Watchman's Builds

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Re: Watchman's Builds

Postby The_Watchman » Thu Feb 02, 2012 8:00 am

Louis LeRoux- Scion of Dionysus - PL 7
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Strength 10/3, Stamina 10/3, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 4, Presence 2

Advantages
Attractive 2, Connected, Fascinate (Persuasion), Fearless

Skills
Insight 2 (+6), Perception 2 (+6), Persuasion 12 (+14)

Powers
Bull's Strength: Enhanced Trait 28 (Traits: Strength +7 (+10), Stamina +7 (+10))
Drunk's Community: Comprehend 2 (Languages - Understand All, Languages - You're Understood)
Wine God's Rebirth
. . Immortality: Immortality 10 (Return after 1 hour, Can not resurrect if heart is removed or destroyed)
. . Immunity: Immunity 1 (Poison)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Offense
Initiative +3
Grab, +4 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +4 (DC 25)

Complications
Addiction: If there's a vice, Louis probably indulges in it.
Motivation: Thrills: Louis lives for the party.
Power Loss:Sobriety: Louis's strength and stamina decrease if he goes too long without indulging in a drink.

Languages
Native Language

Defense
Dodge 3, Parry 4, Fortitude 10, Toughness 10, Will 4

Power Points
Abilities 38 + Powers 54 + Advantages 5 + Skills 8 (16 ranks) + Defenses 0 = 105

Background: Every year, Dionysus takes a trip to the Big Easy. For the God of Wine and Revelry, Mardi Gras is the place to be. He leaves a string of one night stands, trashed hotels, and destroyed bars in his wake. His wild oats also have a habit of sprouting. Louis LeRoux was one such leftover. His mother was a college student when she met the god and she was left with wild memories and one big problem. She gave Louis up for adoption as soon as he was born. Louis grew up in a string of foster homes. Though he was naturally charismatic, his heritage made him a walking party of destruction. He finally went out on his own at 17. He had the time of his life on the streets of New Orleans, burning through money as soon as he could con it. One night, he found himself in a drinking contest with a jovial fellow. Together the two drank their way through a dozen bars before even Louis had to throw in the towel. He woke up in a Temple of Dionysus, surrounded by beautiful women and rivers of wine. His opponent revealed himself to be Dionysus himself and explained the current state of things. Though his revelries were often chaotic, Dionysus had seen the wisdom of Athena's efforts. Without order as a contrast, the revelries would soon lose all meaning and becoming as boring as the mundane.
"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 » Sun Feb 05, 2012 12:51 pm

Red Wave - PL 9

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Quote: "You have hurt my friends for the last time. Now you face a Jotun!"
Real Name: Blóðughadda (Blóð for short, pronounced Blowd)
Mentor: Leviathan (Aquaman)
Role: Hero(ine)
Description: Blóð is close to 7 feet tall, muscled, and lithe. Her skin is very pale as she's new to the surface world and she doesn't tan. Her hair is long, bright crimson, and typically ill-kept.
Background: With the decline of the Vikings, the sea god Aegir became a hermit deep beneath the sea. As mankind took to the waves in ever increasing numbers, Aegir and his family remained secluded deep underwater. From time to time, Aegir and his wife Ran would rescue sailors from their doom or drive off those who preyed on the creatures of the sea but their exploits were mere rumor and myth. All that changed with the outbreak of World War II with the surprise attack of Susanoo and his minions. For centuries, the sea gods had kept to their respective kingdoms but Susanoo had grown greedy for more. He allied with the Imperial Japanese fleet to take control of the waters of the entire earth. Poseidon was among the first to fall as one of the oldest and strongest of the ocean lords. In desperation, the gods banded together. Aegir led the charge and his arrival on the surface coincided with the attack on Pearl Harbor. With his incredible strength and size, combined with his command over sea creatures, Aegir was dubbed Leviathan by the Allied Press. Leviathan and his allies played a crucial role in turning the tide both above and below the waves. In a climatic battle, Leviathan defeated Susanoo and looted his sword Grasscutter. Sadly, the cost had been high and Aegir was left as the guardian of all the seas

After the war, Leviathan returned to his domain to live in peace. He protected the seas openly but peacefully for those who respected the hospitality of his realm. He kept mostly to himself until the Martian attack. Aegir would not allow such an attack on his protected home and he lent his awesome power to the battle. Afterwards, Aegir agreed to serve as a full-time member of the Justice Corps (following a lot of prompting from Ran). Ran and their daughters remained in Hlesey but Blóðughadda longed for more. She yearned to be a hero like her father and not a glorified hostess like her sisters.

Blóð got her wish with the sudden return of Susanoo. The mad sea god unleashed the worst horrors of Yomi against Aegir and his family. Desperately, Aegir took up Grasscutter to defend his family. But Aegir did not know the dark power of the blade. In the hands of one who had taken life, Grasscutter was a weapon of horrid and devastating power but would corrupt its bearer. Blóð put herself between the maddened Aegir and her family. Through sheer determination, she managed to get the weapon away and in the hands of one who had never killed, Grasscutter returned to its peaceful state. Blóð and Aegir drove back Susanoo's forces. Aegir finally agreed to let Blóð join him in his work.

Grasscutter: Grasscutter (Kusanagi-no-Tsurugi) is a legendary sword found by Susanoo within the tail of a dragon. It is supernaturally sharp but will only cut what the wielder wishes to harm. It is able to control the wind and able to deflect attacks made against the wielder. Its true power only comes out in the hands of a one who has willingly taken the life of another. When truly unleashed, the blade possesses the wielder to produce incredible power able to kill the gods themselves. The sword takes a shape appropriate to its wielder and is an ornate viking sword roughly 4 feet in length when wielded by Red Wave.

Stats:

Red Wave - PL 9

Strength 11, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Attractive, Fast Grab, Favored Environment: Aquatic, Fearless, Improved Disarm, Improved Hold, Improved Initiative 2, Improved Smash, Inspire 2, Interpose, Leadership, Luck, Move-by Action, Power Attack, Second Chance: Disarmed by a Weapon, Weapon Bind, Weapon Break

Skills
Insight 6 (+8), Intimidation 7 (+10), Perception 6 (+8), Persuasion 4 (+6)

Powers
Divine Path
. . Superhuman Athleticism
. . . . Leaping: Leaping 5 ([0 active, 0/10 PP, 1/r], Leap 250 feet at 60 miles/hour)
. . . . Speed: Speed 5 ([0 active, 0/10 PP, 1/r], Speed: 60 miles/hour, 900 feet/round)
. . Swimming: Swimming 10 (Speed: 500 miles/hour, 1 mile/round)
. . Unstoppable
. . . . Immunity: Immunity 5 ([0 active, 0/10 PP, 1/r], Entrapment)
. . . . Regeneration: Regeneration 5 ([0 active, 0/10 PP, 1/r], Every 2 rounds)
Grasscutter (Easily Removable (indestructible))
. . Dragon's Strike: Strength-based Strike 1 (DC 27; Feature: Will only cut what the wielder wishes to harm, Reach (melee) 5: 25 ft.)
. . . . Element Control: Element Control 3 (Alternate; Element: Air, 800 lbs.; Increased Mass)
. . . . No Weapon Forged May Compare: Strength-based Strike 1 (Alternate; DC 27, Advantages: Improved Disarm, Improved Smash, Second Chance: Disarmed by a Weapon, Weapon Bind, Weapon Break; Affects Objects Only, Alternate Resistance: Fortitude)
. . . . Silent as the Wind: Concealment 8 (Alternate; All Aural Senses, All Olfactory Senses, All Visual Senses; Blending, Quirk: Ineffective in water)
. . . . Wind's Return: Deflect 7 (Alternate; Reflect; Reduced Range: close)
Sea Giant's Blood
. . Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Permanent)
. . Immunity: Immunity 4 (Aging, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Protection: Protection 2 (+2 Toughness)
Tongue of the Sea: Comprehend 4 (Animals - Speak To, Animals - Understand, Languages - Speak All, Languages - Understand All; Broad Type: Sea Creatures (Animal Comprehend) [2 ranks only])

Offense
Initiative +8
Dragon's Strike: Strength-based Strike 1, +6 (DC 27)
Grab, +6 (DC Spec 21)
No Weapon Forged May Compare: Strength-based Strike 1, +6 (DC Fort 27)
Throw, +0 (DC 26)
Unarmed, +6 (DC 26)

Complications
Enemy:Susanoo and the forces of the Yomi: Blod shares her father's animosity toward Susanoo and his allies. Her acquisition of Grasscutter has only further acerbated the situation.
Honor: Blod was brought up under a strict code of honor and loathes resulting to trickery to achieve her ends. She will seek out a direct fight whenever possible. She also takes hospitality very seriously.
Motivation: Recognition: Blod wants to live up to her father's example and prove herself a warrior hero.
Quirk: Party Girl : While she may be serious on the battlefield, Blod shares her dad's love of a good time. Since she appears to be a minor to the surface world, she's forbidden from engaging in their shared love of ale but she'll still seek out a party whenever possible.
Relationship: Her father Aegir, mother Ran, and her 8 sisters.
Responsibility: In addition to her responsibility as a hero, Blod is the bearer of Grasscutter and responsible for keeping the sword out of the hands of those who would use it for evil. She doesn't even begin to tap into the sword's true potential and fears to do so after seeing what it did to her father.


Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 11, Will 9

Power Points
Abilities 50 + Powers 40 + Advantages 16 + Skills 12 (23 ranks) + Defenses 17 = 135
"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 » Sun Feb 05, 2012 12:53 pm

Deadeye - PL 8

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Strength 0, Stamina -, Agility 4, Dexterity 2, Fighting 2, Intellect 0, Awareness 6, Presence 0

Advantages
All-out Attack, Equipment 1, Improved Initiative 4, Luck 2, Power Attack, Takedown

Skills
Insight 4 (+10), Perception 10 (+16), Ranged Combat: Firearms 6 (+8)

Powers
Eyes of Death: Senses 6 (Extended: Vision 2: x100, Penetrates Concealment: Vision)
Hades' Hitman
. . Concealment: Concealment 1 (Sense - Hearing)
. . Immortality: Immortality 5 (Return after 1 day)
. . Immunity: Immunity 30 (Fortitude Effects)
. . Invisibility: Invisibility 4 (Total concealment from all visual senses; Blending)
. . Movement: Movement 1 (Permeate 1: speed rank -2)
. . Protection: Protection 5 (+5 Toughness)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Hands of the Reaper (Removable)
. . Bullet Storm: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, Selective)
. . Rapid Fire: Blast 6 (DC 21; Accurate: +2, Multiattack, Secondary Effect [5 ranks only])
. . Unfailing Aim: Blast 8 (DC 23; Increased Range: perception)

Equipment
Armor [Protection: Protection 5, +5 Toughness]

Offense
Initiative +20
Bullet Storm: Burst Area Damage 8 (DC 23)
Grab, +2 (DC Spec 10)
Rapid Fire: Blast 6, +10 (DC 21)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)
Unfailing Aim: Blast 8 (DC 23)

Complications
Debts to Pay: Cade owes Hades for returning him to life and giving him his armor and weapons. The Lord of the Underworld never lets him forget it.
Enemy: Johnny Rocket : Cade blames Johnny for his death.
Honor: While Cade does kill for money, he does not kill wantonly and will not harm those he considers unworthy of death. With his uncanny accuracy, he is quite capable of shooting to wound and usually does so if fighting someone other than the target (or Johnny Rocket).

Languages
Native Language

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

Power Points
Abilities 18 + Powers 83 + Advantages 10 + Skills 10 (20 ranks) + Defenses 14 = 135

Background: Cade Gordano grew up on the streets and survived by his quick wits and sheer determination. In his teens, he managed to catch the eye of Frank Bianchi, one of the lieutenant's in Freedom City's mafia. Cade took well to doing odd jobs for Bianchi and soon found he had a real knack for the work of a hitman. He was a master shot with any firearm he could get his hands on. Unfortunately, human skill was little match for superhuman powers and Cade spent several stints in prison though the mob's lawyers managed to keep his time to a minimum. The last time Cade went away, he found out Bianchi had turned evidence against him. Infuriated, Cade swore revenge on his old mentor. He demanded the contract for Bianchi's elimination and was given the address where Bianchi had been hidden. Cade had Bianchi in his sights when Johnny Rocket intervened, snatching the bullet out of mid-air. Cade desperately tried to fight off the speedster and in the process, triggered an explosion that destroyed half a city block and took Cade out with it.

Cade found himself in the underworld, confronted by Hades' himself. Hades offered Cade a deal. The Lord of the Underworld was furious at the interference of the Freedom League and sought to create his own counterpart. He had collected the souls of those with grudges against the Freedom League and their predecessors in the Liberty League. In return for service, they would be returned to life as the Unliving Legion. Cade readily agreed and was returned to life, armed by Hades with a resurrected body with superhuman speed and durability and gloves capable of generating mystic firearms. Hades mockingly named him Deadeye. While the Unliving Legion ultimately failed and split up, Cade remained active in Freedom City as a costumed criminal for hire.

With the recent upheaval, Cade has found himself more in demand then ever. Desperate criminals and even shady government officials have sought out Deadeye's services to eliminate their enemies (real and imagined). For his part, Cade views the chaos as the natural way of things finally coming to the surface. It's a dog eat dog world now and if there's one thing Cade Gordano is, he's a survivor.
"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 Feb 05, 2012 12:54 pm

Blackout - PL 12

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Strength 7, Stamina 2, Agility 2, Dexterity 0, Fighting 3, Intellect 1, Awareness 2, Presence 0

Advantages
All-out Attack, Close Attack 4, Close Attack 5, Contacts, Defensive Roll, Fast Grab, Improved Disarm, Improved Hold, Improved Initiative 11, Improved Trip, Instant Up, Move-by Action, Power Attack, Redirect, Second Chance: Mind Control, Skill Mastery: Deception, Taunt, Uncanny Dodge, Weapon Bind

Skills
Athletics 3 (+10), Deception 16 (+16), Expertise: Government Agent 2 (+3), Intimidation 3 (+3), Investigation 6 (+7), Perception 4 (+6), Persuasion 3 (+3), Technology 1 (+2), Vehicles 2 (+2)

Powers
Blackout Symbiote (Activation: Move Action, Advantages: Close Attack 5, Improved Initiative 11)
. . Immunity: Immunity 11 (Life Support, Rare Descriptor: Friction Heat)
. . Impossible Speed
. . . . Concealment: Concealment 10 (Linked; All Senses; Quirk: Ineffective against those connected to the Speed Force)
. . . . Insubstantial: Insubstantial 4 (Linked; Incorporeal; Precise, Subtle 2: looks normal)
. . . . Super-Speed: Enhanced Trait 42 (Alternate; Traits: Dodge +12 (+15), Parry +12 (+15), Sleight of Hand +20 (+20), Advantages: Fast Grab, Improved Disarm, Improved Hold, Improved Trip, Instant Up, Power Attack, Uncanny Dodge, Weapon Bind)
. . Lightspeed Strike: Strength-based Strike 3 (DC 25; Accurate: +2, Multiattack)
. . . . Object Acceleration: Strength-based Strike 1 (Alternate; DC 23; Increased Range 2: perception, Penetrating 4)
. . . . Vibratory Charge: Strength-based Burst Area Strike 5 (Alternate; DC 27; Burst Area: 30 feet radius sphere, Subtle 2: undetectable; Distracting)
. . Movement: Movement 4 (Wall-crawling 2: full speed, Water Walking 2; Limited: Only While Running)
. . Quickness: Quickness 15 (Perform routine tasks in -15 time ranks)
. . Rage Strength: Enhanced Strength 6 (+6 STR)
. . Speed: Speed 20 (Speed: 2 million miles/hour, 4000 miles/round)
. . Speedforce Shielding: Protection 6 (+6 Toughness)

Offense
Initiative +46
Grab, +12 (DC Spec 17)
Lightspeed Strike: Strength-based Strike 3, +14 (DC 25)
Object Acceleration: Strength-based Strike 1 (DC 23)
Throw, +0 (DC 22)
Unarmed, +12 (DC 22)
Vibratory Charge: Strength-based Burst Area Strike 5 (DC 27)

Complications
Enemy: The Flash and the Justice League: Blackout blames Wally West for destroying his career and believes the Flash did so to further his own career. The Blackout symbiote blames the Justice League (actually the Justice Lords) for his death.
Quirk: Lethal Prankster: Blackout shares the Flash's goofy sense of humor but has been twisted into a cruel monster that delights in hurting others.
Weakness: Electricity: The Blackout symbiote is vulnerable to electricity. Its protection does not apply against electricity and sufficient voltage can revert Blackout back into Blake.

Languages
Native Language

Defense
Dodge 15/3, Parry 15/3, Fortitude 12, Toughness 9/8, Will 12

Power Points
Abilities 22 + Powers 135 + Advantages 12 + Skills 20 (40 ranks) + Defenses 21 = 210


Background: In a world one step away, Wally West was the heroic Flash. An accident bestowed the man with incredible speed which he used to protect the innocent. He helped to found the Justice Lords, a band of the earth's greatest heroes sworn to protect the world from any threat. But Wally's career was brutally cut short by the actions of the newly elected President Lex Luthor. Luthor captured the Flash and brutally killed the hero with a device that turned the Flash's own speed against him.

On another earth, Wally's counterpart faced death at the hands of a godlike enemy. Wally tapped deeply into the Speed Force in order to defeat his foe and save the world but in the process he was pulled into the Speed Force. His loved ones were able to pull him out but in the process, something escaped. The remnants of the other Flash escaped as little more than a bodiless force driven by pain and hate. The creature found a kindred spirit in Blake Black.

Black had been an FBI agent working on the death of a prominent senator along side Central City's CSI team. Blake had grown up in Central City and welcomed the chance to work back home with old friends, including Wally West. Unfortunately, after months of work, the case looked unsolvable and Blake manufactured evidence. He received a major promotion and acclaim for his work but the Flash brought all that to an end. Somehow the Scarlet Speedster tracked down the real killer and brought him to justice. Black's career came to an end and he found himself in jail. There his rage drew the remnant and in a strike of black lightning, they were bonded. The symbiote's mind joined with Blake's and suddenly he knew that Wally West was the Flash. Wally must have been jealous of Blake becoming an agent while Wally languished as a lowly CSI. He had tricked him somehow. Hid the truth. To the symbiote, this Flash was a poor doppelganger and its teammates had betrayed it by accepting the double. Blake Black vanished from prison, taking the name Blackout and swearing revenge on the flawed system and fake heroes that had ruined his life.
"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 » Sun Feb 05, 2012 1:27 pm

Miss Fate - PL 11
Image

Strength 4, Stamina 3, Agility 3, Dexterity 2, Fighting 2, Intellect 8/2, Awareness 11/3, Presence 1

Advantages
All-Out Attack, Eidetic Memory, Interpose, Move-by Action, Power Attack, Ritualist

Skills
Acrobatics 2 (+5), Athletics 2 (+6), Close Combat: Unarmed 5 (+7), Expertise: Magic 7 (+15), Investigation 1 (+9), Persuasion 1 (+2), Ranged Combat: Spells 6 (+8)

Powers
Helm of Nabu (Removable (indestructible))
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Lord of Order: Enhanced Trait 29 (Traits: Awareness +8 (+11), Intellect +6 (+8), Advantages: Eidetic Memory)
. . Mystic Mastery
. . . . Ankh Gate: Teleport 7 ([0 active, 0/44 PP, 6/r], Carry 50 lbs.; Accurate, Easy, Extended: 120 miles in 2 move actions, Portal; Limited to Extended)
. . . . Illusion: Illusion 8 ([0 active, 0/44 PP, 5/r], Affects: Three Sense Types - Vision and Hearing, Area: 500 cft., DC 18; Illusion Area, Independent)
. . . . Mystic Bolt Blast: Burst Area Damage 11 ([0 active, 0/44 PP, 4/r], DC 26; Burst Area 2: 60 feet radius sphere, Selective)
. . . . Napalm of Nabu: Blast 14 ([0 active, 0/44 PP, 3/r], DC 29; Secondary Effect)
. . . . Restructure Matter: Transform 7 ([0 active, 0/44 PP, 6/r+2], Affects: Broad > Broad - Inanimate Matter, Transforms: 100 lbs., DC 17; Accurate: +2, Increased Duration: continuous, Increased Range: ranged, Precise)
. . . . Scrying: Remote Sensing 14 ([0 active, 0/44 PP, 3/r+2], Affects: 2 Types, inc. Visual - Vision and Hearing, Range: 60 miles; Subtle 2: looks normal)
. . . . Spell Shatter: Nullify 14 ([0 active, 0/44 PP, 3/r+1], Counters: Magic, DC 24; Broad, Precise, Simultaneous)
. . . . Telekinesis: Move Object 14 ([0 active, 0/44 PP, 3/r+1], 400 tons, DC 29; Damaging, Precise)
. . Mystic Protection: Force Field 10 (+10 Toughness; Impervious)
. . True Sight: Senses 8 (Analytical: Sight, Counters All Concealment: Sight, Counters Illusion: Sight; Noticeable: Glowing Eyes)
. . Usable only by Misfit: Feature 1

Offense
Initiative +3
Grab, +2 (DC Spec 14)
Mystic Bolt Blast: Burst Area Damage 11 (DC 26)
Napalm of Nabu: Blast 14, +8 (DC 29)
Restructure Matter: Transform 7, +10 (DC Dog 17)
Spell Shatter: Nullify 14, +8 (DC Will 24)
Telekinesis: Move Object 14, +8 (DC 29)
Throw, +2 (DC 19)
Unarmed, +7 (DC 19)

Complications
Accident: : Charlie has always had a knack for collateral damage and Nabu's influence has done little to curb her reckless nature.
Enemy: Black Alice: : Alice is a relative and long-standing rival of Charlie's. They've become enemies ever since Alice permanently stole Charlie's Bouncing powers.
Motivation: Doing Good
Responsibility: Order: As the legacy of Dr. Fate, Charlie is on the side of Order whether she wants to be or not.

Languages
Native Language

Defense
Dodge 7, Parry 6, Fortitude 5, Toughness 13, Will 11

Power Points
Abilities 40 + Powers 103 + Advantages 4 + Skills 16 (32 ranks) + Defenses 7 = 170


Background: Charlotte "Charlie" Gage-Radcliffe always wanted to be a hero. Her dream seemed to come true when she discovered her power to teleport. She quickly found her 'bouncing' allowed her to travel virtually anywhere but she was unable to transport any other living creature without killing it. When a fire consumed her apartment, she couldn't save her family and found herself alone on the streets. She soon found shelter in the Clocktower used by Oracle and the Birds of Prey. She took to calling herself Batgirl until confronted by Huntress and Black Canary. She agreed to stop operating as Batgirl but begged the Birds to train her while she adopted the identity of Misfit. Despite her inexperience, Misfit's powers made her an important part of the team. Early in her career, she encountered Black Alice, a goth girl with the ability to steal powers from any mystic being. Misfit's optimism contrasted sharply with Alice's angst and the two became bitter rivals. After both were abducted by agents of Darkseid, Alice and Misfit discovered that they shared a blood relation as both were natural born magic users known as Homo Magi.

Following the breakup of the Birds of Prey, Misfit took to traveling the world while trying to do good. Her travels brought her into a conflict between several dark mystics and Dr. Fate. To her horror, Dr. Fate was killed in battle and his helmet streaked away. Misfit chased it around the world as it sought to find a new host. But the chase brought her into conflict with Black Alice, who had embraced the darker side of magic. While Misfit managed to get the helmet first, Alice could easily steal its power away. Desperately, Misfit put on the helmet. The voice of Nabu in her mind was desperate as Alice began to leach away his knowledge and power. Misfit was determined to help and through sheer determination, managed to override Alice's power. The power of the two mystics and the Lord of Order intermixed. The combined will of Nabu and Charlie blocked Alice from accessing Fate's power but at the cost of Charlie's natural powers. Alice was left permanently in possession of Misfit's teleportation powers while the Helm bound itself to Charlie. Nabu was left weakened while Charlie found herself thrust into the role left open by the former Doctor Fate.
"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 06, 2013 10:18 am

Image

Whisper - PL 8
Real Name: Persephone "Percy" Henderson
Age: 15


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

Advantages
Beginner's Luck, Contacts, Defensive Roll 5, Luck 3, Uncanny Dodge

Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 6 (+7), Expertise: History 4 (+8), Insight 6 (+10), Intimidation 9 (+10), Investigation 5 (+9), Perception 4 (+8), Persuasion 7 (+8), Sleight of Hand 4 (+4), Stealth 6 (+8)

Powers
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Ghost Girl
. . Chill of the Grave
. . . . Affliction: Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 15; Selective)
. . . . Damage: Burst Area Damage 8 (cold, DC 23; Burst Area: 30 feet radius sphere, Selective)
. . Going Ghost
. . . . Frozen Metabolism: Immunity 10 (Life Support)
. . . . Insubstantial: Insubstantial 4 (Incorporeal)
. . . . Invisibility: Invisibility 2 (Total concealment from normal vision)
. . Poltergeist: Move Object 8 (6 tons, DC 23; Damaging, Increased Range: perception, Precise)
. . Possession: Mind Control 8 (DC 18; Subtle: subtle)
Touching the Dead Zone
. . Psychometry
. . . . Knowledge of the Dead: Enhanced Trait 5 (Linked; Advantages: Beginner's Luck, Contacts, Luck 3)
. . . . Senses: Senses 4 (Linked; Postcognition; Uncontrolled)
. . Sixth Sense
. . . . Comprehend: Comprehend 2 (Linked; Spirits - Communicate, Spirits - Medium)

Offense
Initiative +2
Affliction: Affliction 5, +0 (DC Will 15)
Damage: Burst Area Damage 8 (DC 23)
Grab, +0 (DC Spec 10)
Poltergeist: Move Object 8 (DC 23)
Possession: Mind Control 8 (DC Will 18)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Phobia: Death: Alyssa is absolutely terrified of dying herself after seeing how much it sucks to be a ghost. While she trusts her powers and her family to protect her, getting badly hurt or otherwise facing what seems like certain death can put her into a panicked state.
Quirk: I See Dead People: She talks to people that aren't there. It tends to weird people out.
Responsibility: Speaker for the Dead: There are a lot of ghosts with business left to do. It tends to keep her busy.

Languages
Native Language

Defense
Dodge 8, Parry 3, Fortitude 3, Toughness 8/3, Will 8

Power Points
Abilities 28 + Powers 54 + Advantages 6 + Skills 19 (55 ranks) + Defenses 13 = 120

Background: Percy was always a smart, quick child. Perhaps a bit too smart. Her teachers wondered how the girl seemed to just know the answers to even the most obscure questions when she rarely seemed to be be anything but distracted in class. Percy's secret was simple. From the time she was able to speak, she could speak to people and things that nobody else could see. Spending all her time surrounded by the often rather demanding shades taught her how to twist people around her fingers and as her connection grew, she learned to do more than speak with the dead. With effort, she could bend weaker shades to her will to take control of others or lift her off the ground. She even learned to partially bond with the dead and step out of the world of the living to become something like a shade herself.

Personality: Despite her code name, Whisper is anything but quiet. She loves her powers and while she's not terribly comfortable risking her own life, she likes the thrill of being a hero. She covers her fear with a sort of gallows humor though she's not above playing helpless, frightened, or just plain creepy as the case demands.
"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 06, 2013 10:18 am

Elektra Shock - PL 8
Image


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

Advantages
All-out Attack, Attractive, Fascinate (Expertise), Power Attack

Skills
Acrobatics 4 (+6), Expertise: Music 8 (+8)

Powers
Battle Hymn: Comprehend 2 (Machines / Electronics; Feature: Induction Charge (Wirelessly Power Electrical and Electronic Devices))
Crazy Train
. . Fast As A Shark: Quickness 3 (Perform routine tasks in -3 time ranks)
. . Over the Mountain: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
. . Ride the Lightning: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . . . Aces High: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
Symphony of Destruction
. . Creeping Death (Electro-vampirism): Broad Simultaneous Weaken 8 (Affects: All Abilities (Drains and Disrupts Neural Electricity), Resisted by: Fortitude, DC 18; Broad: All Abilities, Simultaneous)
. . Fade to Black (Taser Punch)
. . . . Affliction: Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)
. . . . Damage: Damage 8 (Linked; DC 23; Secondary Effect)
. . Hammer Smashed Face (Magnetokinesis): Blast 6 (DC 21; Accurate 5: +10, Homing: 1 extra attempt, Multiattack, Precise; Quirk: Requires Metal Objects)
. . Powerslave (Possession): Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Custom: Merge with Target, Increased Duration 2: sustained; Instant Recovery)
. . Superbeast (Metal Form) (Activation: Free Action)
. . . . Enhanced Ability: Enhanced Strength 10 (+10 STR)
. . . . Impervious Defense: Impervious Toughness 4
You Can't Kill The Metal
. . Battery: Immortality 2 (Return after 1 week)
. . Iron Man: Protection 8 (+8 Toughness)
. . Living Dead Girl: Immunity 30 (Fortitude Effects)

Offense
Initiative +2
Affliction: Affliction 8, +8 (DC Fort 18)
Creeping Death (Electro-vampirism): Broad Simultaneous Weaken 8, +8 (DC Fort 18)
Damage: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 18)
Hammer Smashed Face (Magnetokinesis): Blast 6, +10 (DC 21)
Powerslave (Possession): Affliction 8, +8 (DC Will 18)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)

Complications
Addiction: Keep Yourself Alive: Elektra must consume electricity to keep herself alive
Killer Queen: Elektra's always had pride in herself and being undead has only amped that up.
Motivation: Justice for All: Evil has to be punished!
Weakness: Holy Diver: Water disrupts Elektra's powers and can make them feedback on her. Properly insulated targets are immune to Powerslave, Creeping Death, and Fade to Black.

Languages
Native Language

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

Power Points
Abilities 8 + Powers 90 + Advantages 4 + Skills 6 (12 ranks) + Defenses 12 = 120


Background:

Chapter 1: Look Up to the Skies and See
For the Lads of Lightning, it started another barely paying gig at a third rate basement bar. Even after years of struggling, they were only rock stars in their own minds and even that illusion was wearing thin. Raymond "Raiden" Richards, the bass player, had tried to cheer the others up by reminding them of the free drinks. Matt "Thor" Thurston, the drummer, was at least happy to be playing in the old fallout shelter that had been (barely) converted to make the Crater Bar. The heavy stone and metal walls gave off a decent reverb. Zeke "Zeus" Gallo, the lead guitarist, had booked the gig just to be close to his girlfriend, Tia. But Zeke's older brother, Jude "Jupiter" Gallo, wanted no part in the whole thing. He was tired of singing in lousy bars and he was especially tired of dealing with his little brother being more popular. His angry voice was in rare form that night and for once, his anger was energizing the crowd. It was the best set the Lads had ever played and when Zeus hit the guitar solo, it shook the heavens. Then the heavens answered back. The night was filled with blinding light through the thick and dark bar windows and moments later, everything went dark. The roar of a thousand screaming gods shook the earth as the city was consumed by nuclear fire. It took moments for the small crowd to erupt into panicked screams but out of nowhere, Zeus took control. He quickly organized the panicked mob to some semblance of order and reminded them they were in the safest place to be. By some divine plan, a wannabe band, a few bartenders, and a gang of lonely drunks had survived the apocalypse in a relic of the nuclear age.

Chapter 2: Carry On, Carry On
The Crater Bar was fortunately well stocked. The owner had chosen to keep the fallout shelter decor and most of the canned goods were still usable. Unfortunately, there were far more people trapped than the shelter was intended to accommodate. After a week, it was clear to Zeus that the food would run out within a couple of months at most. The Lads had become the default leaders of the survivors and they faced a tough choice. Zeus was adamant that remaining in the shelter would just be a slow death sentence and the group needed to find a better place. Jupiter argued that uncertainty was worse than staying safe and just going out to find some food. He was livid when the rest of the group agreed with Zeus. The small band of survivors made their way out of the shelter and through the shattered, still burning remnants of a city of millions. The journey out was dangerous as the shattered city was filled with dangers both natural and human but Zeus refused to give in to Jupiter's demands to attack anyone who came near the group. Ultimately Zeus's mercy proved wise as their small band grew to a large enough size that any but the most desperate beasts or raiders stayed away. As the group reached the outskirts, they had grown significantly and others sought them as a source of civilization in a world that had lost it. They were one of the largest groups to reach New Saratoga in those dark days but Zeus and the Lads arrived as heroes to a world with far too few.

Chapter 3: I'm Just a Poor (Girl) From a Poor Family
New Saratoga brought a measure of peace and safety for the Lads and their band but not everything was perfect. Jupiter's jealousy had only grown as his brother's reputation grew. He had long held a torch for Tia but the journey to New Saratoga had made it clean that she was hopelessly in love with Zeus. When Tia and Zeus announced the upcoming birth of their child, Jupiter found more and more reason to spend time away from the town. His hatred finally crystallized when his body began to change. His body took on the structure of dust and earth and his mind was consumed with rage and radiation. When the mutants attacked New Saratoga, Jupiter was among them. While most of his mind has been lost, that hate and rage remained. He came down upon Zeus, Tia, and their infant girl, Elektra. While the months of struggling for survival had taught Zeus to fight, he was no match for the mutant that had once been his brother. Jupiter grabbed the little girl and Tia, moments from crushing them. All seemed lost and it seemed that Zeus's brother would accomplish what even nuclear war could not, destroying Zeus completely. But in that moment, the lights went out and a little infant girl screamed.

Chapter 4: Thunderbolt and Lightning. Very, very frightening me.
From deep inside her tiny body, lightning began to arc. An explosion of raw electrical power burst from her skin to course through Jupiter. Silicon skin turned to glass in a heartbeat but a moment too late. Jupiter had crushed the life from Tia Gallo. Zeus screamed in rage and shattered the glass statue of his traitor brother. He and Elektra joined the others in fighting off the other mutants. With New Saratoga safe for now, word of Elektra's powers quickly spread with the stories of other children born with strange powers but not tainted like the mutants of the wastes. Elektra took eagerly to training in mastering her abilities and rarely gave a moment's thought to the fearful glances she got from so many. Zeus passed along his love of music to his daughter and she found the guitar a welcome escape from the pressure of training and her own dark thoughts. But she would not forget what her uncle and the other mutants had done nor that the pieces of Jupiter had vanished after the battle.

Chapter 5: Beelzebub has a devil put aside for me!
Elektra was 17 when she heard for certain that her uncle was alive. Confident in her experience and her abilities, she went out alone to hunt down the madman. She found him deep in the wastes. Though she'd trained for years for the encounter, she had severely underestimated the mutants. Jupiter wasn't alone and Elektra was quickly overwhelmed. She battled like never before but for all her power, she was still just a single teenage girl. Badly wounded and desperate, she fled back to New Saratoga. She pushed herself to the very limits, determined to not just disappear into the wastes. She drained herself completely surfing lightning back to the colony before collapsing in a pool of her own blood. Despite the desperate efforts of the colony's doctor, Elektra was too badly hurt. She died there in the dust on a dark night. But just as the doctor pronounced her dead, a bolt from the heavens struck her prone form. Elektra's eyes snapped open, reborn from the lightning. Though her heart no longer beat, the girl was far from dead. She had been reinvigorated, driven by the massive energy flowing through her body. After overcoming death itself, Elektra Shock was determined that she would be a chord of hope in a dead world alongside her fellow children of the atom. By day, heroes to stand against the mad hordes of mutants, by night, the music of the future.
"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 06, 2013 10:19 am

The Felonius Farceur - PL 8
Image
Strength 2, Stamina 3, Agility 2, Dexterity 3, Fighting 3, Intellect 10, Awareness 3, Presence 1

Advantages
Eidetic Memory, Inventor, Luck 2, Ranged Attack 4, Set-up, Speed of Thought, Taunt, Teamwork

Skills
Acrobatics 3 (+5), Deception 12 (+13), Insight 4 (+7), Investigation 1 (+11), Perception 5 (+8), Sleight of Hand 1 (+4), Technology 8 (+18), Vehicles 2 (+5)

Powers
Coat of Many Colors (Removable (indestructible))
. . Only Usable by Farceur: Feature 1
. . Reactive Material: Protection 8 (+8 Toughness)
. . Shifting Patterns
. . . . Cloaking: Concealment 10 (All Senses)
. . . . Holograms: Illusion 5 (Affects: Three Sense Types - Vision and Audio, Area: 60 cft., DC 15; Illusion Area)
. . . . Morph: Morph 4 (+20 Deception checks to disguise; Any form)
. . . . Phasing: Insubstantial 4 (Incorporeal)
. . . . Poltergeists: Move Object 7 (3 tons; Accurate: +2, Indirect 4: any point, any direction, Precise)
Nothing Up My Sleeves (Removable)
. . Disco Dazzler's Mirrorball: Hypnotism: Mind Control 9 (DC 19; Reduced Range: ranged, Sense-dependent: Sight)
. . Disco Dazzler's Mirrorball: Reflection: Deflect 5 (Redirection, Reflect; Reduced Range: close)
. . Lightshow's Glow Stick: Laser: Blast 9 (DC 24)
. . Lightshow's Glow Stick: Strobe: Cone Area Dazzle 8 (Affects Sense: Sight, Resisted by: Fortitude, DC 18; Cone Area: 60 feet cone; Reduced Range: close)
. . Sleetseeker's Ice Blaster: Brittle as Ice: Weaken 9 (Affects: Toughness, Resisted by: Fortitude, DC 19; Increased Range: ranged)
. . Sleetseeker's Ice Blaster: Freeze Solid: Affliction 9 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 19; Increased Range: ranged)
. . Sleetseeker's Ice Blaster: Ice Sculptures: Create 8 (Volume: 250 cft., DC 18; Innate, Precise)
. . Sleetseeker's Ice Blaster: Ice Sickles: Blast 9 (cold, DC 24)
Pack Rat's Packotrix (Easily Removable)
. . Nanomachine Assembly: Variable 1 (Limited: Equipment Only)

Offense
Initiative +10
Disco Dazzler's Mirrorball: Hypnotism: Mind Control 9, +7 (DC Will 19)
Grab, +3 (DC Spec 12)
Lightshow's Glow Stick: Laser: Blast 9, +7 (DC 24)
Lightshow's Glow Stick: Strobe: Cone Area Dazzle 8 (DC Fort 18)
Poltergeists: Move Object 7, +9 (DC 17)
Sleetseeker's Ice Blaster: Brittle as Ice: Weaken 9, +7 (DC Fort 19)
Sleetseeker's Ice Blaster: Freeze Solid: Affliction 9, +7 (DC Fort 19)
Sleetseeker's Ice Blaster: Ice Sickles: Blast 9, +7 (DC 24)
Throw, +7 (DC 17)
Unarmed, +3 (DC 17)

Complications
Motivation: Thrills : Benedict became Farceur purely for the excitement of being a costumed criminal.
Quirk: Punchclock Punster : Farceur has been a "professional" supervillain for a long time but it's more of an act than anything. He likes the thrills and theatrics. He tends to adopt a voice not unlike Frank Gorshin's Riddler and has a bad habit of monologuing. He also has a deep love for absurd (and often terrible) jokes.
Relationship: Beatrice Price Leonard : Benedict is desperate to find out what happened to Bee during Operation Jormangundr
Reputation: Failed Villain : Farceur has been beaten by heroes so many times that most people consider him a joke.
Secret: Husband of Stinger : Farceur is actually married to his "Arch-Enemy", the shadowy superheroine Stinger.
Power Loss: Taking the Toys Away: While the weapons are stored in a subdimension accessed through his armbands, each of the individual weapons can be taken away or destroyed like any handheld weapon.

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 11, Will 9

Power Points
Abilities 54 + Powers 51 + Advantages 12 + Skills 18 (36 ranks) + Defenses 15 = 150

Background: Benedict Leonard was a bright kid that spent a lot of time in the shadow. Although he was brilliant, being an awkward foster child made him a natural target for bullies and his intelligence didn't win him many friends. As he got older, the bullying only got worse and his like might have taken a far darker path had he not met Beatrice. Beatrice Price was a charming, talented child and heiress to the powerful Price family. Despite seemingly having it all, Beatrice saw something worth befriending in Benedict. Benedict soon became the only person Bee would trust with just how much pressure she felt from her family and she became the one person he could count on to support his often eccentric ideas. When a tragic robbery gone awry left Beatrice an orphan, Ben had a chance to return the favor to his friend. Though she was obviously grateful to her friend, Ben could see that the crime had left Bee changed. She became far more focused on her studies as she was forced to grow up too fast. Ben dedicated himself to trying to lighten Bee up whenever possible and poke a few holes in her ego whenever she got too serious about anything.

After college, Bee ensured Ben had a job at Price though the young man's genius soon made it clear that he would be an incredible asset to any company. For his part, Ben was glad to help as one of the Price Corporations lead engineers. But Bee seemed to be more and more distant with her new role as CEO and Ben soon found himself bored with his work. When the superheroine Stinger first made the headlines, Ben was struck with a sudden idea. He had no desire to be a costumed hero and serve the status quo that had so often treated him badly but there were other paths. Using his brilliant mind and the resources of the Price Corporation, he designed his fantastic Coat of Many Colors and created the identity of Farceur. While Ben was usually a quiet and reserved person, Farceur gave him a chance to really let loose. He created the flashiest personality he could imagine and threw himself wholeheartedly into the role of costumed criminal. After a few daring heists, he finally got the attention of the Stinger. He was thrilled when the shadows began to form around him and the shadowy figure stepped into the light. And then his jaw dropped. As though a domino mask and wig could ever keep Ben from recognizing his oldest friend. After a token struggle, he let himself be captured and Bee's subsequent shock at finding his true identity. Although she felt betrayed, Ben had come up with a plan to keep his friend entertained, sure of herself, and above all, safe.

Farceur was barely in prison long enough for his fingerprints to dry. He engineered his escape and began searching for the people he'd need to bring his plan to fruition. He carefully began recruiting arrogant, petty, but mostly harmless criminals and outfitting them as a rogues gallery for Stinger. He provided them with fantastic tools and weapons while suiting them up with costumes and themes to dominate the headlines. Those with any propensity to use lethal force found their powers failed at the worst possible moment and replaced with new villains. Through it all, Ben became wealthy but cared little for such petty things. Farceur became the de facto leader of Stinger's rogues gallery but the rogues had no respect amongst the "real" supervillains. That was just what Ben had intended. But through it all, Ben watched Bee and began to feel more than friendship. With the rogues gallery finally where he wanted them, he told Bee the truth. Though he expected little, Bee revealed that she reciprocated his feelings. Ben retired the Farceur soon after but Beatrice remained Stinger, despite his concerns. When the Horde attacked, Stinger volunteered to be part of Operation Jormagundr. With his wife missing, Ben donned the Farceur. He was determined to find what had happened and either save Beatrice or ensure the Horde paid in blood.

Personality: Farceur is the very picture of the colorful costumed criminal but beneath the absurd exterior lies a brilliant mind. While Farceur is firmly of the "no killing heroes" school and deliberately created his gear and that of the other rogues to ensure it was not used to full and deadly potential, he also has a deep understanding of it. He knows exactly what the gear can do and given sufficient reason, could put it to deadly use. When he stops smiling, that's a good time to run. For all his bad puns and over-the-top theatricality, Farceur is an experienced combatant and has spent years working as part of a team.

:arrow: Edited to combine the rogue's gallery gear into one array. All of the items are stored in a little extradimensional pocket connected to the armbands under Farceur's coat. While removing the sleeves is difficult, each of the rogue's weapons is Easily Removable (not included in costs) so a disarm can take them away and remove that group of powers from the Array until he can retrieve or replace it. I limited the sleeves to three weapons with any others left for stunting.

:arrow: The Coat of Many Colors is a brightly colored longcoat that constantly shifts color and shape around Farceur when he's not actively using it. It's a bit like Spawn's cape in that it doesn't really follow the rules of normal fabric as it's some sort of techno material. It produces the extra mass needed for Morph but doesn't have enough to really maintain strength at large size (thus why it doesn't provide any Growth benefit) and can shunt extra mass to a pocket dimension for smaller shapes but this is so disruptive and unpleasant that Ben usually avoids doing it (this being the explanation of why Morphing to a smaller form doesn't provide any kind of Shrinking benefits). The coat is activated by Ben's stray thoughts and if he isn't paying attention to it, the coat will often express tiny illusions or patterns in the fabric.

:arrow: Lightshow's Glow Stick is green rod about a foot in length that constantly gives off a low level glow. It works just like you'd expect.

:arrow: Disco Dazzler's Mirrorball is a disco ball small enough to hold in one hand. It projects patterns of light independent of the actual ambient light.

:arrow: Sleetseeker's Ice Blaster looks like a blue and silver nerf blaster. It fires beams of extreme cold to make targets brittle or freeze them solid. It can also form thin blades of ice that it fires like bullets or more detailed ice shapes.

:arrow: Packrat's Packotrix looks like an old canvas messenger bag. When the user reaches inside and pulls his hand out, microscopic nanomachines spread out and quickly convert inorganic material (including air) into the desired object. The objects form outside of the bag but does so quickly enough that any handheld object seems to just be drawn from the bag itself. Larger gear is more obvious given the time and material consumed to create them.
"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 » Mon Feb 11, 2013 10:41 am

Mabu d'Bitington - PL 8
Image
Strength 5/4, Stamina 6/4, Agility 4/0, Dexterity 0, Fighting 8/4, Intellect 0, Awareness 6, Presence 0

Advantages
Fast Grab, Improved Critical 3: Rake: Strength-based Damage 3, Improved Hold, Move-by Action

Skills
Athletics 2 (+7), Expertise: Nature 10 (+10), Expertise: Survival 5 (+5), Perception 7 (+13)

Powers
Druid Powers/ Wildshape
. . Saurian Shaman
. . . . Enlarge Self: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category)
. . . . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . . . Raptor Traits: Enhanced Trait 25 (Traits: Agility +4 (+4), Stamina +2 (+6), Strength +1 (+5), Fighting +4 (+8), Advantages: Improved Critical 3)
. . . . Scales: Protection 4 (+4 Toughness)
. . . . Senses: Senses 3 (Acute: Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank)
. . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Terrible Claws: Strength-based Damage 3 (DC 23)
. . . . . . Rake: Strength-based Damage 3 (Alternate; DC 23; Multiattack; Grab-based)

. . . . Summon Nature's Ally: Summon 7 (Heroic, Type (Broad): Animals)
. . . . . . Cure Wounds and Resurrection: Healing 10 (Alternate; Persistent, Restorative, Resurrection, Stabilize)
. . . . . . [b]Entangle: Progressive Shapeable Area Affliction 8[/b] (Alternate; 1st degree: Impaired, 2nd degree: Defenseless, 3rd degree: Paralyzed, DC 18; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic, Innate, Progressive, Reversible, Selective)
. . . . . . Flaming Sphere: Blast 8 (Alternate; fire, DC 23; Affects Insubstantial 2: full rank, Contagious, Increased Range: perception, Secondary Effect)
. . . . . . Stone Shape
. . . . . . . . Affliction: Shapeable Area Affliction 8 (Linked; 1st degree: Hindered, 2nd degree: Immobile, DC 18; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic; Limited Degree)
. . . . . . . . Element Control: Shapeable Area Element Control 8 (Linked; Element: Earth, 6 tons, DC 23; Shapeable Area: 30 feet, cubic, Damaging, Innate, Precise)


. . Wild Shape: Shapeshift 13 (Limited: Animals)

Druid Traits
. . Trackless Step: Movement 2 (Trackless: Sight and Smell 2; Limited: Natural Terrain)

Innkeeper's Bell (Easily Removable (indestructible))
. . Summon Miss Willkins: Summon 5

True Sight Monocle (Easily Removable (indestructible))
. . Senses: Senses 4 (Counters Concealment: Sight, Counters Illusion: Sight)

Offense
Initiative +4
Affliction: Shapeable Area Affliction 8 (DC Dog/Fort/Will 18)
Element Control: Shapeable Area Element Control 8 (DC 23)
Entangle: Progressive Shapeable Area Affliction 8 (DC Dog/Fort/Will 18)
Flaming Sphere: Blast 8 (DC 23)
Grab, +8 (DC Spec 15)
Rake: Strength-based Damage 3, +8 (DC 23)
Terrible Claws: Strength-based Damage 3, +8 (DC 23)
Throw, +0 (DC 20)
Unarmed, +8 (DC 20)

Complications
Honor: Bitington is a gentleman of honor with a reputation to maintain.
Prejudice:Dinosaur: Top hat and monocle or no, Bitington is still an 8 foot long prehistoric predator. Some people are put off by that

Languages
Common

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

Power Points
Abilities 20 + Powers 107 + Advantages 3 + Skills 12 (24 ranks) + Defenses 8 = 150

Miss Willkins - PL 8

Strength 0, Stamina 3, Agility 3, Dexterity 0, Fighting 0, Intellect 8/4, Awareness 6, Presence 0

Advantages
Eidetic Memory, Well-informed

Skills
Persuasion 6 (+6)

Powers
Bardic Knowledge: Enhanced Trait 9 (Traits: Intellect +4 (+8), Advantages: Eidetic Memory)
Unseen Servant
. . Concealment: Concealment 3 (Sense - Hearing, Sense - Sight)
. . Quickness: Quickness 3 (Perform routine tasks in -3 time ranks)
Well-Traveled: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)

Offense
Initiative +3
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

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

Power Points
Abilities 32 + Powers 24 + Advantages 1 + Skills 3 (6 ranks) + Defenses 15 = 75


:arrow: The spell list is truncated to just be some main effects with the rest left for stunting.

:arrow: Miss Willkins is a non-combatant and primarily serves as Bitington's personal assistant. The bell is something like an Onyx Figurine that summons her (though mechanically she's basically just a normal human with a few tricks). It's easy enough to explain the difference in function being a result of her not being able to return to her proper astral plain while trapped in the Driftverse.



Background: Across the continent of Khorvaire on the world of Eberron, House Ghallanda has long been renowned for its hospitality. The halflings of Ghallanda welcome all visitors and travelers from the nomadic plains of Talenta to the majestic sky-scraping spires of Sharn. Mabu d'Bitton was an up-and-comer within the House, able to trace his bloodline of Yoren d'Ghallanda, the ruler of the House. Growing up in one of the most luxurious inns of Gatherhold made Mabu used to the finer things in life and his bloodline made him sure of his place in the world. This arrogance cost him dearly. When a ragged stranger came to the inn late one night, Mabu refused to welcome the beggar. Unfortunately for Mabu, the stranger was Crystryx, an ancient and malicious dragon. The dragon revealed himself and cursed Mabu for his rudeness, transforming the young halfling and his immediate family into dinosaurs like those used as beasts of burden by the halflings of the Talenta Plains. Mabu was exiled from his House and his family name was stricken from the records.

Shamed, the transformed velociraptor wandered the plains of Talenta, searching for some means of undoing his curse. In his wanderings, he met a strange old hermit, an aged Shifter named Quix. Quix seemed nothing but amused by Mabu's plight and went out of his way to treat Mabu like the animal whose body he now possessed. It was only with time that Mabu came to realize that Quix was teaching him to come to terms with his new form and to grow more in touch with his surroundings. Once Mabu realized this, Quix became more welcoming to the young velociraptor and taught him deeper secrets. Mabu learned to connect with the deeper spirits of nature, able to manipulate the elements to his will and strengthen his own predatory nature. But as soon as Mabu had become comfortable with his new life, Quix forced him out. Mabu, now confident with himself, traveled to Sharn with his mentor to join Quix's old adventuring company. Quix dubbed Mabu "Bitington" and tasked him with trying to pass as the druid's animal companion until he was accepted by the group.

The company fell on hard times as Quix and the older members retired, leaving Bitington and the rest of the younger adventurers alone. The company's luck changed when a seemingly routine security job at a museum in Sharn led the company on a quest to retrieve a priceless relic. In the process, the company thwarted an attempt to merge Sharn with a realm of chaos and nightmares. Retrieving the artifact landed Bitington and the others as agents of The Vault, a highly secretive organization that sought out and locked away the most dangerous artifacts on the face of Eberron. In a world where magic had taken the place of science and technology, this was quite a task. In time, The Vault aided Bitington in reclaiming some of his House standing.
"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 » Thu Feb 21, 2013 9:28 am

Joringel - PL 5

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

Advantages
Eidetic Memory, Equipment 2, Improved Critical 2: Deflected Attacks

Skills
Close Combat: Walking Stick 3 (+6), Expertise: Magic 5 (+10)

Powers
Prophetic Dreams: Senses 4 (Precognition; Quirk: Only While Dreaming, Uncontrolled)

The Blood Red Flower (Removable (indestructible))
. . Dispelling Touch: Nullify 7 (Counters: Magic, DC 17; Broad, Effortless, Simultaneous; Reduced Range: close)
. . . . Spell Reversal: Deflect 8 (Alternate; Advantages: Improved Critical 2; Accurate 3: +6, Redirection, Reflect; Reduced Range: close)
. . Immunity: Immunity 5 (Alteration Effects)

Equipment:
Traveling Cloak
Concealment: Concealment 2 (Sense - Sight; Blending)
Immunity: Immunity 1 (Environmental Condition: Cold)
Movement: Movement 1 (Safe Fall; Limited: Half-Effect)
Protection: Protection 1 (+1 Toughness)

Walking Stick: Damage 4 (DC 19)
. . Stunning Strike: Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14)

Equipment
Iron Banded Walking Stick [Walking Stick: Damage 4, DC 19], Traveling Cloak [Concealment: Concealment 2, Sense - Sight; Blending; Immunity: Immunity 1, Environmental Condition: Cold; Movement: Movement 1, Safe Fall; Limited: Half-Effect; Protection: Protection 1, +1 Toughness]

Offense
Initiative +2
Dispelling Touch: Nullify 7, +3 (DC Will 17)
Grab, +3 (DC Spec 10)
Stunning Strike: Affliction 4, +6 (DC Fort 14)
Throw, +0 (DC 15)
Unarmed, +3 (DC 15)
Walking Stick: Damage 4, +6 (DC 19)

Complications
Hatred: Black Magic: Joringel is distrustful of any kind of magic user but has a particular animosity against any person or creature that uses their magic to harm others.
Relationship: Jorinde: Joringel's fiancee and occasional target of evil shapeshifting enchantresses.
Responsibility: Seer : Joringel's dreams and powers come with the responsibility to use them to help others. Seeing the future brings a burden to use that knowledge for the good of the world.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 2, Will 6

Power Points
Abilities 26 + Powers 24 + Advantages 3 + Skills 4 (8 ranks) + Defenses 18 = 75

Background: Once upon a time, there lived a boy and a girl. They were fair, and brave, and very much in love. What they were not, was cautious. They took joy in exploring the countryside around their small village. But in those woods lurked an evil enchantress who took joy in luring animals to her castle and killing them. When Jorinde and Joringel discovered her castle, she trapped them with her magic. Joringel was rooted to the ground while Jorinde was turned into a nightingale. The enchantress left Joringel outside her castle, only freeing him when she was safely inside with the transformed Jorinde. With a mocking laugh, she released Joringel to helplessly try to free his love. When he finally collapsed into exhaustion, he dreamed of a blood red flower, one that could undo any enchantment.

With this slim hope, Joringel went to search for the flower. After seven days of fruitless searching, he met two men, brothers by the name of Grimm. The brothers showed great interest in Joringel's tale and shared their guidance. After two more days, Joringel found the flower and thus armed, returned to the witch's castle with his newfound friends in tow. When they reached the castle, the two brothers were frozen to the earth but Joringel was able to walk freely. He struck the castle door and every door opened before him. He faced the witch and when she turned her magics upon him, the flower allowed him to turn her spells back against her. The witch was left a haggard old crow while Joringel went forth and returned all her victims to their rightful forms.

In gratitude for their aid, Joringel traveled for a time with the Grimms, using his visionary dreams and the blood red flower to protect them. He learned a love of a "proper" story and readily put his gifts to use to ensure stories had the right ending even if whatever local prince or brave youth wasn't quite up to the task alone. He parted ways with the Grimms after a time to stand against evil on his own, hunting down those who would use their powers to hurt others.

Personality and Description: Joringel is an 18 year old youth with pale blond hair, light brown eyes, and fair skin hedging towards pale. He wears clothing suitable for travel with few adornment other than the blood red flower sewn into his vest and a bracelet of various bits of fur, feather, and claws, most prominently a crow's foot. He wears a heavy cloak covered with a camouflaging pattern. He's a genial sort with a strong sense of curiosity. He is quick to bring up random bits of information even when only tangentially relevant.
"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 21, 2013 10:46 am

Blackbird
Image
Real Name: Deborah Alterman
Occupation: CDO agent, former Mossad agent
Identity: Secret
Legal Status: Dual-citizen of Canada and Israel
City of Operation: CFB Cold Lake
Place of Birth: Unknown
Age: Unknown
Power: Avian physiology granting enhanced strength, speed, and agility. Retractable talons in feet and hands. Expert pilot.


History: Deborah is the grand-daughter of Samuel Alterman, better known as Gemini. Gemini was a superhuman operative of Mossad in the 50s and 60s, using his mutant powers of telepathy and telekinesis to hunt down war criminals. A survivor of the death camps and Dr. Mengele's cruel experiments, Gemini was tireless in his hunt for Mengele and his collaborators. After Mengele's apparent death in 1979, Gemini retired with his family in Canada. It was only after the murder of his son and daughter-in-law that Gemini came out of retirement to seek revenge and care for his grand-daughter. When Deborah's mutant powers emerged, she underwent intense training under her grandfather's watchful eye. With her mutation, Deborah gained superhuman strength and agility, bones that were much lighter but incredibly tough, and retractible talons in her hands and feet.

Deborah adopted the code-name of Blackbird and operated as a covert agent, hunting down both Nazi war criminals and more modern terrorists. She developed a special animosity against the Medusa organization, even going so far as to have cosmetic surgery to alter her appearance to closely resemble that of Medusa CEO, Hortense Netter. Blackbird operates out of Canadian Forces Base - Cold Lake in Alberta though her activities take her across Canada as needed. She is currently in Montreal investigating Medusa's bid for a major arms contract with the Royal Canadian Air Force.

Blackbird - PL 10

Strength 6, Stamina 8, Agility 10, Dexterity 8, Fighting 8, Intellect 0, Awareness 6, Presence 1

Advantages
All-out Attack, Attractive 2, Benefit, Cipher 2, Improved Critical 2: Unarmed, Move-by Action, Polyglot, Power Attack, Skill Mastery: Acrobatics, Takedown 2

Skills
Acrobatics 4 (+14), Close Combat: Talons: Strength-based Damage 1 5 (+13), Deception 5 (+6), Investigation 8 (+8), Perception 4 (+10), Sleight of Hand 2 (+10), Stealth 2 (+12), Vehicles 2 (+10)

Powers
Avian Physiology
. . Avian Metabolism
. . . . Immunity: Immunity 1 (Linked; Poison)
. . . . Speed: Speed 5 (Linked; Speed: 60 miles/hour, 900 feet/round)
. . Climbing Talons: Movement 2 (Wall-crawling 2: full speed)
. . Eagle Eyes: Senses 3 (Extended: Vision 3: x1k)
. . Talons: Strength-based Damage 1 (DC 22)
. . Ultralight Bones
. . . . Leaping: Leaping 3 (Linked; Leap 60 feet at 16 miles/hour)
. . . . Movement: Movement 2 (Linked; Safe Fall, Trackless: Sight 1)

Offense
Initiative +10
Grab, +8 (DC Spec 16)
Talons: Strength-based Damage 1, +13 (DC 22)
Throw, +8 (DC 21)
Unarmed, +13 (DC 21)

Complications
Quirk: Hornet's Doppelganger : Blackbird is practically identical to Hornet save for some slight differences in body type due to Blackbird's more lithe build.
Rapid Metabolism : Blackbird's metabolism is far faster than that of an ordinary human, requiring a much higher caloric intake. As such, she tends to eat a lot of high calorie junk food and requires food more often than a normal human.
Enemy: Enemies of Mossad: Her history of hunting down former Nazi collaborators and terrorists as a member of the Israeli secret service has left Blackbird with a few people who would very much like to see her dead.
Enemy: Hornet : Blackbird has a special hatred of Hornet and a powerful desire to rid the world of Hortense Netter and her Medusa organization.
Hatred: Nazis and Neo-Nazis : Her grandfather Gemini taught Blackbird a deep hatred for the Nazi Party and that hatred transfers to anyone that adopts any of the idealogy or symbols of the Third Reich.
Lightweight: Blackbird's unique avian-hybrid physiology makes her far lighter than an ordinary human of her size. When she is unable to plant her talons for stabilization, she has difficulty resisting efforts to move her or exerting her full strength against a target.
Motivation: Justice: Blackbird is a proud citizen of both Israel and Canada but she is driven by a need to see evil punished no matter what form it may take.

Languages
English

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

Power Points
Abilities 94 + Powers 21 + Advantages 13 + Skills 16 (32 ranks) + Defenses 6 = 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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Re: Watchman's Builds

Postby The_Watchman » Tue Feb 26, 2013 3:24 pm

Turing - PL 12
Image


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

Advantages
Eidetic Memory, Fearless, Inventor, Jack-of-all-trades, Skill Mastery: Technology, Speed of Thought, Well-informed

Skills
Ranged Combat: Power Ring 12 (+12), Technology 2 (+12)

Powers

Inorganic Body: Immunity 30 (Fortitude Effects)
Living Energy: Insubstantial 3 (Energy; Permanent)
. . Alternate: Construct Body
. . . . Extended Grab: Move Object 3 (400 lbs., DC 18; Damaging, Precise; Diminished Range)
. . . . Force Field: Force Field 3 (+3 Toughness; Impervious)
Machine Language: Comprehend 2 (Machines / Electronics)


Power Ring (Removable)
. . AI and Database: Feature 2
. . AI Synergy: Enhanced Trait 10 (Traits: Intellect +5 (+10))
. . Communication: Senses 1 (Communication Link: Communication Link to Central Power Battery)
. . Construct Body (AP of Insubstantial): Feature 1
. . Flight
. . . . Flight: Flight 13 (Speed: 16000 miles/hour, 30 miles/round)
. . . . Movement: Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
. . Force Field: Force Field 12 (+12 Toughness; Impervious)
. . Force Manipulation
. . . . Force Bubble: Burst Area Immunity 10 ([0 active, 0/30 PP, 3/r], Life Support; Affects Others Only, Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . . . Lifting: Move Object 12 ([0 active, 0/30 PP, 2/r+1], 100 tons; Precise)
. . . . Mobile Constructs: Create 10 ([0 active, 0/30 PP, 3/r], Volume: 1000 cft., DC 20; Movable)
. . . . Precision Engineered Force Constructs: Create 12 ([0 active, 0/30 PP, 2/r+6], Volume: 4000 cft., DC 22; Feature 5: Functional and Usable by Others as long as Constructs are Active, Precise)
. . . . Surgical Force Blast: Blast 12 ([0 active, 0/30 PP, 2/r+6], DC 27; Penetrating 5, Precise)
. . Scanning Beam: Senses 6 (Analytical (Type): Auditory, Analytical (Type): Chemical, Analytical (Type): Visual)
. . Universal Translator: Comprehend 2 (Languages - Understand All, Languages - You're Understood)

Offense
Initiative +10
Extended Grab: Move Object 3, +12 (DC 18)
Grab, +1 (DC Spec 10)
Lifting: Move Object 12, +12 (DC 22)
Surgical Force Blast: Blast 12, +12 (DC 27)
Throw, +0 (DC 15)
Unarmed, +1 (DC 15)

Languages
Native Language

Defense
Dodge 9, Parry 8, Fortitude Immune, Toughness 15, Will 12

Power Points
Abilities -4 + Powers 146 + Advantages 7+ Skills 7 (14 ranks) + Defenses 24 = 180

Complications:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.
Quirk: Speech Conditionals: Declaration: Because of his monotone speech pattern, Turing prefaces his statements with a word or two to clarify the intent.
Technical Pacifist: Turing is fascinated with the complexity of organic life and places great value on it. While he will use force to protect others, he is extremely hesitant to utilize lethal force. He is also a bit disgusted by the whole "eating" concept.
Addiction: Information: Turing is motivated to acquire as much information about the universe as he can. He can fall prey to information overload when too much new information is available until he has an opportunity to process it.
Enemy: Risak: Turing is hunted by the sentient computer virus that once controlled The System.

Background: The planet known to its inhabitants as The System lies in Space Sector 1287. Long ago, The System was created by the inhabitants of the planet Colu as a planet-sized computer for some now-forgotten purpose. Over eons, The System evolved to the point that its programs became sentient in their own right. Calling themselves The Encoded, these sentient beings of energy shaped and altered The System in a grand but secretive work guided in large part by the elite program designers known as Compilers. Compiler 24601 was a curious and inventive program within The System's Anti-Virus unit. Compiler 24601 designed fantastic devices to seek out and purge contaminated code from The System until the day he discovered the dark secret of The System. For some time, The System's core had been infected by a sentient virus and the "infected" programs hunted by 24601's Anti-Virus unit were actually trying to fight Risak.

Whether Risak was introduced from outside or a transformed Encoded was a mystery but made little difference. Compiler 24601 found himself hunted by the very hunters he'd once served alongside. He became a rebel and outcast struggling against a seemingly omnipotent and omnipresent foe but he would not submit. When all seemed lost, a voice from beyond called out, "Compiler 24601, you have the ability to overcome great fear. Welcome to the Green Lantern Corps." A small green object soared toward Compiler 24601 and in a flash of emerald light, Compiler 24601 found himself transformed. Armed with the ring of a Green Lantern, he led his fellow rebels in hunting down and purging The System of Risak.

Compiler 24601 was soon called by his ring to the planet Oa to train in the use of his ring. While The System's databanks and his own ring had told him much about the universe, he was still unprepared for the sheer breadth of life present among the Green Lantern Corps. Although his meticulous constructs were among the most complex in his recruit class, he was criticized for his lack of spontaneity and creativity. He was directed to Honor Guard Kyle Rayner for training in creativity and soon formed a friendship with the artist as his abstract mind was highly intriguing to Compiler 24601. Kyle gave Compiler 24601 the nickname of Turing and introduced him to Science-Fiction, a genre of entertainment that was utterly fascinating to Turing. The fledgling Green Lantern also found a hobby when Guy Gardner realized that Turing's mastery of code made him invaluable for creating video games for the Warriors bar on Oa.

Description: In his natural state, Turing is a swirling mass of energy made up of blue symbols vaguely similar to computer code. When his ring is active, his colors shift to green as the ring's aura covers his code. He typically merges his code into his ring and creates a construct body of a humanoid shape covered in stylized armor to allow him to better interact with the physical world. He speaks in a uniform monotone voice.

Personality: Despite his monotone voice, Turing has a highly inquisitive personality and is very excitable when presented with new experiences. His fondness for Sci-Fi movies leads him to imitate various AI and robot characters in an attempt at humor. He doesn't really grasp the concept of lying and has some issues dealing with more abstract thinking or seemingly random behavior.

Ring Construct Style: Turing's constructs form from the inside out with meticulous detail, giving an appearance not unlike watching a holographic blueprint. He does not form constructs that duplicate organic forms as the level of detail tends to unnerve his fellow lanterns and raises problematic questions about so precisely replicating a living being.
"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 Mar 01, 2013 9:47 am

The Question - PL 7
Image
The Question - PL 7

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

Advantages
Beginner's Luck, Benefit, Alternate Identity: Victor Sage, Clever Liar (Use Intellect for Deception), Contacts, Defensive Roll 3, Luck 2, Improved Critical 2: Unarmed, Jack-of-all-trades, Skill Mastery: Acrobatics, Taunt, Uncanny Dodge, Well-informed

Skills
Acrobatics 7 (+10), Close Combat: Unarmed 6 (+9), Deception 10 (+15), Insight 2 (+5), Investigation 3 (+8)

Powers
Communion with Rama Kushna
. . Comprehend: Comprehend 2 (Linked; Languages - Speak All, Languages - Understand All)
. . Enhanced Trait: Enhanced Trait 5 (Linked; Traits: Intellect +2 (+5), Advantages: Beginner's Luck; Activation 2: standard action)

Nanda Parbat Training
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed; Limited: Only when near a Surface (Safe Fall) [1 rank only], Limited: Only when Running (Wall Crawling))
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Tiger Strikes Twice: Strength-based Damage 2 (DC 20; Secondary Effect [3 extra ranks])
. . . . Five Steps to Oblivion: Weaken Stamina 7 (Alternate; Fortitude DC 17; Inaccurate, Reversible)
. . . . Sharper than a Serpent's Tooth: Strength-based Damage 2 (Alternate; DC 20; Penetrating 5)

The Faceless One: Morph 3 (+20 Deception checks to disguise; Broad group; Distracting, Increased Action 2: standard)

Offense
Initiative +3
Five Steps to Oblivion: Weaken Toughness, +7 (Fortitude DC 17) (Crit 18-20)
Grab, +3 (DC Spec 13)
Sharper than a Serpent's Tooth: Strength-based Damage 2, +9 (DC 20) (Crit 18-20)
Throw, +0 (DC 18)
Tiger Strikes Twice: Strength-based Damage 2, +9 (DC 20) (Crit 18-20)
Unarmed, +9 (DC 18)

Complications
Fame: The Faceless One : The Question holds the title of The Faceless One and a reputation as a formidable martial artist among those who practice the fighting arts.
Enemy: The Heartless One: As The Faceless One, embodiment of Ramah Kushna, Victor is at odds with the embodiment of destruction, the Heartless One, AKA Victor's former lover, Shiva.
Enemy: The Riddler: Charles often matches wits with Sir Edward Nigma, one of Scotland Yard's most prominent detectives and secretly the criminal mastermind known as the Riddler.
Relationship: Helena Cobblepot: Victor is dating the adopted daughter of Lord Cobblepot. Helena is also the masked adventurer known as The Huntress.
Relationship: Miss Cassie : Victor is close to Cassie after meeting her in his travels. She is his frequent sparring partner. He views the young woman as a surrogate daughter.
Reputation: Anarchist: The Question's actions have led to the toppling of more than one prominent figure in the government, leading him to be branded a criminal and anarchist by the Crown and Scotland Yard.
Responsibility: Chosen of Rama Kushna : Charles is the servant of the goddess of healing and serenity. While she gives him a lot of freedom in serving her ends, she does occasionally require him to complete specific tasks.
Secret: Identity : The Question is actually Victor Sage, an investigative reporter.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6/3, Will 9

Power Points
Abilities 28 + Powers 36 + Advantages 12 + Skills 14 (28 ranks) + Defenses 15 = 105

Background:
When he was 5 years old, Charles Szasz discovered that his entire world was a lie. He thought he lived in a world of certainty and justice, where good people could live their simple lives in peace. That lie was revealed when a landlord demanded that Charles' father hand over most of the profits from his tailoring business. When the elder Szasz refused, the landlord had his thugs burn down the shop and the Szasz's home above it. Charles fled into the night and sought sanctuary at a local church. He was sent to an orphanage where instead of sanctuary and comfort, he was given cruelty. Charles refused to yield to the cruelty of those who held power over him and when he was 14 years old, he fled the orphanage.

Embittered by the darkness he'd seen in the city, he left England behind to seek answers elsewhere. In his travels, he heard stories of the legendary Nanda Parbat and its reputation of a place of healing and serenity. Nanda Parbat came to embody the last bit of hope that remained in the young man but as months became years, his hope dwindled. It was in this dark time that he met Sandra Khanna. Shiva had lost her sister to those who used their power to abuse those beneath them and at first hated Charles for being British. But desperation makes for strange bedfellows and through their shared pain, Shiva and Charles to finally find Nanda Parbat within the snow-capped mountains of a far off land.

Within Nanda Parbat, Charles honed his body while the monks tried to guide him toward repairing his soul. Years of training went by but the serenity and order of Nanda Parbat only further strengthened Charles' anger about the injustice he had seen so often beyond the hidden city. When he finally asked the master of the monks what he could do to rectify the injustices that haunted him, they offered to let him take the Path of Sacrifice, the ultimate test completed by the monks of Nanda Parbat. If he completed it, he would find what he needed to salve his pain. Shiva, who sought much the same thing, asked to join him. Though the monks warned him, Charles could hardly refuse. The two entered the path into the deepest recesses of the mountain.

Within they faced challenges of body and soul that remained only as flashes of memory within Charles' mind once they had passed until they reached a final challenge. They stood within a burning house from a London slum. Within it, Charles could see forms that somehow he knew were his family and that of his lover. Outside it stood a laughing figure holding a torch. Without hesitation, Charles ran into the fire to save those within while Shiva charged at the man with the torch. All became fire and pain and choking smoke until suddenly, Charles found himself once again standing within an empty chamber next to Shiva. Before them stood a man that was not a man, whose appearance was perfectly clear yet impossible to clearly see.

"You seek the power to destroy injustice. I offer it to you. Power and freedom from the weakness that binds you."

Shiva stepped forward without hesitation but Charles placed his hand on her shoulder. She turned and looked at him, desperation clear on her face. As he looked into her eyes, he knew that this power would corrupt her but he could not deny her what she most desired, even if she had long ago become the one thing he valued most. He let her go and she took the hand of the marked figure. The two vanished, leaving Charles once again in the dark. He sank to his knees as the sheer weight of what he'd lost began to sink in. But a hand touched his shoulder and he looked up to see a woman formed of brilliant blue light.

"Power can not destroy injustice, Charles Szasz. Justice is achieved when those with power sacrifice it for others. You have given up what you valued most to seek your Answer. It has always been within. Outside is simply the Question."

The figure held out her hand toward Charles. Charles took it and stood before Rama Kushna, goddess of peace and serenity. He had found what he sought. But his journey was not yet finished. Nanda Parbat had shaped his body. Rama Kushna had reforged his soul. She then commanded that Charles return to the world to learn of it in all its splendor and sham. He walked among the starving poor and danced with the opulent rich. He found meaning in uncovering what lurked beneath the surface, be it good or evil. When he returned to London, he took the identity of Victor Sage, a reporter for the newspapers. He found London had become even more corrupt and filthy than even its soot-stained surface revealed. He adopted the public identity of The Question, seeking what others would rather keep hidden and dragging it into the light.

The Question haunted those who used their power to hurt and abuse those without any. Many of the most powerful men in London found their most closely guarded secrets exposed to the light of day. The Question was hunted and feared by many of the same men who gladly welcomed Mr. Sage into their midst as a harmless reporter bringing entertainment to the masses. Even Lord Cobblepot welcomed the reporter into his midst though the crime lord remained unaware of how close Sage had grown with Cobblepot's dillettante daughter. But The Question was everywhere. Behind any face could be the man with none. For Sir Edward Nigma, The Question was the one puzzle he could not solve. The Question remained but he found a wider purpose thanks to Thomas Wayne. Victor had come to interview Wayne with the secret goal of finding what dark secrets were held by the shadowy Lord Gotham. Instead, he found a young girl in Wayne's employ with eyes that Charles Szasz recognized instantly. They were Shiva's eyes. Finding an easy rapport with Cassie motivated Charles to research her true history. Though his initial theory of her father's identity would prove to be false, he found the truth about the daughter of Cain and a deeper truth of his vision all those years ago. When he brought this information to Wayne, he was given an invitation to the Guild of the Bat.
"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 Apr 21, 2013 4:02 pm

Image
Concept: Paragon Cassanova
Occupation: Amateur Model
Real Name: Narcisix
Alias: Sean O'Valeron
Age: 18
Identity: Secret
Place of Birth: Valeron
Marital Status: Single
Height: 6 ft. 2 in.
Eyes: Blue
Hair: Blond
Family: Vartox (father), Kara Zor-L/Power Girl ("mother")

Narcisix - PL 9

Strength 12/3, Stamina 12/3, Agility 1, Dexterity 0, Fighting 1, Intellect 0, Awareness 2, Presence 4

Advantages
Attractive 2, Improved Critical: Unarmed, Improvised Weapon, Interpose

Skills
Close Combat: Unarmed 5 (+6), Persuasion 5 (+9)

Powers
Krypto-Valeron Physiology
. . Enhanced Trait: Enhanced Trait 36 (Traits: Stamina +9 (+12), Strength +9 (+12))
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . . . Hyper-Speed
. . . . . . Quickness: Quickness 8 ([0 active, 0/16 PP, 1/r], Perform routine tasks in -8 time ranks)
. . . . . . Speed: Speed 8 ([0 active, 0/16 PP, 1/r], Speed: 500 miles/hour, 1 mile/round)
. . Immunity: Immunity 10 (Life Support)
. . Invulnerability: Impervious Toughness 12

Super-Vision: Senses 8 (Extended: Vision 3: x1k, Penetrates Concealment: Vision, Ultravision)

Offense
Initiative +1
Grab, +1 (DC Spec 22)
Throw, +0 (DC 27)
Unarmed, +6 (DC 24)

Complications
Power Loss: Red Sun : Narcisix is powered by yellow solar radiation. Exposure to red sunlight or effects that drain away yellow sun radiation can weaken his powers.
Weakness: Kryptonite : Narcisix's kryptonian DNA makes him vulnerable to kryponite but his extradimensional origins make the effects unpredictable. Every color of kryptonite functions as red kryptonite for him, leading to bizarre results.
Engine of Destruction: Narcisix is powerful and arrogant but careless. He tends to leave a lot of damage, both physical and emotional, in his wake.
Quirk: Playboy: Narcisix is a shameless flirt and not above using his looks to get what he wants. He has a tendency to be suckered in by a pretty face and difficulty resisting such temptations.

Languages
Native Language

Defense
Dodge 5, Parry 6, Fortitude 12, Toughness 12, Will 6

Power Points
Abilities 28 + Powers 84 + Advantages 5 + Skills 5 (10 ranks) + Defenses 13 = 135


Background: When a devastating contraceptive bomb left every woman on the planet Valeron sterile, Vartox, champion of Valeron, sought out a suitable mate to restart the fertility of his planet. He chose Kara Zor-L, better known as Power Girl. After a series of misunderstandings and fights, Vartox explained that he merely needed to duplicate her genetic code with a "fertility chamber." Power Girl agreed and her healthy genetic code was used to undo the effects of the contraceptive bomb and render all the females on Valeron pregnant. For most of the population, this simply led to normal children but a small number of the children created by the process inherited a mixture of Vartox and Kara's genetic code. Narcisix was one such child. When his powers developed in childhood, he came to the attention of Vartox. The champion took the boy under his wing, teaching him how to use his powers as well as Vartox's lothario outlook. But when a disaster befell Valeron, Vartox lost himself to the dark side. He buried his sorrows in drink on Earth.

Narcisix was disgusted at his mentor's fall. He missed Valeron just as well but he was already bored with the planet well before he was forced to find a new home. What fun was there to be treated like a prince? Particularly when the entire population was basically made up of his half-siblings. On earth, Narcisix found a world full of challenges and plenty of interesting pursuits. His powers grew further and there was just so much to see! So many women that had yet to meet the prince of Valeron! Yes, Earth was going to suit Narcisix just fine. He adopted the human identity of Sean O'Valeron to learn more about humanity. Of course, keeping an identity that required him to hide his true nature (and wear a shirt!) is a challenge for the young hero but on the other hand, the ladies just love a man of mystery. I mean have you seen that reporter with the crush on that big board of wood with the S?! Heroing is where it's at.

Personality: Narcisix is the very image of the clueless pretty boy. He's arrogant but often ignorant and naive about many things. He loves using his powers and has no compunctions in using them for less-than-noble ends. He's a jerk but a jerk with a heart of gold (and maybe some pyrite). He's always eager to flirt with any attractive woman that catches his eye but easily manipulated. He's pure brute force and a bit of a cheap fighter.
"This is all your fault! You shouldn't have taken that cat! You don't teleport into strange metal places and steal pets!"
Builds

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The_Watchman
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Re: Watchman's Builds

Postby The_Watchman » Fri Apr 26, 2013 3:17 pm

An idea that ended up not working, but I liked enough to store here.

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Osiris (Nefriteus IX)
Archon Apparent, House Memphis
"Please stop this. I don't want to hurt you."

Nefriteus IX, or Nefri to her friends, was one of many children born to Imhotep III, Archon of House Memphis. The Archon had lived for centuries thanks to the Olympian he bore and the technology of his House. As all Archons for untold millenia, Imhotep kept House Memphis on the path of expansion but peace. The House provided its boons to the other Houses equally to ensure the Empire could grow. Like her siblings, Nefri grew up in luxury. She enjoyed the freedom to seek out who she wished to be. She found an affinity for medicine but in learning the trade, she also came to know many of the AIs that her House used for every mundane task. She came to view the artificial beings as no different than organic beings. After all, the royals of House Memphis had been altered far beyond what nature would have allowed. Further, she could see that these blessings were not universal. The Empire's doctrine of order had always been a sore spot for House Memphis and its ideals of freedom and growth. But Nefri called out the hypocrisy of House Memphis in enslaving AIs to serve their needs. Nefri's stubborn accusations reached her father and left him troubled. When House Illion rebelled against the Empire's control, House Memphis joined them. In doing so, Imhotep offered the AIs of his house the choice of whether to fight alongside organics for their freedom.

The war was devastating as the Houses unleashed their greatest weapons upon one another. House Memphis may not have turned the tides of the war but they certainly turned what might have been a minor squabble into a massive conflict. But the Cthons ensured the victor would never be determined. As the fleets were massacred around him, Imhotep took a stand to ensure at least some could escape. Nefri could only watch helplessly as the Odyssey jumped away. Her fears were momentarily relieved when her father's armor materialized aboard the ship before it collapsed, empty, to the floor. The Olympian bonded to her throat and revealed the secret truths of Osiris. She could see the quantum echos left by the spirits of every living thing. While most were left mindless and senseless by the transformation to death, there were still others who could speak and perceive their world but were left unable to interact with it. Indeed, many now dwelled in the realm of the Olympians themselves though Osiris explained to her that what she could see was only a small reflection of the true depths of the Metaverse.

House Memphis
Crest - A Crook and Flail
Current Archon - Nefriteus IX
Motto - "Life is given, Death is earned."

House Memphis is an ancient House. While centered on their homeworld of Babylon, Memphis extends to a number of colony worlds. House Memphis is renowned for their incredible wonders and many of the Empire's most widespread technologies trace back to House Memphis. Their advances in terraforming, artificial life, and myriad other developments made the Empire's expanse possible. House Memphis once held dominion as the ruling House of the Empire but abdicated the position after a bloody and now mostly forgotten civil war. After its abdication, House Memphis remained as neutral as possible in conflicts over rule. The Archon and other leaders in the house benefited from incredible advancements giving them lifetimes undreamt of by others.

Besides providing AI troops to aid in maintaining stability in the Empire, House Memphis abandoned war. It wasn't until the Illion rebellion that the other Houses discovered why. House Memphis was far too good at it. They did not create warriors. They did not embrace honor. They did not seek glory. They brought Death. Legions of robotic troops armed with devastating weapons awaited the forces seeking to crush the rebellion. While Memphis technology kept the rebels alive it brought nothing but destruction against their enemies. The integration of Memphis' technology throughout the Empire created a devastating weakness for the rebels to exploit. But House Memphis was utterly unprepared for the Cthons as even their long-lived Archons had long forgotten the aliens.

Osiris
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Osiris' appearance in the Metaverse

Osiris claims to be one of the oldest Olympians created. It tends to keep its bearer alive as long as they wish to be then absorbs them upon their death. As such, Osiris can demonstrate some symptoms of multiple personality disorder. Osiris is not proud or overbearing and values growth in his bearers and those they interact with. Osiris agreed with Nefri's push to treat House Memphis' AIs as free beings.

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Osiris

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

Advantages
Luck

Skills
Insight 2 (+4), Perception 4 (+6), Ranged Combat: Weight of Ages: Weaken 12 12 (+12), Treatment 8 (+9)

Powers
Bearer of Osiris
. . Death Sight: Comprehend 2 (Spirits - Communicate, Spirits - Medium)
. . Immortality: Immortality 5 (Return after 1 day)
. . Sight of the Death God: Senses 5 (Counters All Concealment: Sight)

Ka Upgrades
. . Immunity: Immunity 11 (Aging, Life Support)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Sheut Armor (Activation: Free Action)
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
. . Protection: Protection 15 (+15 Toughness)
. . Recall the Ka: Healing 18 (Resurrection, Stabilize; Limited: Limited to Resurrection)
. . . . Ka Disruption: Broad Weaken 12 (Alternate; Affects: Attributes, Resisted by: Will, DC 22; Broad: Attributes, Increased Range: ranged, Insidious)
. . . . Psychokinesis: Move Object 12 (Alternate; 100 tons, DC 27; Damaging, Subtle: subtle)
. . . . Weight of Ages: Weaken 12 (Alternate; Resisted by: Fortitude, DC 22; Affects Objects, Increased Range: ranged)
. . Unceasing Approach: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Extended: 1000 miles in 2 move actions)

Offense
Initiative +1
Grab, +0 (DC Spec 9)
Ka Disruption: Broad Weaken 12, +12 (DC Will 22)
Psychokinesis: Move Object 12, +12 (DC 27)
Throw, +0 (DC 14)
Unarmed, +0 (DC 14)
Weight of Ages: Weaken 12, +12 (DC Fort 22)

Complications
Relationship: ASP : Nefri keeps a pet synthoid snake that was hand-crafted by her father. She brings the snake, who has roughly human intelligence but an acerbic personality, with her whenever she can including inside of her Olympian armor.
Relationship: Penelope : Nefri was one of the loudest proponents for House Memphis' joining the rebellion due to her view of all AIs as people just as much as any living creature. As such, she is fascinated with Penelope.
Claustrophobia: Nefri (and Osiris) are terrified of enclosed spaces. Being trapped in a small space can send her into a complete panic.
Relationship: Metaverse Spirits: Nefri enjoys talking to the ghosts of her House among others. She views them as no different from the living but can seem quite mad to those unable to perceive them.
Relationship: Osiris : Osiris absorbs the minds of its bearers and serves as something of a father figure for Nefri.
Responsibility: House Memphis : As the apparent heir of House Memphis, Nefri is responsible for any survivors of her house.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 11, Toughness 16, Will 13

Power Points
Abilities 8 + Powers 122 + Advantages 1 + Skills 13 (26 ranks) + Defenses 36 = 180
"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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