Hero's Unlimited: The Catsiverse Roll Call

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Ysariel
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Re: Hero's Unlimited: The Catsiverse Roll Call

Postby Ysariel » Sat Feb 08, 2014 1:30 pm

Skylark (PL 10; 150PP)
Concept: Costumed Avenger
Tradeoffs: Attack +3 / Damage -3; Defense +3 / Toughness -3

Skylark was born in the cold steel embrace of a genetic engineering lab, created by VIPER to be the perfect assassin. Unlike previous creations, she was not subjected to accelerated growth in the hopes that this would avoid problems with mental instability seen in earlier such clones. However, the same process also gave her a human conscience, and as soon as she could, she kicked ass and escaped. Alone, free but heavily wounded, she was found by the Falcon -- billionaire, defense contractor, philanthropist and retired ex-hero -- who took her in and nursed her back to health. Despite his insistence that she grow up and lead a normal life, Skylark insists on following in his footsteps and fighting crime. Maybe it's something in her spliced genes or her neural programming, but she feels that she has a lot more in common with the world of capes and cowls than she does with the world of normal teenaged girls.

Skylark is a sixteen-year-old Caucasian girl, with blue eyes and blonde hair in a long ponytail. She stands roughly 5'2 tall and weighs 130 lbs. Her costume is white with light blue and yellow highlights, comprising long gloves, thigh-high socks, combat boots, utility belt and a sleeveless turtleneck leotard with a yellow bird emblem emblazoned across her chest. A flight harness strapped to her back deploys antigravity units and a pair of flexible, smart polymer wings that let her fly.


Complications

Relationship: Retired ex-hero and Batman expy, the Falcon found Skylark soon after her escape and took her in. He trained her and provides her with her gadgets and resources. They don't always get along, but Skylark holds him in great respect, and would do just about anything for him.

Minor: Can't enter age-restricted establishments, can't legally drive and most adults think she's just a kid out to cause trouble... which isn't helped by the fact that she really IS mouthy and mischievous.

Motivation (Rebellion): They made her to serve as their greatest weapon. She intends to become their worst nightmare.

Enemy: VIPER would like their super ninja assassin clone back. Now.


Abilities (34pp): Str 16 (+3), Dex 20 (+5), Con 16 (+3), Int 18 (+4), Wis 10 (+0), Cha 14 (+2)

Powers (25pp):

"Skylark's Song" Enhanced Feat 5 (Daze [bluff], Power Attack, Set-Up, Takedown Attack, Taunt) 5pp

DEVICE 4 [20pp of effects, Hard to Remove 4pp/r] 16pp
"Wings of Steel" ARRAY 15pp + 3pp
BASE "Feather Blades" Damage 2 (Autofire 5, Improved Critical 2, Mighty, Ranged 5)
-- AP "Sonic Blade" Damage 4 (Improved Critical, Mighty) linked to Drain Toughness 7 (Affects Objects +1, Limited: Enemy recovers immediately after attack -1)
-- AP "Ultrasound Gun" Nauseate 7 (Ranged +1, Sense-Dependent: Auditory -1, Subtle)
-- AP "Lullaby Darts" Fatigue 7 (Additional Save: Toughness -1, Ranged +1, Subtle)


DEVICE 1 [5pp of effects, Hard to Remove 4pp/r] 4pp
"Lark Ascending" Flight 4 (Subtle, Wings -1) 5pp


Commlink, Costume [Protection 3], Mask [Super-Senses 4 (Darkvision, Extended Vision, Radio)] 8ep + 2ep unspent

Feats (18pp): Benefit: Mentor, Defensive Roll, Dodge Focus 8, Equipment 2, Evasion, Fearless, Move-by Action, Throwing Mastery 2, Uncanny Dodge [auditory]

Skills (23pp / 92r): Acrobatics 8 (+13), Bluff 13 (+15), Computers 2 (+6), Disable Device 11 (+15), Gather Information 4 (+6), Investigation 8 (+12), Knowledge: Streetwise 4 (+8), Knowledge: Technology 6 (+10), Notice 12 (+12), Perform: Singing 10 (+12), Search 4 (+8), Stealth 10 (+15)

Offense (26pp):
Base Attack 13, Grapple 16, Knockback -3, Initiative +5
  • +13 Feather Blades (Ranged, Damage 7, DC 22 Toughness)
  • +13 Sonic Blade (Touch, Damage 7 + Drain Toughness 7, DC 22 Toughness & DC 17 Fortitude)
  • +13 Ultrasound Gun (Ranged, Nauseate 7, DC 17 Reflex & DC 17 Fortitude)
  • +13 Lullaby Darts (Ranged, Fatigue 7, DC 17 Toughness & DC 17 Fortitude)
  • +13 Unarmed (Touch, Damage 3, DC 18 Toughness)

Defense (29pp): Defense +5 (+13), Toughness +7, Fort 5 (+8), Ref 6 (+11), Will 8 (+8)

Abilities 34 + Powers 25 + Feats 18 + Skills 23 + Offense 26 + Defense 29 = 155

Design notes wrote:
    :arrow: Skylark's a teenaged super soldier with a dash of gadgeteer on the side. Her stats don't look superhuman until you consider that she's 16 years old and has base attack 13. Despite having Str 16, she doesn't look any different from a normal girl her age, since her bone and muscle is denser than normal. As an adult in her twenties, she would probably have Str 20, Dex 24, Con 20.

    :arrow: Skylark doesn't have a vehicle, HQ, contacts, or many of the usual costumed adventurer amenities because she either doesn't have the resources or is too young to have them yet. Instead, her mentor provides her with support and advice through the Benefit: Mentor feat. Once an adventure at the GM's discretion, this provides some minor benefit such as information (one use of the Contacts feat), advice (equal to Inspiration from HP), help (one use of the Well-Connected feat) or airdropped gear (5 ep worth of Equipment that lasts for 1 adventure).

    :arrow: Unlike most costumed adventurers, Skylark and doesn't have Intimidation; as a mischievous upbeat type, she relies very heavily on Bluff instead. Despite her gadgets, Skylark isn't a super inventor herself. Instead, her mentor provides her with gear.

    :arrow: Skylark's gadget array is Hard to Lose. Narratively, while she can still be disarmed and so on, she always has enough spare weapons to last the scene; but if you capture her or knock her out you can still take all her stuff away.

    :arrow: Sonic Blade: A vibro-blade that cuts through just about anything. The Limit makes the victim recover from Drain Toughness immediately after saves are rolled. Effectively, the drain toughness only ever benefits the linked damage portion of the attack, which should help avoid usual problems with Drain Toughness where the villain gets their toughness floored after one bad save.

    :arrow: Ultrasound Gun: A gun that projects a beam of ultrasound, causing nausea and irregular heart rate. Subtle is for the invisible beam effect, since normal humans can't see or hear ultrasound.

    :arrow: Lullaby Darts: Juiced-up sleep darts. In addition to the usual Fort save, the victim gets an additional Toughness save (10 + power rank) vs this attack, representing that the dart has to pierce skin to work; it does nothing if it bounces off a battlesuit or a Paragon's invulnerable skin for example. Passing either save means no effect. This attack is subtle, since the darts are specially silenced.

    :arrow: Lark Ascending: Skylark wears a pair of wings made out of a smart polymer that can flex and change shape on mental command, allowing her to fly.
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

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catsi563
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Re: Hero's Unlimited: The Catsiverse Roll Call

Postby catsi563 » Sat Feb 08, 2014 1:31 pm

Awesome and welcome to our newest Heroine Skylark and ysariel :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

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Ysariel
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Joined: Wed May 09, 2012 10:55 am

Re: Hero's Unlimited: The Catsiverse Roll Call

Postby Ysariel » Sat Feb 08, 2014 1:33 pm

:mrgreen: :mrgreen:
My stuff • I GM Emerald City Knights, Adventures Assemble! (with kenseido)

Shock
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Re: Hero's Unlimited: The Catsiverse Roll Call

Postby Shock » Sat Feb 08, 2014 3:33 pm

Neat! I welcome the reinforcements ;}

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catsi563
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Re: Hero's Unlimited: The Catsiverse Roll Call

Postby catsi563 » Sat Feb 08, 2014 3:49 pm

Viper agents (Vipers)

Image

PL: 5/45pp (minions)

Abilities (6pp)

Str 12 Dex 12Con 12 Int 10 Wis 10 Cha 10

Skills (9pp)

Climb 4 (+5 ). Craft Structural 2 (+2 ), Drive 4 (+5 ), Intimidate 4 (+4 ), KS [Tactics] 4 (+4 ), Medicine 2 (+2 ), Notice 4 (+4 ) , Profession [Mercenary/Agent] 4 (+4 ) , Sense motive 2 (+2 ), Survival 3 (+3 ), Stealth 3 (+4 )

Feats (7pp)

Attack Focus [Ranged] 1, Equipment 5, Teamwork

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (18pp)

Attack: +4 , 5 [ranged]

Damage: +1 unarmed, +2 Knife, +5 Blaster rifle, +3 Pistol, +3 Snap baton, +5 grenades

Defence: +5

Initiative: +1

Saves (+5pp)

Toughness: +1, +5 (armor)

Fortitude: +3

Reflex: +2

Will: +2

===================================================
Abiltiies 6 + Skills 9 + Feats 7 + Powers 0 + Combat 18 + Saves 5 = Total 45pp
===================================================

The meat of Vipers forces are the lowly Vipers. These guys are mooks for the most part who either sued to be former military or Police or were wannabes, most of them are undisciplined and sloppy but still dangerous in numbers which is their advantage.

They are taught to balance ambition and cutthroat ruthlessness with the need to watch out for their buddies and protect them. This has lead to Vipers showing surprising loyalty at times.

For the most part they have basic gear and armor, and work in units of 5 as required they form the bulk of Vipers basic forces. Easily replaceable and entirely expendable. A rare few show the drive, skill and determination as well as the survivability tog et promoted to the next step up Adders.

:arrow: Viper main mooks, expendable and designed to go down in droves to heroes, but dangerous if underestimated and to street level heroes in not careful

Viper agents (Adders)

Image

PL: 6/65pp (minions)

Abilities (16pp)

Str 14 Dex 12 Con 14 Int 12 Wis 12 Cha 12

Skills (10pp)

Climb 4 (+6 ). Craft Structural 2 (+3 ), Disable Device 4 (+5 ), Drive 4 (+5 ), Intimidate 4 (+5 ), KS [Tactics] 4 (+5 ), Medicine 2 (+3 ), Notice 4 (+5 ) , Profession [Mercenary/Agent] 4 (+5 ) , Sense motive 2 (+3 ), Survival 3 (+4 ), Stealth 3 (+4 )

Feats (8pp)

Attack Focus [Ranged] 1, Equipment 5, Leadership, Teamwork

*Special operations package as needed

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (22pp)

Attack: +5 , 6 [ranged]

Damage: +2 unarmed, +3 Knife, +5 Blaster rifle, +3 Pistol, +4 Snap baton, +5 grenades

Defence: +6

Initiative: +1

Saves (+7pp)

Toughness: +2, +6 (armor)

Fortitude: +4

Reflex: +3

Will: +4

===================================================
Abiltiies 16 + Skills 10 + Feats 8 + Powers 0 + Combat 22 + Saves 7 = Total 64pp
===================================================

If Vipers are the meat, then Adders are the Potatoes. The Adders are the toughest and meanest Vipers around these guys have fought and scraped and scrapped and bit and clawed their way up the ladder and survived everything from super heroes to super villains to Aegis and its agents.

These guys are more experienced better trained and tend to be placed in charge of 5 teams or make up the whole team in some cases. They are the second most numerous of vipers soldiers and more dangerous then their Viper subordinates.

:arrow: Slightly tougher though still mooks Adders are the sergeants to, the Cobras lieutenants and Captains.

:arrow: A second note Adders are also the base for the Special operaitons units in VIPER such as the Sea serpents, Snow Vipers, Tech Vipers and Ariel Vipers, and pythons.

Viper agents (Cobras)

Image

PL: 6/76pp (Tough Minions)

Abilities (20pp)

Str 14 Dex 12 Con 14 Int 12 Wis 14 Cha 14

Skills (14pp)

Climb 4 (+6 ). Craft Structural 2 (+3 ), Disable Device 4 (+5 ), Drive 4 (+5 ), Intimidate 4 (+6 ), KS [Tactics] 7 (+8 ), Medicine 4 (+6 ), Notice 6 (+8 ) , Pilot 4 (+5 ), Profession [Mercenary/Agent] 6 (+8 ) , Sense motive 4 (+6 ), Stealth 4 (+5 ), Survival 3 (+5 )

Feats (11pp)

Attack Focus [Ranged] 1, Equipment 5, Leadership, Precise shot, Power Attack, Teamwork, Tough Minion 1

*Special Operations package as desired

Powers

None

Equipment 5pp (25ep)

Viper Armored suit (Protection 4) 4ep
Helmet visor (Flash Goggles, Nightvision lenses) 2ep
Helmet Comms (Commlink) 1ep
Gasmask 1ep

Viper Mk 3 Blaster Rifle (Blast 5) 10ep
Viper Mk 2-B holdout pistol (Blast 3) 6ep
Viper Fang Combat knife 3ep
Snap baton 1ep
Pepper spray 1ep
Frag Grenades 13p
*smoke grenades
*flashbangs

Combat (22pp)

Attack: +5, 5 [ranged]

Damage: +1 unarmed, +2 Knife, +5 Blaster rifle, +3 Pistol, +3 Snap baton, +5 grenades

Defence: +6

Initiative: +1

Saves (+9pp)

Toughness: +2, +6 (armor) * tough minion 1

Fortitude: +5

Reflex: +4

Will: +5

===================================================
Abiltiies 20 + Skills 14 + Feats 11 + Powers 0 + Combat 22 + Saves 9 = Total 76pp
===================================================

Cobras are the top of the heap, best of Vipers best, and a dangerous lot to get involved with. These guys have like their adder subordiantes fought tooth and nail to get where they are and they are well aware how precarious their position is.

So that makes them all the more ruthless and danagerous in their desperation, just as VIPER wants them to be.

Cobras are the the third largest group of agents and they are the bulk of its officer Corps these guys are often in charge of most field ops and unless stated otherwise will have control over even supervillain mercs or agents.

:arrow: A dangerous adversary Cobras have the worst combo for superheroes, Skill, ruthlessness, and worse experience, these guys have survived Captain Superman kicking in their doors and came back stronger for it.

:arrow: As tough minions per house rules, these guys are treated as minions in all respects save one. They do not drop on the first failed toughness save, but on the second or only on a fail by 10 or more. Also unlike normal minions, a tough minion can score a critical hit on a hero.

:arrow: Cobras can also be given the Special Operations package to make them a special Operations Viper leader, and that would be an even more dangerous foe for out heroes.


Special operations packges

Sea Serpents PL 6 (minions)

+2 Str, +2 Con
Disable Device 8, Swim 6
Fortitude save: +2 to save
Toughness: +3/+7 (armor)

Sea Serpent Suit (Protection 4) 4ep
Underwater lifesupport (Immunity 3 Cold, pressure, drowning)3ep

Tech Vipers + Comm Vipers, Med Vipers PL 6 (minions)

Dex +2, Int +4
Computers 6, Craft Electronics 6, Craft Mechanics 6, Disable device 6, Medicine 6, KS (one science) 6, KS Technology 6, Languages 3
+4 Reflex save

Sky Vipers, Steel Vipers PL 7 (minions)
+2 Str, +4 Dex, +2 Con, +2 Int
+4 Acrobatics, +4 Drive, +4 Pilot
Toughness: +3/+7
Fortitutde: +5, Reflex: +5
Add Jetpack (flight 4) and Rapid Fire blasters (blast 5 (autofire+1) to equipment
or
Add Steel Serpent armor

Legal, Forensic Vipers PL 6 (minions)
+2 Int, +2 Wis, +2 Cha
Bluff 6, Diplomacy 6, KS (Business) 6, KS (Civics) 6, KS (Forensics) 6, Investigate 6, Search 6, Sense Motive 6, Languages 3, Notice 6, Profession (lawyer) 6
Equipment: Add Investigation Kit, Silenced Pistol (blast 3 subtle)

Pythons (Heavy Weapons and Ordinance) PL 8 (minions)
+4 Strength, +4 Con
Replace normal Armor with:
Viper Heavy troop armor (Armor 6, Exoskeleton (Strength +2, Super strength 2)
Fortitude: 8
Toughness: +4, +10
Add Heavy Weapon of Choice (blaster cannon, Assault cannon, Missile launcher, Brute Chem Cannon, etc

A-T (all terrain) Assault Vipers PL: 7
+2 Str, +2 Dex, +2 Sta, +2 Wis
KS (Street) 6, Survival +4, Stealth +4, Notice +4,
Add tracking feat
Toughness: +3/+7
Fortitude: 6
Will: 6
Reflex: 4
Add to equipment Assault shield (+2 defence)

Night Vipers
Str 2, Dex 6,Con 2
Attack +6 (+8 melee)
Defense +6 (+8 dodge focus)
Toughness: +3, +6 (armor), +8 defensive Roll
Feats: Improved Critical (unarmed 1 19-20), tough minion 1, Defensive Roll 2, Dodge Focus 2 (martial arts style of choice usually Karate, or Ninjutsu, or Taekwondo)
Night viper light stealth (Armor +3), Swords, Crossbows, Daggers, Shuriken, other martial Arts or ancient weapons of choice, Silenced pistols and smgs



Steel Serpent Armor (Viper MK 1B X (Experimental Heavy Assault Armor)

Device: 17 (85pp)

Berillium steel Armor plating (Protection 8 (Extras: impervious +8) 16pp
Moto-enhanced exoskeleton (Strength 12 and Super Strength 3, and leaping 2, Speed 1) 21pp
Sealed systems (Immunity 9 (life supprt) 9pp
Secured Comm Systems (Communication 5 [radio] 5pp
Sensor Suite (night vision, Extended sight x2) 3pp
Combat Accelerator systems (enhanced feats: Attack Focus [Melee] 2) 2pp
Arm Mounted Weapons array (array 9) 20pp
Heavy Plasma Cannons (Blast 8 (accurate)
AE: Grenade Launcher
AE: Chemical Sprayer

Optional Jet pak (Flight 4) 8pp

Mech-Viper construct, Heavy Weapons War Machine

PL: 9/123pp

Abilities (-18 pp)

Str 30 Dex 10 Con -- Int -- Wis 10 Cha --

Skills (2pp)

Notice 8 (+8 )

Feats (1pp)

Power Attack

Powers (106pp)

Heavy Berillium armor (Protection 10 (Impervious +10) 20pp

Large Size (Growth 4 (permanent +0, Flaw: No Con -1; innate) 9pp

Powered Boosters (Booster jets (Flight 3) 7pp
AE: Speed 4, Leap 2

Construct (immunity 40 (Fortitude, Mental Effects) 40pp

Self Destruct (Feature 1 May explode ) 1pp

Exterimnation Array (array 12) 29pp
Ion Cannons (Blast 10 (Knockback 4)
AE: Missile Launcher (variable payloads)
AE: Stun Cannon (Stun 8 (Ranged)
AE: Grenade Launcher (Variable rounds)
AE: Gatling Gun (Blast 6 (autofire 2)
AE: Charge Plating (Blast 7 (Burst AOE Touch ranged)

Equipment

Combat (32pp)

Attack: +8

Damage: +10 Robot fists, +10 Ion cannons, +8 Stun, +7 Charged Plating, variable missile/grenades

Defence: +8

Initiative: +1

Saves (+0pp)

Toughness: +10 (Impervious)

Fortitude: --

Reflex: +0

Will: --

===================================================
Abiltiies -18 + Skills 2 + Feats 1 + Powers 106 + Combat 32 + Saves 0 = Total 123pp
===================================================
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563


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