether ghost or corporeal undead). She attempts to help them whenever possible.
Secret: Michtalnecuhtli: Sam's pet cat Mickey is actually an ancient Necromancer. Mickey is self-centered, arrogant, manipulative, and just plain maleovolent. Fortunately, he's trapped in the body of a cat so people usually don't find his behavior odd unless he actually speaks to them. Because his soul is inside a creature belonging to Sam, Mickey is bound to not work directly against Mickey or attempt to cause her serious harm. What he considers 'her own good' isn't usually very nice.

Languages
English

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 12, Will 8

Power Points
Abilities 32 + Powers 53 + Advantages 13 + Skills 13 (39 ranks) + Defenses 9 = 120



--------------------

Mickey - PL 8
Image

Strength -5, Stamina -2, Agility 4, Dexterity 0, Fighting 2, Intellect 12, Awareness 8, Presence -2

Advantages
Attractive, Close Attack 2, Eidetic Memory, Evasion, Fast Grab, Grabbing Finesse, Prone Fighting, Ritualist, Task Focus: Necromancy 2, Uncanny Dodge

Skills
Acrobatics 5 (+9), Athletics 10 (+5), Close Combat: Unarmed 2 (+4), Deception 9 (+7), Expertise: Magic 3 (+15), Insight 2 (+10), Stealth 2 (+14)

Powers
Cat Form
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Senses: Senses 5 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
. . Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Comprehend: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood; Precise)
Expert Ritualist: Quickness 3 (Perform routine tasks in -3 time ranks, Advantages: Ritualist; Affects Others Only; Limited to One Task: Ritualist)
Immortality: Immortality 5 (Return after 1 day)

Offense
Initiative +4
Grab, +4 (DC Spec 10)
Throw, +0 (DC 10)
Unarmed, +6 (DC 10)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude -2, Toughness -2, Will 8

Power Points
Abilities 38 + Powers 45 + Advantages 11 + Skills 11 (33 ranks) + Defenses 0 = 105

Background: For centuries, the Necromancer Michtalnecuhtli plagued the world with his dark magic. Once, he’d been a sacrifice desperate to survive. His desperation caught the attention of the Queen of Night, a Faerie Queen of the Night Court, domain of death and decay. She offered him power over the dead in return for his sworn pledge to become her slave when he left the mortal world (and the expectation of all the lives he might take with his bestowed power). He eagerly accepted and escaped his captors with the newly granted necromantic might. After slaughtering his captors, he was amazed to find others worshipping him as a god. He gleefully accepted their worship but soon he knew his own death would come and he would live eternity as a slave. Desperately, he sought a means to escape and stumbled on a ritual to pass his power and mind into a body that shared his blood. Though it took the lives of several of his children to get it right, it was a small price to Michtalnecuhtli to escape the Night Queen’s clutches. Believing he had won out, he soon sought to expand his empire but was rebuffed by other powerful mages, culminating in his near destruction at the hands of Earth’s Master Mage aiding the Spanish Conquistadors in destroying the Aztec blood mages. Over the centuries that followed, Michtalnecuhtli sought to conquer again and again but was defeated by heroic spellcasters. All the while, he returned from each defeat by leaving a dying body and seizing a new one.

But the Night Queen had not forgotten the slight. Though his mortal bodies left him outside her purview, the Night Queen hatched a plan to trap Michtalnecuhtli with his own escape method. She seduced a descendant of Michtalnecuhtli and brought her plan to fruition. Though her mother never knew, Samantha Vega was switched at birth with the changeling conceived by her father and the Night Queen. Through careful manipulation, Sam’s true mother ensured that Sam would be Michtalnecuhtli’s next choice for a host. When Michtalnecuhtli conducted the ritual on Sam, her latent Faerie blood triggered and allowed only his power to transfer to her but not his mind. In that moment, the truth became apparent to both Sam and Michtalnecuhtli. Furious at being manipulated, Sam instinctively placed the soul of the now undead Michtalnecuhtli into the closest host, her pet cat. Though the Night Queen had been foiled in a way, Michtalnecuhtli trapped as a pet amused the Faerie Queen far more than she could have imagined and she simply smiled at her child then vanished. Sam was left as a very confused girl with overwhelming magical power and no clue how to use it. Michtalnecuhtli, who Sam quickly renamed ‘Mickey’ to save her from trying to pronounce the tongue twisting name, reluctantly promised to help train Sam in the hopes that she might someday release him or at least be a worthy successor. In the meantime, he made himself content with turning her against his ‘competition’ in the evil magic game.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Sun Oct 30, 2011 9:09 am

'Emmy' Moreau - PL 8
Image


Strength 4, Stamina 8/4, Agility 4, Dexterity 0, Fighting 2, Intellect 6, Awareness 8, Presence 1

Advantages
Animal Empathy, Attractive 2, Improved Critical: Claws: Strength-based Damage 2, Improved Initiative 2, Skill Mastery: Treatment, Speed of Thought, Splicer, Startle

Skills
Acrobatics 6 (+10), Athletics 6 (+10), Close Combat: Claws: Strength-based Damage 2 8 (+10), Expertise: Biology 6 (+12), Expertise: Cryptozoology 1 (+7), Expertise: Survival 1 (+7), Insight 1 (+9), Intimidation 10 (+11), Investigation 1 (+7), Perception 3 (+11), Stealth 6 (+10), Technology 1 (+7), Treatment 9 (+15)

Powers
Enhanced Trait: Enhanced Trait 8 (Traits: Stamina +4 (+8))
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Safe Fall)
Predator Form (Activation: Move Action)
. . Claws: Strength-based Damage 2 (DC 21)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
Senses: Senses 6 (Accurate: Hearing, Acute: Smell, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +14
Claws: Strength-based Damage 2, +10 (DC 21)
Grab, +2 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +10 (DC 19)

Complications
Obsession: Medical mysteries and biological oddities are an obsession for Emmy. She often gets into trouble of various kinds.
Quirk: Insane with Genius/b]: Emmy has inherited the madness of her ancestor and absolutely loves the trappings of the mad scientist.
[b]Reputation: Mad Scientist
: Emmy has been shunned by every major university, hospital, and medical research institute in the country for her unorthodox research.

Languages
Native Language

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

Power Points
Abilities 58 + Powers 24 + Advantages 10 + Skills 20 (59 ranks) + Defenses 10 = 122


Background: M. Moreau was created to be the next stage of human evolution, merging humanity with the amazing abilities of the animal kingdom. A mysterious benefactor provided funding and equipment to the Moreau family to develop something far beyond their human-animal hybrids. The only requirement was that the child be designated 'M'. M grew up undergoing intensive training to heighten her natural abilities and teach her to follow in the footsteps of her ancestors. M soon grew tired of the training as her own mental abilities far outstripped those of her 'family'. By the time she was a teenager, she'd entered college and quickly graduated medical school. But her eccentricities soon grew to be more than any hospital or university would tolerate, no matter how skilled a doctor she might be. Frustrated at the closed-minded nature of the medical and academic fields, Emmy took to travelling the world to practice her skills. She sought out the strange creatures of the world and strange medical mysteries. A strange job offer from the League brought her back to the so called civilized world.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Wed Feb 01, 2012 12:09 pm

Stargirl - PL 10

Image

Strength 10/2, Stamina 10/2, Agility 6, Dexterity 2, Fighting 6, Intellect 2, Awareness 4, Presence 1

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive, Defensive Attack, Equipment 1, Evasion, Fast Grab, Hide in Plain Sight, Improved Disarm, Improved Trip, Luck 3, Move-by Action, Power Attack, Redirect, Skill Mastery: Acrobatics, Takedown 2, Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 4 (+14), Close Combat: Unarmed 4 (+10), Insight 4 (+8), Perception 6 (+10), Ranged Combat: Throw 8 (+10)

Powers
Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+10), Stamina +8 (+10))
Super-speed (Advantages: Improved Initiative 3)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
. . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Equipment
Commlink, Shuriken

Offense
Initiative +18
Grab, +6 (DC Spec 20)
Shuriken, +10 (DC 16)
Throw, +10 (DC 25)
Unarmed, +10 (DC 25)

Complications
Motivation: Responsibility: Sylvia is trying to live up to the legacy of her grandfather Ted, the original Starman as well as her namesake Sylvester Pemberton, the orignal Star-Spangled Kid.
Phobia: Sylvia is frightened of the dark.
Power Loss: Sylvia's powers are fueled by starlight. If away from starlight for a prolonged period of time, her Super-Speed, Strength, and Stamina decrease steadily.
Relationship: Sylvia's grandfather Ted and her father Jack.
Enemy: Kyle Nimbus, the new Mist and Sylvia's half-brother.

Languages
Native Language

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

Power Points
Abilities 50 + Powers 48 + Advantages 21 + Skills 17 (34 ranks) + Defenses 14 = 150


Background:

Sylvia Knight is the latest in a line of heroes dating back for decades. Her grandfather was Ted Knight, the original Starman and founding member of the Justice Society. Shortly after the end of World War II, Ted retired to focus on his research. Although Opal City was safe for a time thanks to Ted's heroism, that came to an end with the return of Ted's old enemy the Mist. Ted's son David had gladly taken up the Starman mantle but proved ill-equipped to handle the responsibility. The Mist's son killed David and Jack Knight reluctantly took up the mantle. Although Jack was an unorthodox hero, he bravely defended Opal City for years but retired following a final battle that seemingly killed the second Mist, Jack's archenemy.

Although Jack proved to be a decent hero, he was never terribly successful at relationships. A string of broken relationships and one night stands dogged him for years. One did leave a lasting legacy for Jack in the form of a daughter. Jack named her Sylvia after Sylvester Pemberton, the Star-Spangled Kid. Sylvester had been a close friend of Jack's father and died heroically. Unfortunately, the Starman legacy carried curses as well as blessings. When Sylvia was just a few years old, the Mist returned. She was joined by her son, Kyle, conceived after the Mist drugged Jack himself. In the desperate battle, the Mists were defeated but Sylvia's mother was killed and Starman's cosmic rod exploded, bathing Sylvia in the strange radiation that powered it. Over time, Sylvia began to develop enhanced abilities, similar to those of the Star-Spangled Kid. She had superhuman strength, speed, and durability. Despite Jack's initial objections, Sylvia was adamant about carrying on the Knight legacy. She took the name Stargirl and quickly developed a name for herself as the new protector of Opal City.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Wed Feb 01, 2012 3:39 pm

Zeitgeist - PL 12

Image
(Saw the picture on Project Rooftop. Had to use it)

Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting 0, Intellect 2, Awareness 8, Presence 0

Advantages
Sidekick 21

Skills
Insight 8 (+16), Perception 6 (+14)

Powers
Communication: Mental Communication 4
Mindsight: Senses 20 (Accurate: Mental, Awareness: Mental, Extended: Mental 6: x1m, Penetrates Concealment: Mental, Radius: Mental, Rapid: Mental 6)
Psychic Powers
. . Illusion: Illusion 6 ([0 active, 0/48 PP, 8/r], Affects: All Sense Types, Area: 250 cft., DC 16; Illusion Area 2, Selective)
. . Mental Blast: Mental Blast 12 ([0 active, 0/48 PP, 4/r], DC 27)
. . Mind Control: Mind Control 12 ([0 active, 0/48 PP, 4/r], DC 22)
. . Mind Reading: Cumulative Mind Reading 12 ([0 active, 0/48 PP, 4/r], DC 22; Cumulative, Sensory Link)
. . Telekinesis: Move Object 12 ([0 active, 0/48 PP, 4/r], 100 tons, DC 27; Damaging, Increased Range: perception)
Telekinetic Field: Force Field 14 (+14 Toughness; Impervious)
Telekinetic Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Mental Blast: Mental Blast 12 (DC Will 27)
Mind Control: Mind Control 12 (DC Will 22)
Mind Reading: Cumulative Mind Reading 12 (DC Will 22)
Telekinesis: Move Object 12 (DC 27)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Enemy: Project Cadmus: Zeitgeist is an escaped test subject of Project Cadmus worth millions of dollars.
Motivation: Greed[/b}
[b]Relationship: Zed
: While she certainly takes advantage of his trust to aid in her crimes, Zed is Zeit's only real friend and she's fiercely protective of the little beast.
Temper: Zeit is strong willed and easily angered when people go against her.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 14, Will 14

Power Points
Abilities 22 + Powers 125 + Advantages 21 + Skills 7 (14 ranks) + Defenses 35 = 210



--------------------

Zed - PL 12

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

Advantages
Improved Initiative 4

Skills
Close Combat: Go Away!: Teleport Attack 15 3 (+5), Perception 6 (+8)

Powers
Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)
Teleport: Teleport 11 (8 miles in a move action, carrying 1600 lbs.; Accurate, Extended: 2000 miles in 2 move actions, Increased Mass 5)
. . Go Away!: Teleport Attack 15 (Alternate; 120 miles in a move action, carrying 50 lbs., DC 25; Accurate, Accurate 2: +4, Attack: Will)

Offense
Initiative +17
Go Away!: Teleport Attack 15, +9 (DC Will 25)
Grab, +2 (DC Spec 6)
Throw, -1 (DC 11)
Unarmed, +2 (DC 11)

Languages
Native Language

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

Power Points
Abilities 14 + Powers 67 + Advantages 4 + Skills 5 (9 ranks) + Defenses 15 = 105

Background: Project Zeitgeist was another of Project Cadmus' attempts to create super-powered agents to serve as a protection against the Justice League should the metahumans ever go rogue. Further, the project was meant to provide a useful agent for covert works through the development of psychic abilities. Cadmus 'recruited' a number of minor psychic metahumans and through genetic manipulation, attempted to create a new breed of psychic supersoldier. Unfortunately, the first viable specimen proved to be the last. The scientists had not anticipated the full telepathic abilities of their creation and she easily overwhelmed their psionic shielding to read their minds. In an instant, Project Zeitgeist became fully aware of what had happened to the previous 'failures' and worse still, she learned exactly the kind of mad men Cadmus had drafted in their desperate attempts to counter the Justice League. She easily overpowered the guards and attempted to make her escape. Unfortunately, a cursory examination of the scientists revealed that the facility was located in low earth orbit to ensure there would be no repeats of the Ultimen disaster. Zeitgeist's powers would not protect her long enough to reach the safety of the planet. Desperately, she searched for any means of escape. She tore apart the lab and the minds of every scientist that worked within it.

In addition to the psychic experiments, Project Zeitgeist had been conducting research on alien creatures taken from failed invaders. Genetic manipulation had created a number of terrifying beasts but it was a small black and white creature that captured Zeitgeist's interest. To her surprise, the creature was fully sentient but kept sedated and distracted by project scientists. The creature's own loneliness called to Zeit and she freed the creature. While the other monsters served as a distraction, Zeit found an antidote for the little beast's sedative cocktail. The moment she administered it, the creature promptly vanished before her eyes, reappearing on the other side of the room. After she managed to calm the creature down, she convinced it to attempt transporting both of them off the station. While the little experiment was clearly unsure of its ability to do that, it agreed to try. In a blink of an eye, Zeitgeist found herself on the surface of the planet she'd never touched before.

Knowing Cadmus would not soon give up on two valuable subjects, Zeitgeist and the newly dubbed Zed (after the sound he made when teleporting) went on the run. Her powers made it easy to get what she needed to survive but reading the minds of ordinary humans only further convinced her that Cadmus was wrong. Clearly these petty, self-centered creatures were not worth protecting. The mighty should have whatever they could take.

Zed: Zed is a dog-sized creature that vaguely resembles a zebra. Zed is fully capable of speaking and sounds like an energetic child. Whenever he teleports, the white bits of Zed flash for a moment and he produces a 'ZZZD' sound. Zed is naive, trusting, and curious but has no real moral compass to speak of, preferring to rely on whatever Zeitgeist decides. While he doesn't usually act maliciously, he will defend himself or Zeitgeist if riled up or if ordered to by Zeitgeist. This usually results in him ramming the enemy. It's cute until said opponent suddenly finds himself 30 miles straight up.
Last edited by The_Watchman on Thu Feb 02, 2012 8:02 am, edited 1 time in total.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Wed Feb 01, 2012 3:41 pm

Exploit - PL 10
Image

Strength 4, Stamina 4, Agility 2, Dexterity 1, Fighting 6, Intellect 12/4, Awareness 10/2, Presence -1

Advantages
Well-Informed, Equipment 2
Armored Costume: Protection: Protection 4 (+4 Toughness)
Wireless Link: Feature 1
Gauntlets: Strength-based Strike 4 (DC 23)


Hypermind Advantages:
Close Attack 2, Defensive Attack, Eidetic Memory, , Improved Aim, Improved Critical: Unarmed, Inventor, Jack-of-all-trades, Luck 2, Power Attack, Skill Mastery: Close Combat: Gauntlets: Strength-based Strike 4, Skill Mastery: Technology, Speed of Thought

Skills
Close Combat: Unarmed/Gauntlets 6 (+12), Technology 6 (+18)

Powers
Babel Pattern: Comprehend 6 (Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . Information Filter
. . . . Immunity: Immunity 5 (Sensory Affliction Effects)
. . . . Senses: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)
Hypermind: Enhanced Trait 46 (Traits: Awareness +8 (+10), Intellect +8 (+12), Advantages: Close Attack 2, Defensive Attack, Eidetic Memory, Improved Aim, Improved Critical, Inventor, Jack-of-all-trades, Luck 2, Power Attack, Skill Mastery(Close Combat), Skill Mastery (Technology), Speed of Thought)
Neural Acceleration: Quickness 6 (Perform routine tasks in -6 time ranks)

Devices:
Portal Suit (Removable)
. . Short Jump: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
. . . . Maximum Jump: Teleport 8 (Alternate; Carry 1600 lbs.; Accurate, Extended: 250 miles in 2 move actions, Increased Mass 5; Activation 2: standard action, Limited to Extended, Tiring, Unreliable (5 uses))

Equipment
Commlink, Costume [Protection: Protection 4, +4 Toughness; Wireless Link: Feature 1], Gauntlets [Gauntlets: Strength-based Strike 4, DC 23]

Offense
Initiative +12
Gauntlets: Strength-based Strike 4, +12 (DC 23)
Grab, +8 (DC Spec 14)
Throw, +1 (DC 19)
Unarmed, +12 (DC 19)

Complications
Motivation: Recognition: Glenda seeks to be recognized for her genius.
Prejudice: Minor: Glenda may be the smartest girl on the planet but she's still only 17.
Quirk: Hypercritical: Glenda is prone to seeing the flaws in everything and vocal in calling out such things.
Secret: Criminal: Glenda has to attend the academy or face extensive jail time for her crimes. She is not a member of the team by choice. This is a closely guarded secret to avoid disruption of the team.


Languages
English

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

Power Points
Abilities 44 + Powers 76 + Advantages 2 + Skills 6 (12 ranks) + Defenses 22 = 150


Real Name: Glenda Ericson
Age: 17
Concept: Sarcastic Super-Prodigy
Trope: Smart Girl. Glenda is quite possibly the smartest being to ever live. Her mind works at a speed that rivals the fastest computer. Unfortunately, her intelligence also makes her supremely arrogant. While she's easily capable of understanding the complexities of social interactions, she is either incapable or unable to reciprocate social norms. She's brutally honest and sarcastic to a fault though she does occasionally try to be more humorous since people tend to be more forgiving of meanness when its funny. She tends to be a bit presumptuous in expecting her teammates to protect her but will reliably assist as long being part of the team is in her best interest.

Quote: Don't think of it as a loss. You weren't even playing the game.

Appearance
Glenda is a 5' 9" Caucasian female of Northern European descent with long blond hair and light blue eyes. She is rather pale but in excellent athletic condition due to continual effort to keep herself in peak shape. She makes no effort to be fashionable and favors entirely functional clothing.

Personality
Glenda is sarcastic, hypercritical, and arrogant. She tends to be withdrawn as she views any social interaction as either a competition or a waste of time.

Powers and Abilities
Glenda is the next stage of mental evolution. Her reaction times are far beyond that of normal humans and her incredible mind allows her to read opponents and take advantage of the slightest weakness. She is able to find patterns in anything and process information others would miss, enabling her to understand virtually any form of communication. With effort, she can also hone her senses to ignore interference and instantly compensate for any sensory impairments.


If I had to absolutely beat her, I would...
Glenda is quite fragile compared to her teammates. She lacks any flashy powers or ranged combat ability. Disrupting or shorting out her suit robs her of her mobility and she is unable to really fight against ranged, flying, and highly mobile opponents without it. If her powers are disrupted, she's merely a bright, athletic girl and functionally about PL5.

Background: Glenda Ericson is, simply put, the smartest human being in history. When her mutation activated, her mind underwent a quantum evolution. Suddenly, she could understand practically anything. She could comprehend ancient dead languages and quantum physics without breaking a sweat. She quickly decided that the structures of society were not for her. By the time, she was in her early teens, Glenda had managed to make billions of dollars through a combination of hacking and prediction of economic trends. Unfortunately, she was not as careful as she should have been. A dozen armed officers tracked down one of the most infamous hackers in history. They were shocked to discover a teenage girl and even more surprised when she was able to take most of them down. Glenda's mutation had also sharpened her neural pathways, granting her enhanced physical speed and dexterity while her hyperintelligence allowed her to easily read her opponents. But there was only so much one girl could do against a dozen grown men and Glenda was captured.

Glenda's powers made her an ideal recruit even with her natural rebelliousness. With little choice, Glenda agreed to her assignment in return for having her crimes absolved. With access to the resources of the school, Glenda was able to create a number of technological advances though she makes them deliberately complex so that only the brightest minds can properly use them.
Last edited by The_Watchman on Thu Feb 02, 2012 8:05 am, edited 1 time in total.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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Re: Watchman's Builds

Postby The_Watchman » Thu Feb 02, 2012 7:59 am

Blackhawk - PL 10
Image

Real Name: Lieutenant Ricki Flag
Alias: Dixie Wilson


Background: Ricki was born into a long tradition of heroism and military tradition. Her grandfather Chuck and grandmother Quan Chee were both pilots in the illustrious Blackhawk Squadron during World War II. Her mother, Daisy, followed in the tradition as an operative in Task Force X. Daisy retired from active duty relatively early after being injured in the line of duty on a disastrous mission. Unbenownst to her at the time, Daisy was left with more than scars from her time in the service as a brief tryst with a fellow agent left her with a daughter.

Ricki continued in the family tradition. She was a gifted soldier and pilot, combining natural talent with raw dedication. She was looking at a promising career, if a bit less prestigious than her parents and grandparents, but all that changed with one bit of bad news. A woman named Amanda Waller came to Ricki with condolences and an offer. Waller revealed that Ricki's father had been a man named Rick Flag, the commander of Task Force X's ominously named Black Ops' arm: the Suicide Squad. Rick had recently declared KIA after making a successful one man assault to destroy the terrorist organization Jihad. The loss of Commander Flag left a vital opening. Waller offered Ricki the chance to learn the truth about her father in return for her service. Ricki eagerly accepted the offer. Her honor wouldn't let her do anything else.

Ricki quickly rose through the ranks of Task Force X and its associated organization Checkmate. She became Waller's Black Knight and a part-time agent in the Suicide Squad. She inherited her father's leadership and tactical acumen and the piloting skills of her grandparents, making her a natural field leader. When rumors began to circulate of a gathering of formerly disorganized metahuman agents, Waller tasked Ricki with joining the group under a costumed identity. Ricki designed the identity of Blackhawk and armed with Checkmate equipment, set out to gain a name for herself as a costumed adventurer.
Strength 3, Stamina 2, Agility 4, Dexterity 3, Fighting 7, Intellect 1, Awareness 4, Presence 2

Advantages
Benefit, Alternate Identity: Dixie Wilson, Close Attack 6, Connected, Contacts, Equipment 5, Evasion 2, Leadership, Move-by Action, Power Attack, Quick Draw, Ranged Attack 10, Set-up, Takedown, Teamwork, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+10), Athletics 7 (+10), Deception 10 (+12), Expertise: Tactics 4 (+5), Insight 4 (+8), Intimidation 4 (+6), Investigation 10 (+11), Perception 7 (+11), Persuasion 2 (+4), Sleight of Hand 1 (+4), Stealth 4 (+8), Technology 3 (+4), Vehicles 6 (+9)

Powers
Equipment Powers:
Costume
Mask Sensors: Senses 3 (Infravision, Radio, Tracking: Heat Tracking 1: -1 speed rank)
Protection: Protection 4 (+4 Toughness)

Grapple: Movement 1 (Swinging)

Utility Belt (Array)
Nunchaku: Strength-based Strike 4 (DC 22; Multiattack)
Hawk Cry: Affliction 7 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 17; Increased Range: ranged; Limited Degree)
Sap Gloves
. . . . Affliction: Affliction 4 (Linked; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 14; Extra Condition; Limited Degree)
. . . . Strike: Strength-based Strike 4 (Linked; DC 22)
Smoke Grenade: Cloud Area Concealment 2 (Alternate; Sense - Sight; Cloud Area 2: 30 feet radius sphere)
Stun Pistol: Blast 4 (Alternate; DC 19)

Equipment
Costume [Grapple: Movement 1, Swinging; Mask Sensors: Senses 3, Infravision, Radio, Tracking: Heat Tracking 1: -1 speed rank; Protection: Protection 4, +4 Toughness], Weapons [Nunchaku: Strength-based Strike 4, DC 22; Multiattack]

Offense
Initiative +4
Affliction: Affliction 4, +13 (DC Fort 14)
Grab, +13 (DC Spec 13)
Hawk Cry: Affliction 7, +13 (DC Will 17)
Nunchaku: Strength-based Strike 4, +13 (DC 22)
Strike: Strength-based Strike 4, +13 (DC 22)
Stun Pistol: Blast 4, +13 (DC 19)
Throw, +13 (DC 18)
Unarmed, +13 (DC 18)

Complications
Hatred:Metahumans: Ricki distrusts costumed heroes. She blames them for her father's death and considers them showboats who could use their abilities to do so much more.
Motivation: Patriotism: Ricki is fiercely loyal to her country, her agency, and her Southern and military heritages. She does not take insults lightly.
Responsibility:Checkmate: Ricki is Checkmate's Black Knight and has responsibilities to the organization.
Secret: Checkmate Spy: Ricki is a Checkmate agent assigned to covertly monitor metahumans and costumed vigilantes.

Languages
English

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 6, Will 10

Power Points
Abilities 52 + Powers 0 + Advantages 35 + Skills 34 (68 ranks) + Defenses 29 = 150
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
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