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Just the Hive this is the space for player questions, discussion and dice rolls. Please post your character sheet on this thread for easier reference. Please do not start another topic (post on this thread).

Earth-Prime

d20HeroSRD

LUCK:

Siren 1

Scylla 1

The Accountant 1

Mammoth 1

Vesanius 1

Dice 1

 

Most inmates here will be Dodge/Parry/Toughness 12. Bosses like Hellstorm and Blacktop are Dodge/Parry/Toughness 16. Guardbots are Dodge/Parry/Toughness 20.

Edited by Conaldar
details (see edit history)
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 Hecate 
 Vessel of the Bottomless Shadows 

"It yearns, it hungers... and so do I."

 

APPEARANCE (Super) APPEARANCE (Normal)

* Physically Identical

* Distinguishing Features:

- Blood looks like shadows

- Hair ends melts into shadows

- Casts two shadows from light sources

* Height: 5' 3"

* Weight: 110 lbs

* Hair Color: Black & Lavender

* Eye Color: Brown & Lavender

* Distinguishing Features:

- Piercings, tattoos, heterochromia

- Always wears clothing or accessories to stave off sunlight

(Sunglasses, hoods, hats)

 

ABILITIES (Super) ABILITIES (Normal)

STRENGTH: -1

STAMINA: 1

DEXTERITY: 6

AGILITY: 2

FIGHTING: -1

INTELLECT: 4

AWARENESS: 3

PRESENCE: 2

STRENGTH: -1

STAMINA: 1

DEXTERITY: 6

AGILITY: 2

FIGHTING: -1

INTELLECT: 4

AWARENESS: 3

PRESENCE: 2

 

DEFENSES (Super/Normal):

DODGE: 10

PARRY: 9

WILL: 12

TOUGHNESS: 12/1

FORTITUDE: 10

 

POWERS (90PP):

 

* Shadowblood (22PP): Noticeable: Blood looks like shadows, Hair ends melts into shadows, casts two shadows from light sources); -1PP — Regeneration 10: Source (Shadows); 5PP — Protection 11: Permanent; 11PP — Senses 2: Darkvision; 2PP — Feature 1: Shadow Suit; 1PP — Concealment 4: Visual, Limited to Shadows, Continuous, Permanent; 4PP


* Infinite Darkness (magical, shadow)Magic Array (24+4PP):

— Dark Whip (life-draining): Ranged Damage 12; 24PP

— Feast on MagicArea Nullify 12 (Magical); {24}

— Night Terrors: Perception Ranged Affliction 12 (Resisted and Overcome by Will; Entranced, Compelled, Controlled), Limited to fleeing or cowering in terror; {24}

— Darkfall: Teleport 10; attack, perception, DC20 Dodge check, accurate, target is 'ported to an area of complete shadow within four miles (a closet is the easiest), medium (shadow), unreliable 2 (three uses daily) {20}

— Dancing Darkness: Create 12 (Shadows): Selective, Stationary, Permanent, Proportional; {24}


* Shadows Within (27PP)Activation (-2PP) — Immunity 10 (Life support)10PP — Insubstantial 3; 15PP — Elongate 1; 1PP — Movement 3: Wall Crawling 2, Slithering; 3PP


* Shadow Pathways (magical, shadow), Magic Array (10+3PP):

Shadow Step: Teleport 7: Medium (Shadows), Change Velocity, Change Direction, Turnabout {10}

— Shadow Gate: Teleport 5: Accurate, Portal, Limited to Extended, Limited to Shadows, Unreliable 2 (3/day) {10}

— Shadow Eyes: Remote Sensing 10: Visual, Auditory, Medium (Shadows) {10}

— Shadow Whispers: Communication 3: Medium (Darkness, Mental), Limited (To her team) {9}

 

SKILLS:

Deception +6 (total +8), Ranged Combat +6 (total +12), Expertise Magic +6 (total +8), Stealth +8 (total +10)

 

ADVANTAGES: Fearless, Taunt, Very Attractive, Daze (Deception), Favored Environment (Darkness), Ritualist, Languages 2 (English, Greek, Turkish, Arabic)

 

EQUIPMENT: —

 

COMPLICATIONS:

* Motivation: Responsibility: Hecate is both the dam and the gateway. Her magic comes from an entity that's been sealed inside her against her will. The thing wants out, and the more Hecate feeds on life, magic, and light, the more dormant it remains—and she'd do anything to keep it in, both to prevent the world from ending, and to keep her magic. Especially to keep her magic.

* Enemy (Law Enforcement): They want to catch her. They can try!

* Reputation (Criminal): (Un)fortunately, her supernatural feeding habits have led her down dark paths. 

* Responsibility (Teammates): Friends? Maybe not, but she needs them, and they work well together.

* Quirks (3 personality traits/habits): Eats a lot. Always turns off the lights when she enters a room. Has a fixation on the number 3: flips switches three times, sketches triangles when left with a pencil and paper, turns locks three times, wears jewelry in sets of three, etc.

* Addiction: Hecate is addicted to her magic and to the rush of feeding her entity. She gets antsy when she doesn't fulfill that need, even before the entity starts growling for release.

* Obsession: Hecate is obsessed with everything magical, and will tend to prioritize such things over others.

* Temper: Her addiction feeds into a bad temper when she's pulled away from her desires.

* Weakness: Her addiction, left unchecked, can quickly turn into a weakness as the being starts affecting her more and more, up until the point she loses control of herself and becomes driven entirely by the hunger. This Weakens her Shadowblood, and she becomes Controlled when it reaches 0.

 

TEAMMATES:

* Vesanius: His magic is voluminous and airy, but lacks different flavors. 2/3. Lovely style. He really needs to chill out.

* Mammoth: Big man, big muscles... He's actually smart too. My shadows help his temper on occasions. He really needs to chill out.

* Mr. Anderson: "The" Accountant. Average guy, but he's got hot powers and fancy tricks. He really needs to chill out.

* Scylla: I love watching her maul people. So much spunk in such a small package is unfair, really. Cute. Not sure how old she is.

* Siren: Cute, but dangerously so. Her magic tastes like cherries. Probably the most dangerous of our crew. She really needs to chill out.

* Dice: What a nice kid. I love trying to make him lie without realizing it. His powers are kinda ridiculous. You guessed it, he also really needs to chill out.

 

They all got their panties in a twist, don't they? As long as I can do my stuff, I'm happy to help this lot.

 

ORIGIN (optional):

 

Power Points: Abilities 32 + Defenses 36 + Powers 90 + Skills 13 + Advantages 9 = 180

 

Edited by Oceane (see edit history)
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Vesanius

"Though in these walls my body waits,

My will alone decides my fate.

For I am not this humble shell,

Yet, dare I say, I wear it well."

 

Appearance: Normal

5' 10" or so, with short, curly brown hair, brown eyes, olive skin, vaguely Central American or Mediterranean aesthetic overall.

He's a bit on the skinny side and has a thin moustache. 

Appearance: Powered

6' 2" (due to risers in his boots and raised heels). His appearance is the same, but hidden under his featureless mask and top-hat.

He also uses a bit of theatrical costuming to make himself look broader-shouldered and overall bigger than he actually is.

 

Abilities: Normal

 

FIGHTING: 0

AGILITY: 0

DEXTERITY: 0

STRENGTH: 0

STAMINA: 4

INTELLECT: 0

AWARENESS: 0

PRESENCE: 0

Abilities: Powered

 

 

FIGHTING: 0

AGILITY: 0

DEXTERITY: 0

STRENGTH: 0

STAMINA: 6

INTELLECT: 0

AWARENESS: 0

PRESENCE: 0

 

Defenses: Normal

DODGE: 8 

PARRY: 8

WILL: 8

TOUGHNESS: 4

FORTITUDE: 4

Defenses: Powered

DODGE: 10

PARRY: 10

WILL: 14

TOUGHNESS: 14

FORTITUDE: 10

 

 

POWERS:

Illusionist's Armor (6 pts)

Protection 8; Removeable 
Descriptors: Invented, Technological, Metal, Cloth, Leather, Armor
Armor crafted for him by another villain, made of only the finest materials and sculpted to his theatrical sensibilities.

 

Master Illusionist Array (64 pts)

Illusions 12; All Senses, Illusions Area 2; Concentration, Distracting (60 pts) (Insight DC 22)

Descriptors: Learned, Magical, Light, Sound, Heat, Tactile, Scent/Taste, Sensory, Impression, Exotic, Semi-Tangible Illusions
His mainstay power allows Vesanius to manipulate pseudo-reality within a volume of 15,000 cubic feet. 

(Note: a person is approximately 4 cubic feet)

Doing so requires a rigid casting posture and deliberate concentration. 

-AE 1: Shadow Blast (41 = 1) (Dodge and Will DC 27)
Damage 12; Alternate Resistance: Will (+0/Rank), Area 2: 60' Line, Indirect 4, Insidious, Sleep

Descriptors: Learned, Magical, Mental, Mental Suppression
It looks like the emission of a flamethrower, but inky black. It doesn't seem to hurt...

-AE 2: 

-AE 3: 

-AE 4

 

Illusionist's Avatar (16 pts)

Concealment 10 (All non-tactile senses); Blending

Linked: Illusion 2; Visual and Auditory, Independent; Limited (-1/rank): Only Illusion of Self

Descriptors: Learned, Magical, Light, Sound, Scent, Heat, Masterful Displacement
Pay no attention to the man behind the curtain...
Vesanius's illusory avatar exists to soak up damage for him.
Because it is Independent, it can feign injury or "escape" as needed.
Because his only visible power is also Indirect, this Avatar can pretend to cast it so long as it's his active spell in that array.

 

SKILLS:

Deception = +16 / +22 = 16 / 22 (Ranks) + 0 (Pre)

Expertise

-Poetry = +10 = 10 (Ranks) + 0 (Int)

-Political Science = +10 = 10 (Ranks) + 0 (Int)

Intimidation = +16 = 16 / 22 (Ranks) + 0 (Pre)

 

 

ADVANTAGES:

Eidetic Memory 

 

EQUIPMENT:

 

OFFENSE (Super/Normal):

* Movement (per round): 30

* Initiative: +0

* Unarmed +0, DC 15

* Grab +0, DC 15

* Throwing +0

 

COMPLICATIONS:

* Motivation: Misguided -- Vesanius believes that a world free from harm, free from exploitation, free from what he sees as true evil, is the highest possible good.
If he has to alter the perception of everyone on the planet and violate their free will wholesale in order to achieve it, that is what he will do.

* Enemy (Law Enforcement)

* Quirks (3 personality traits/habits)
-- Dislikes Corporations and Businessmen
-- Likes Cats

-- Fashionable

* Reputation (Criminal) -- Bah! These so-called heroes, they don't understand what it is to be Good. They preserve the status-quo while the powers-that-be ride the back of the common man more brutally than any but the most heinous of "super" villains...

* Responsibility (Teammates) -- Who fights beside me in the hope of a freer world, he is my brother. Who raises arms against him does raise arms against me also.

* Honor -- Vesanius has a code of honor, though it mostly extends to not doing lasting harm to innocent people and trying to minimize collateral damage. He only targets people and institutions he feels deserve it, and does not partake in random acts of cruelty.

* Temper -- Mind you, he feels so strongly about his Code of Honor that he will become affronted if the heroes he's fighting against don't mind their firing-lines.

 

ORIGIN (optional): Originally a scholar of political science, Desmond Alonzo Ignatius de Santa Ana y Montez joined a cult secret society in college. There he became both a Communist and a sorcerer, and considers himself both equally. 

 

Power Points (PL 6): Abilities 8 + Defenses 24 + Powers 6 + Skills 26 + Advantages 1 = 65 / 90

Power Points (PL 12): Abilities 12 + Defenses 38 + Powers 86 + Skills  33 + Advantages 1 = 180 / 180

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Mammoth -


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QUOTE: "Nyet. I am done following orders”

 

APPEARANCE (Super/Normal):

* Height: 7’1”

* Weight: 320

* Hair Color: brown

* Eye Color: brown

* Distinguishing Features:
 

 

ABILITIES (Super/Normal):

FIGHTING: 6

AGILITY: 1

DEXTERITY: 1

STRENGTH: 14

STAMINA: 14

INTELLECT: 1

AWARENESS: 2

PRESENCE: 0

 

DEFENSES (Super/Normal):

DODGE: 10

PARRY: 10

WILL: 10

TOUGHNESS: 14

FORTITUDE: 14

 

POWERS:*

* Power of the Mammoth (Alternate form, standard action, 51)

  Growth 4 (8) (+4 strength, stamina, +4 ranks of mass, +2 intimidate, -4 stealth, -2 dodge, -2 parry)
  Senses 2: acute smell, ultra-hearing (3)
  Speed 2 (2)

  Enhanced Trait: Strength 6 (12)

  Power lifting 2 (2)

  Enhanced Trait: Stamina 6 (12)

  Impervious Toughness 12 (12)

  Regeneration 1 (1)

  Immunity: Cold (1)

 

*Stomp (10)

Line area damage 10 (Limit: The Mammoth must be in contact with the same surface as target)

 

* Mammoth Suit (removable) (17)

  Protection 2, noticeable (3)

  Tusks (Damage 2, strength-based, penetrating 16 (18)
  

SKILLS: 21

* Athletics 4

* Close Combat 2 (fist) (+10)

* Close Combat 1 (tusk) (+8)

* Expertise (Marxism) 4 (+9)

* Expertise (soldier) 3 (+7)

* Intimidation 8 (+18 with growth)

* Ranged combat (guns) 2 (+5)

* Perception 6 (+14)

* Persuasion 6 (+12)

* Stealth 0 (-4)

* Technology 2 (+5)

* Treatment 2 (+5)

* Vehicles 4 (military only) (+9)

 

ADVANTAGES (22): All-out attack, Benefit: ambidexterity, Chokehold, Eidetic Memory, Equipment 8, Favored Enemy (NATO soldiers), Great Endurance, Improvised Weapon, Interpose, Language 2: Korean, English, Power Attack, Startle, Takedown 2

 

EQUIPMENT (40): Mammoth Suit (19), Warehouse (10), Large pick-up truck (7), Old cars that need work, Commlink (1), three more points unallocated

 

OFFENSE (Super/Normal):

* Movement (per round): 120’

* Initiative +1

* Fist +10, Strength 14

*Tusk +8, Strength 16, penetrating

* Grab +?, DC?

 

COMPLICATIONS:

* Motivated by oppression of the global proletariat 

* Quirks (Unfamiliar with modern society, speaks with distinctive accent, Z)

* Enemy (Law Enforcement)

* Reputation (Criminal)

* Responsibility (Teammates)

* Temper: bright lights or loud sounds can set him into a rage

* Phobia: fear of mind control

  

 

ORIGIN: North Korea’s leading geneticist Dr. Park, found enough intact mammoth DNA in the mountains of his country to create several elephant/mammoth hybrids, and lead the way to restoration of an extinct species. At least, that’s what the grant applications said. In truth, Dr. Park was creating a series of Korean super-soldiers from what was available to him, and three of them survived. 

 

During his youth, Oleg was controlled through a combination of drugs, hypnosis, and a neural inhibitor. Fighting against the continual urging to work harder on behalf of the glorious leader led him to develop both his endurance and his willpower. It also left him with a fear of mind control. 

 

Power Points: Abilities 38 + Defenses 21 + Powers 78 + Skills 21 + Advantages 22 = 180/180

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  Herbert Anderson - The Accountant

Herbert Anderson

aka

The Accountant


"I'm an accountant, so you can believe me when I say they're all going to pay for what they've done."


APPEARANCE:
* Height: 5'11"
* Weight: 160lbs
* Hair Color: Brown (Mostly Bald)
* Eye Color: Brown (depowered) // Glowing-Blue (powered)
* Distinguishing Features: When not powered he is extremely average looking. Mostly bald, a tad overweight, wears glasses, and is overall completely unremarkable. When powered up his eyes begin glowing bright blue.

 

ABILITIES: (34)

FIGHTING: 0
AGILITY: 0
DEXTERITY: 0
STRENGTH: 0
STAMINA: 6/14*Typically 6 but with +8 from Powers for a total of 14 when fully powered. [12]
INTELLECT: 5/10*Typically 5 but with +5 from Powers for a total of 10 when fully powered. [10]
AWARENESS: 6/10*Typically 6 but with +4 from Powers for a total of 10 when fully powered. [12]
PRESENCE: 0

 

DEFENSES: (12)

DODGE: 6/10*Typically 6 but with +4 from Powers for a total of 10 when fully powered. [6]
PARRY: 6/10*Typically 6 but with +4 from Powers for a total of 10 when fully powered. [6]
WILL: 6/10*Typically 6 but Powers increases Awareness by +4, for a total of 10 when fully powered.
TOUGHNESS: 6/14*Typically 6 but Powers increases Stamina by +8, for a total of 10 when fully powered.
FORTITUDE: 6/14*Typically 6 but Powers increases Stamina by +8, for a total of 10 when fully powered.

 

POWERS: (90)

Electric Shock Array (28)

• Damage x12 (Alternate Effect, Alternate Resistance [Fortitude], Insidious, Reach x2, Subtle x2, Variable Trigger x2) [1]*Normally Costs 19, but reduced to 1 as part of an array
• Damage x12 (Alternate Effect, Alternate Resistance [Fortitude], Area [Burst], Insidious) [25]
• Damage x12 (Alternate Effect, Alternate Resistance [Fortitude], Area [Cone], Insidious) [1]*Normally Costs 25, but reduced to 1 as part of an array
• Damage x12 (Alternate Effect, Alternate Resistance [Fortitude], Area [Line] x3, Distracting, Insidious, Tiring) [1]*Normally Costs 25, but reduced to 1 as part of an array

 

Electrically Empowered Body (30)

• Enhanced Trait [Stamina x8, Dodge x4, Parry x4] x24 (Permanent) [24]
• Immunity [Electricity Damage, Sleep] [6]

 

Electrically Empowered Mind (25)

• Communication [Radio; Short-Range] x2 (Rapid x2, Subtle x2) [12]
• Comprehend [Machines] x2 (Limited [wifi-EnabledThis power can only be used to communicate with machines that are able to send/receive wireless signals. This precludes low-tech machines, machines that are not designed to send/receive any data, and machines that deliberately have wifi disabled (for instance, computers/phones/tablets in airplane mode)]) [2]
• Enhanced Trait [Awareness x4, Intellect x5] (Feature [Internet AccessThis power allows Herbert to access to the Internet via his mind without the need for a computer. ], Permanent, Limited [SignalThis power only works in places where there is a signal. This means either cell-phone coverage or a wifi hotspot.]) [10]
• Feature [Digital MemoryHerbert can store/convert digital information in his own memory. This allows him to save files within his mind, run programs, convert what he sees or hears into video files, or delete/alter his own memories.

Basically he can use his own mind as a computer.
] [1]

 

Electromagnetic Manipulation Array (7)

• Illusion [Normal Auditory/Visual] x1 (Alternate Effect, Independent) [1]*Normally Costs 4, but reduced to 1 as part of an array
• Concealment [Normal Auditory/Visual] x3 (Alternate Effect, Activation [Move Action], Limited [Machines OnlyThis Power is only effective against machines or senses with a technological descriptor.], Increased Duration [Continuous]) [1]*Normally Costs 5, but reduced to 1 as part of an array
• Morph [Humanoid] x3 (Alternate Effect, Activation [Move Action], Distracting, Increased Action [Standard Action], Increased Duration [Continuous], Limited [Machines OnlyThis Power is only effective against machines or senses with a technological descriptor.]) [5]

 

SKILLS: (40)

* Acrobatics (Agl): 0 (+0)
* Athletics (Str): 0 (+0)
* Close Combat Unarmed (Fgt): 12 (+12) [6]
* Deception (Pre): 16 (+16) [8]
* Expertise Accounting (Int): 5 (+10/+15*Typically +10 but Powers increases Intelligence by +5, for a total of +15 when fully powered.) [2.5]
* Expertise Mathematics (Int): 5 (+10/+15*Typically +10 but Powers increases Intelligence by +5, for a total of +15 when fully powered.) [2.5]
* Expertise All (Int): 0 (+5/+10*Typically +5 but Powers increases Intelligence by +5, for a total of +10 when fully powered.)
* Insight (Awe): 0 (+6/+10*Typically +6 but Powers increases Awareness by +4, for a total of +10 when fully powered.)
* Intimidation (Pre): 0 (+0)
* Investigation (Int): 0  (+5/+10*Typically +5 but Powers increases Intelligence by +5, for a total of +10 when fully powered.)
* Perception (Awe): 0  (+6/+10*Typically +6 but Powers increases Awareness by +4, for a total of +10 when fully powered.)
* Persuasion (Pre): 0 (+0)
* Ranged Combat (Dex): 0 (+0)
* Sleight of Hand (Dex): 16 (+16) [8]
* Stealth (Agl): 16 (+16) [8]
* Technology (Int): 10  (+15/+20*Typically +15 but Powers increases Intelligence by +5, for a total of +20 when fully powered.) [5]
* Treatment (Int): 0  (+5/+10*Typically +5 but Powers increases Intelligence by +5, for a total of +10 when fully powered.)
* Vehicles (Dex): 0 (+0)

 

ADVANTAGES: (4)
Eidetic Memory [1]
Improvised Weapon [1]
Jack-Of-All-Trades [1]
Skill Mastery [Sleight of Hand] [1]

 

OFFENSE: 

* Movement (per round): 30'

* Initiative +0

* Unarmed/Improvised +12, DC 15

* Electric Shock [Close] +12, DC 27 (Fort Resist, Insidious)

* Electric Shock [Area] No attack Roll, DC 22 Dodge (for half effect), DC 27 (Fort Resist, Insidious)

 

Power Points: Abilities 34 + Defenses 12 + Powers 90 + Skills 40 + Advantages 4 = 180


COMPLICATIONS:

• Motivation: Herbert believes he was screwed over by the heroes and the justice system. As revenge he wants to tear whole system down, starting with exposing the hypocrisy of depending on the so-called heroes.

• Enemy [Law Enforcement]: Herbert was arrested and is now incarcerated in the Gaddis Super-Max Penitentiary. By default the guards are his enemies and should he manage to escape all levels of law enforcement will be attempting to hunt him down. 

• Reputation [Criminal]: Herbert's arrest and trial were highly publicized. Even if he doesn't feel he deserves it he still has a wide reputation as a criminal.

• Responsibility [Teammates]: Even though he believes he is the smartest among them, Herbert acknowledges that it will be much easier to achieve his goals if he works together with other members of his team. He doesn't care about any collateral damage they might cause as long as it helps him get revenge on the system.

• Quirk Nearsighted: Herbert is Nearsighted and wears glasses to correct this. If his glasses are broken, lost or stolen he will have difficulty seeing distant objects and will suffer a significant penalty if attempting to attack at range accurately or drive.

• Quirk Prideful: Herbert is extremely proud of his intelligence and will never admit to being wrong about anything. In fact, he will occasionally alter his own memory of events he experienced so that he will be able to continue believe he is always right.

• Quirk Social Media Addict: After he escapes Herbert will post almost constantly on social media, mostly to call-out or troll heroes but sometimes to leave cryptic clues about his next intended target.

• Weakness [Water]: Herbert's Powers all come from electricity. He is extremely vulnerable to attacks involving water, and attempting to use his powers while soaked in water could result in them misfiring or even hurting himself.


ORIGIN:

Excerpt From The Case File Of Prisoner EE-22-9414, Herbert Anderson, Codename: The Accountant

(Prisoner is Classified as an Electricity/Technology Manipulator. DO NOT allow internet access.)

...

Okay, I just want to start out by saying that this whole thing is complete and utter bull-s***. First of all, I'm not "The" Accountant, I'm just "An" Accountant. One of thousands of accountants in this stupid f***ing city. I'm not supposed to be in here. This place is for "Real" Super Villains. Like that guy who tried to blow up the sun or that freak who just kept eating people on the subway. I'm not a "Super Villain" I'm just an accountant who happens to have superpowers.

 

Okay, yes, I'll admit that some of my clients were probably not making all of their money through legitimate businesses, but that's not on me. I'm not responsible for making sure all my clients are obeying the laws. I just help keep track of their money. None of my business how they earn it. And if I happen to have several clients who prefer not to declare every cent of their income on their tax returns who am I to argue. I'm just a freelance accountant, I go where the money is.

 

And even if I knew some of my clients where doing something criminal, and I'm not saying I did, but even if I did, it's still not something to lock me up in here for. I mean, come on. The f***ing Super-Max? For a f***ing accountant? I should be in some white-collar minimum security resort for year or two, max. If I even did anything wrong. Which I'm not saying I did. But no, I've got some superpowers so it's straight into Gaddis for me. You know what this is? It's discrimination is what it is. I have superpowers so my punishment needs to be more severe.

 

This whole thing is bull-s***.

...

So anyway, you want to hear my side of the story or not? There I was sitting in my house minding my own business, when some f***ing kid wearing green spandex and a purple cape plows through my living room wall, shouting some nonsense about putting a stop to my evil deeds and blasting at me with a f***ing laser-beam! I mean, what was I supposed to do? This is still America isn't it? I have a legal right to defend myself when some a**hole bursts into my own home! So I did what anyone with my powers in my position would have done. I blasted him right back with a burst of electricity. Zap. Kid goes down. I go up to take a closer look, turns out he's dead. Kid had enough power to punch through my wall but couldn't take one shot of electricity.

 

So I'm standing there in the ruins of my living room with some dead kid who didn't look older than fifteen. I'm not worried though, I know my rights, and that was clearly self defense. Plus my powers let me save what I see as video files so I know I have the evidence to back up my story. I shoot my lawyer a quick email with the video of what I saw letting her know what happened and then I do what any responsible person would do, I call the police and tell them I killed some superpowered intruder that blasted into my house.

 

Yeah that's right. I called the police. Cause that's what you're f***ing supposed to do in that situation. You call the police. They showed up and I explained exactly what happened, I sent them that same video file as well. They say they've got to take me into custody temporarily while they investigate the situation and I offer them my full cooperation. Only they say they can't just send me to regular lock-up, since they don't have the facilities to hold someone with superpowers. Apparently the only place rated to hold someone like me is the Super-Max. Now I'm not too happy about it, but I figure it'll only be a day or two at most, and I want to show that I'm cooperating so I go along with it.

 

Then we get there and I head into processing and then suddenly POW! I'm knocked out. I wake up some time later in the infirmary with a splitting headache. Apparently when your powers heavily alter how your mind works then suddenly getting your powers turned off can cause some f***ing nasty side-effects. You have any idea what it's like to suddenly go from being completely connected to the internet to being completely cut off? Imagine waking up one day to find out you are blind and deaf. It takes me a while just to form coherent sentences.

...

Anyway, eventually I'm well enough to figure out what's going on, and I ask them what happened. Turns out I'd been unconscious for a f***ing week! A whole f***ing week? I asked them why I was still here and they told me they were still investigating my case! I mean, what the f***? It took me another two days just to get into contact with my lawyer. Apparently, due to the nature of my powers, they were unwilling to allow me to have access to anything electronic until they confirmed that my powers were successfully neutralized, so the only way I was allowed to talk with her was by telling the guard to contact her on my behalf and then waiting for her to send a reply back. They wouldn't even let me use a f***ing phone!

 

And that's not even the worst part about all this. You see, unbeknownst to me, that kid who broke into my home and attacked me was actually some incredibly popular up-and-coming superhero who had gone viral by saving a bunch of people from some gang-related stuff, and his real identity was some smart, popular, high-school quarterback-type douche. When the police went through his stuff they found a bunch of evidence the kid had collected about how a bunch of different gangs had been laundering some drug money with the help of an accountant. You guessed it, me! I didn't know any of my f***ing clients were dealing f***ing drugs. I mean, it's not like they walk up to their accountant and say 'Oh, by the way, all this money came from selling drugs'. So I guess he figured he was going to put an end to drugs in the city if he took out the guy who organized the books or something. As though they wouldn't be able to just go hire another accountant. I mean, what a f***ing moron.

 

But when the media got wind of this they didn't see things that way. While I was unconscious in the infirmary the news outlets all over the city were portraying me as some kind of drug overlord who murdered some sweet innocent kid. They started calling me "The Accountant" and began digging into every sleazy client I ever had. They seized all my funds and I couldn't afford my lawyer anymore, so I had to rely on some fresh out of college public defender. And since I wasn't allowed to use the internet or the phones I was only able to discuss my case with him whenever he bothered to show up.

 

When the trial did start it was a f***ing snowjob. First off, they had me completely drugged up and they crated me to the court in an old f***ing metal cage to prevent me from accessing any wireless signals. Imagine how that looked to the jury. Seeing some guy being wheeled up under guard in a cage and being told it was to stop me from using my powers? I must have looked like f***ing Hannibal Lecter for **** sake! And then it all just went downhill from there. The prosecutor just kept pouring out mountains of evidence about everything that any of my clients had ever done wrong and painting me as some kind of evil mastermind behind everything. He kept going on about how the prison had confirmed that I had the power to hide from security cameras so even though couldn't be seen on any given video there was no way to prove that I wasn't there. They brought in a couple of my clients who had obviously been told that they would get reduced sentences if they said that I had been the mastermind behind some stupid crime they committed. And don't get me started on my f***ing lawyer. He didn't even mention that I had acted in self defense when my house was broken into! No sign of that video I submitted either. I mean, what the f***?

 

It was a kangaroo court! A complete travesty of justice! I was too drugged out of my head to try to mount a defense of my own and by the time my head was cleared I had been sentenced to life. No possibility of appeal. Just stuck in here.

...

This wasn't my fault! I didn't do anything f***ing wrong! This whole f***ing system is against me! I swear, when I get out of here... oh you just wait! They're going to pay. They're all going to pay!

Edited by cbenny
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Scylla

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"What immortal hand or eye, Could frame thy fearful symmetry... Indeed..."

 

APPEARANCE (Super):

* Height: 4'11"

* Weight: 108lbs

* Hair Color: brown.

* Eye Color: heterochromatic (Blue/Yellow)

* Distinguishing Features: She has a lot to unpack here. Needless to say she sticks out in a crowd.

 

ABILITIES (Super):

FIGHTING: 10

AGILITY: 10

DEXTERITY: 0

STRENGTH: 4

STAMINA: 5

INTELLECT: 4

AWARENESS: 4

PRESENCE: 4

 

DEFENSES (Super):

DODGE: 15

PARRY: 15

WILL: 10

TOUGHNESS: 7/5

FORTITUDE: 10

 

POWERS:

* Venom: Affliction 10. (Fatigued/Exhausted) (Fort:20) (Linked:Claws) (5pts)

* All Terrain Assassin: Immunity 8: (All Environmental conditions, Poison, Disease, Drowning) (8pts)

* Leaping 3. (3pts)

* All fours: (Movement 2, Sure-footed 2, Quirk: Must use hands/feet) (3pts)

* Regeneration 2. (2pts)

* Primal Sense 7: (Tracking: Smell, Analytica/Acute: Smell, Extended: Smell, Low-Light Vision, Infravision, DangerSense:Smell) (7pts)

* Speed 4/5. (Quirk:-1 rank while not running on all fours) (5pts)

** Alternate Effect of Speed: Swimming 4.

* Claws: Strike 1. (Linked: Affliction, Multiattack, Split, Penetration 2, Accurate) (6pts)

 

SKILLS:

* Acrobatics 5 (+15)

* Athletics 5 (+15)

* Close Combat: Claws. 7 (+19) (Accurate)

* Insight 4 (+8)

* Intimidate 6 (+10)

* Perception 6 (+10)

* Sleight of hand 8 (+8)

* Stealth 5 (+15)

 

ADVANTAGES:

*Agile Feint, Attractive, Benefit:Ambidexterity. Benefit:Athletics uses agility.

*Defensive attack, Defensive roll 2, Evasion 1, Fearless, Jack of all trades, move by action, power attack.

*Uncanny dodge, Languages 2. (English, Korean, Japanese, Mandarin)

 

EQUIPMENT:

 

OFFENSE (Super/Normal):

* Movement (per round): 900ft/round.

* Initiative +10

* Unarmed +10, DC:19.

* Grab +10, DC:14.

*Claws. +19, DC:20. (Power Attack, Defensive Attack)

* Throwing +0, DC:19.

 

COMPLICATIONS: (See below for expanded complications entry)

* Motivated by Thrills: Look crazies will tell you it's fun to be evil and inflict pain on innocents, me? I Just get a kick out of beating people who think they can spot me...

* Motivated by Greed: I prefer the term "Creature comforts" I'm the creature incase you didn't guess....

* Enemy/Hatred (Law Enforcement) You can't tell me what to do...

* Reputation (Criminal) A some what exaggerated reputation as a brutal assassin... Oh no, I killed people, but honest I was pretty tame compared to some guys.

* Responsibility (Teammates) No one gets far without a pack.

* Disability: (Red-Blue Color blind)

* Temper: I SAID DON'T TELL ME WHAT TO DO DAD!

* Obligative carnivore. (Literally unable to digest plant matter)

* Monstrous: I mean why would you want to hide this anyways?

* Honor: Are you worthy...

 

ORIGIN: Scylla was one of a number of genetic experiments by North Korean intelligence to attempt to build a super assassin out of animal DNA, Doctor Jong Choi being put in charge of the program after defecting from the South. The doctor had been disgraced and faced legal prosecution after his unethical experiments had been uncovered. The Scylla program went through nearly a hundred unsuccessful attempts before producing one successful subject, the child growing up maturity faster then a human would but in all the program taking nearly thirty years from start until they had a single Delivered "Agent" not even trained. One actually in training she excelled and surpassed expectations in her abilities but her behavior was less then satisfactory. Doctor Choi never having really payed attention to the emotional or mental development of the project, and thus delivering a argumentative rebellious and often down right dangerous operative, perhaps it was a matter of nature and the animal DNA and almost total lack of human DNA created a creature that was as smart as a human but lacked something intrinsically human. Or perhaps it was a matter of nurture and raising a child to believe she was the ultimate creation of science just gave her a complex.

 

Either way Scylla was effective and soon started to produce results... Messy noticeable results. Missions intended to be stealthy assassinations ended up being public fights with security ending in high body counts and high publicity, but also in the illimitation of her targets. Quickly deem a failure more do to her high profile methods her handlers endeavored to start over on the program and to do that they attempted unsuccessfully to eliminate her to recover data from an autopsy. This ended with the deaths of most of the scientific staff and destruction of the facility as well as her escape, but by this point the international community as well as super heroes at large had taken notice and Scylla was apprehended almost as soon as she arrived in South Korea, wounded and exhausted she gave little real resistance.

On questioning she (While only speaking in Korean despite speaking other languages) gave up the entire history of the program and indeed built for herself a fairly good defense of having been a child most of the time, being indoctrinated and largely not responsible for her actions, with some members of the government and super heroes arguing that she should be reformed. However numerous escape attempts and injuries later she was deemed simply to aggressive and dangerous to be either reformed or to be held at trail she was effectively committed as being criminally insane. A dangerous psychopathy, However on arrival at Gaddis a strange set of behaviors was observed still refusing to communicate with anyone outside of using Korean, she was observed to be a model inmate, following directions and causing no real problems, still being argumentative and irrigatable but mostly minding her own business and enjoying the small amount of creature comfort she got, even seaming to build interpersonal relationships "Friends" with some of the mental health staff quickly coming to the conclusion that she was well aware of what she was doing and had some sort of plan.

 

Power Points: Abilities 82 + Defenses 21 + Powers 39 + Skills 23 + Advantages 15 = 180/180

(Note: I am fully aware this character is built as a PL:10 on 180 points, with the single exception of meeting PL:12 defense/toughness cap)

(Note: "Normal" Stats are posted below)

 

 

 

PL:6 build

ABILITIES (Normal):

FIGHTING: 4

AGILITY: 4

DEXTERITY: 0

STRENGTH: 0

STAMINA: 2

INTELLECT: 4

AWARENESS: 2

PRESENCE: 4

 

DEFENSES (Normal):

DODGE: 8

PARRY: 8

WILL: 4

TOUGHNESS: 4/2

FORTITUDE: 6

 

SKILLS:

* Acrobatics 5 (+9) 

* Athletics 5 (+9)

* CC:Unarmed 5 (+9)

* Insight 4 (+6)

* Intimidation 6 (+10)

* Perception 6 (+10)

* Sleight of hand 8 (+8)

* Stealth 5 (+9)

 

ADVANTAGES:

* Agile Feint, All-out attack, Attractive, ambidexterity, athletics on agility.

* Defensive Roll 2, Evasion, Jack of all trades, Move by action, Power attack.

* Uncanny Dodge, Languages 2.

 

EQUIPMENT:

 

OFFENSE (Normal):

* Initiative +4

* Unarmed +9, DC:15

* Grab +4, DC:10

* Throwing +0, DC:15

 

Power Points: Abilities 40 + Defenses 14 + Powers 0 + Skills 22 + Advantages 14 = 90/90

 

Complication Fluff

* Disability: 
Scylla is Red-Blue color blind, her vision basically being shapes of green into grey black and white.

 

* Enemy/Hatred: (Law Enforcement) You can't tell me what to do...

While law enforcement actively seeks to capture or harm Scylla the feeling is mutual. With any group seeking to contain her being a target of her anger.

 

* Honor: Are you worthy...
Scylla's sense of worth is... complicated. She's unlikely to lie because most people are not important enough to lie to, and those who are worth lying to... she respects to much to lie to them. This means that for the most part she would only lie when it benefited the person she's lying to. It also effects who she will and wont target with violence, some people simply not being worthy prey.

 

* Monstrous: I mean why would you want to hide this anyways?

While not monstrous in the classical sense it's pretty hard to hide what Scylla is. Or rather that's she's clearly not human.

 

* Motivated by Thrills:

Look crazies will tell you it's fun to be evil and inflict pain on innocents, Scylla? Just get a kick out of beating people who think they can stop her...

 

* Motivated by Greed:
Not truly interested in money or wealth or even the power that it brings, she's more interested in the comfort it brings. If she had unlimited money and a private island were people would leave her alone she would likely not be an issue, but...

 

* Obligative carnivore.
Literally unable to digest plant matter.

 

* Responsibility.
(Teammates) No one gets far without a pack. And Scylla is a surprisingly loyal friend.

 

 

* Reputation (Criminal)
A some what exaggerated reputation as a brutal assassin... Oh no, she killed people, but she honest was pretty tame compared to some guys.

 

* Temper: 아빠에게 무엇을 하라고 말하지 마세요!

(Translation) I SAID DON'T TELL ME WHAT TO DO DAD!
Scylla responds poorly to what she considers "Unreasonable" directions.

 

Power Fluff

 

* All Terrain Assassin: Immunity. (All Environmental conditions, Poison, Disease, Drowning)

Scylla has a cocktail of DNA that provided resistance to heat, cold, radiation, poison, disease as well as the ability to breath underwater, which was borrowed from a Eel of all things..

* Regeneration.

While most people think about lizards when they think about regeneration, most of Scyllas regeneration DNA comes from invertebrates like jellyfish and starfish.

* Smell: Scyllas sense of smell comes from Hyenna DNA.

* Vision: Scylla also has Otter DNA for this.

* Infravision: Scylla has a pair of 'heat pits' like a viper.

* Speed, Swimming, Leaping, and Movement.

Scylla has a flexible spine and powerful legs mostly coming from DNA borrowed from that of a giant otter. Which is statistically the animal she borrows the most DNA from. 

* Claws and Venom.

Scylla has a set of retractable claws in her hands housed under what would be considered "Normal" Fingernails, they are more or less comparable to that of a Leopards. Though technically the DNA they come from are that of a civet, with the venom being that of a shrew.

 

PACK MEMBERS:

* Hecate: eonni big sister, we share eyes, we share vague Greek references as names.. heck now we share a room... Shes always easy to get along with.

* Vesanius: I get him, I don't get him, I follow his train of though you have rules, you follow your own rules not anyone elses some one messes with you, you hurt them. Past that he gets very complicated we are all built different but I don't follow him some times.

* Mammoth: My hyeong! Big brother it's good to have some one around who understands that we just like everyone else are just animals.

* Mr. Anderson: Boring but dependable. Which is the best kind of boring, outo of every human... hell animal I have ever met he'st he one that I can always tell what he's going to do and say.

* Siren: gets it. Nice food, comfortable surroundings this whole world dominations thing is for the birds. Have a moral stance or just take care of yourself.

* Dice: seams nice enough, I'm not sure about this Utopia of his. Thing can sertinyl be improved but maybe he forgets we are animals.

Edited by DecoyGirl (see edit history)
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Siren

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"In the end, all of my enemies will be mine. Mind, body, and if you'd like, soul."

 

 

APPEARANCE (Super/Normal):

* Height: 6'1"

* Weight: 145lbs

* Hair Color:  Blonde/white

* Eye Color: Green

* Age: Mid-twenties.

* Distinguishing Features: Unusually tall for her gender.

* Her general, overarching goal in life: "Have you ever read Plato's The Republic? I was born in America which was fostered more along the Aristotelian lines of thought, but I think over-all Plato had the right idea about people and what they need. He wrote about Kallipolis, the perfect society helmed by Philosopher Kings, he just didn't ever wager it'd be someone like me that realised it."

 

Public Image and Recognition:

Siren is a publicly known and greatly feared Supervillain of the modern area. Her powerful psychic mind and ability to reach in to read and control peoples thoughts have been demonstrated to have potentially devastating consequences, while her invulnerability and regenerative powers have made her an incredibly difficult target of assassination.

 

Unknown to the public, Siren, or Zara Darrows, was a former up-and-coming Air Force Lieutenant and pilot with the callsign 'Siren'. However her life was forever altered during a routine patrol over the skies of Afghanistan, when the radiation of a close-falling, tiny asteroid downed her aircraft. The crash almost killed her, but radiation of the falling rock entirely seeped into her body and re-wrote whole regions of her genetic code, granting her psychic powers and near invulnerable physical body. However, the Air Force lost any jurisdiction over her as the shadowy Agency claimed her, citing its purview of military personnel coming into contact with objects of an extra-terrestrial variety. As far as the Air Force records go, Lieutenant Zara Darrow was KIA while deployed overseas. The real Zara Darrow, however, disappeared into the shadowy world of government-metahuman relations and international espionage, where a powerful Telepath like her could make or break entire operations. Using her abilities, the Agency was able to uncover whole networks of foreign intelligence operatives working within the continental United States, ripping them out of society root and stem. If the Agency had not been so callous and utilitarian with Zara herself, things might have gone very differently. 

 

ABILITIES (Super/Normal): (48 pp)

FIGHTING: 2

AGILITY: 0

DEXTERITY: 0

STRENGTH: 0

STAMINA: 12

INTELLECT: 3

AWARENESS: 4

PRESENCE: 3

 

DEFENSES (Super/Normal): (30pp)

DODGE: 12

PARRY: 12

WILL: 12

TOUGHNESS: 12

FORTITUDE: 12

 

POWERS: (78pp)

"Metahuman Physiology" (Multiple effects, 10 pp)

- Immunity 3: Aging, Disease, Poison.

- Regeneration 5: Every 2 rounds.

- ‘Hovering’, Flight 1: 4 miles/hour, 60 feet/round.

 

"One of the Most Powerful Minds" (68pp, Dynamic Array)

Main Power: "Focused Mind Control" (Cumulative Affliction 12, 50pp)

1st Degree: Dazed, 2nd: Compelled, 3rd: Controlled, Increased Range 2 (Perception), Cumulative, Subtle 1 (DC 20; exotic sense), DC Will 22.

 

- Alt. Power: "Telepathy" (Linked Effects)

- Communication: Mental Area Communication 4: Range: Anywhere on Earth, Area, Rapid, Subtle 2: Undetectable.

- Comprehend 1: Languages - You’re Understood.

 

- Alt. Power: "Mind Reading" (Cumulative Mind Reading 12)

DC 22, Cumulative, Perception range, Subtle 1 ((DC 20; exotic sense).

 

- Alt. Power: "Group Mind Control" (Cumulative Burst Area Affliction 9)

1st Degree: Dazed, 2nd Degree: Compelled, 3rd Degree: Controlled, Resisted by Will, Burst Area 30 feet radius sphere, Cumulative, Increased Range 2 (Perception), Subtle 2: Undetectable.

 

- Alt. Power: "Psychic Perception" (Multiple Effects)

- Senses 12: Mental: Counters All Concealment, Penetrates Concealment, Awareness, Acute, Extended 3 (x1k), Radius, Mass:  Counters All Concealment, Penetrates Concealment, Awareness, Acute, Extended 3 (x1k), Radius

- Senses 12: Mass: Counters All Concealment, Penetrates Concealment, Awareness, Acute, Extended 3 (x1k), Radius, Mass:  Counters All Concealment, Penetrates Concealment, Awareness, Acute, Extended 3 (x1k), Radius

- Enhanced Trait 3: Perception +8.

 

- Alt. Power: "Psychic Blast" (Damage 12)

Increased Range 2 (Perception), DC 27, Alternate Resistance: Will, Affects Insubstantial 2 (Full rank).

 

- Alt. Power: "Psi Storm" (Burst Area Damage 12)

1,200 ft, Burst Area 2 (60 feet radius Sphere), DC 27 (damage).

 

- Alt. Power: "Telekinesis" (Move Object 12)

Increased Range 2 (Perception), Precise, Subtle 2 (Undetectable), Advantages: Improved Grab, Improved Hold, 100 tons. 

 

- Alt. Power: "Mass Telekinesis" (Burst Area Move Object 11)

1,100 ft range, 50 tons, Burst Area: 30 feet radius sphere, DC 21, Precise, Selective, Subtle 2, Advantages: Improved Grab, Improved Hold.

 

- Alt. Power: "Telekinetic Flight" (Flight 11)

Speed 4,000 miles/hour, 8 miles/round, Stacks with ‘Hovering’ Flight 1 (8,000 miles/hour, 16 miles/round), Subtle 2 (Undetectable)

 

SKILLS: (20pp, 40 ranks)

Expertise (Science) (Limited: Physical Sciences) +6 (+9), Insight +8 (+12), Intimidation +7 (+10), Perception +4 (+8), Persuasion +8 (+10), Vehicles +10 (+10) (Limited: Fixed-wing Aircraft), Technology +9.

 

ADVANTAGES: (4pp)

Attractive 1, Eidetic Memory, Jack-of-all-trades, Move-by Action.

 

EQUIPMENT:

None.

 

OFFENSE (Super/Normal):

* Movement (per round): 4 miles/hour, 60 feet/round, 4,000 miles/hour, 8 miles/round or 8,000 miles/hour, 16 miles/round. 

* Initiative N/A

* Unarmed +2, DC 15

* Grab +2, DC 10

* Throwing +0

* Psychic Blast Auto, DC 27.

* Psi Storm Auto, DC 27.

* Telekinesis Auto, DC 27.

* Mass Telekinesis Auto, DC 26.

 

COMPLICATIONS:

Rivalry: Apex: Siren has a rivalry with Apex, a female superhero hailing from the Midwest. Whereas Siren is a psychic with invulnerability and regeneration, Apex is a moderate paragon with reality warping powers. The two were once friends as they both came up in the military together, but where-as Apex took the ‘betrayal’ as the actions of individuals within the government, Siren was much more broad in her hatred for political institutions and her disgust for their continuation. 

 

Enemy: Quantum:  Quantum is a superhero team based out of the Northeast Coast. They are a dynamic and relatively youthful group of PL 9-10, for whom Siren has sometimes unwittingly served as one of the strongest members of their Rogues Gallery.  

 

Reputation: Criminal: Infamy: Siren is widely known to the public and is considered extremely dangerous as her mind control and mind reading abilities evoke particular fear. Telepaths are thankfully very rare, with most showing great restraint and respect for peoples right to privacy. Not Siren. She happily goes through peoples minds and uses it to her advantage. Think of every little action or thought you've ever had, especially the ones that are shameful, that you regret or are just downright cringe. You credit card numbers, accounts and passwords you think are safe? She knows. You cheated on your taxes? She knows. You looked things up on the internet and immediately regretted it? She knows. You cheated on your partner? She knows. You have silly personal fantasies or deviant lusts that you're ashamed of? She knows. There is no thought that is safe from her, and Siren has happily pulled those secrets from peoples minds and shared them with the world. The most infamous example was perhaps when she caused the breakup of the up-and-coming superhero team the Winters Family, who were a mother, father and their three teenage kids, all of them super-empowered in some way. It turns out that Mother Winter had been having an affair for three years behind Father Winters back and the eldest son was a kleptomaniac who had stolen thousands in credit card numbers. Ooops. 

 

Motivation: Power: At her core, Siren wants power over others. After her betrayal by the government and her upbringing, she doesn’t believe people can be permanently trusted with their freedom. The political infighting, the bickering, the deceit and corruption - she’s had enough of it. Everything will be so much simpler when the ‘free will’ of the world becomes ‘her will’.

 

Motivation: Greed: Having grown up with very little, Siren can sometimes be rather covetous. Nice clothes, jewels, luxurious living, fine dining and wine, she developed expensive tastes during her days of freedom and greatly resents their absence in her apprehension. When the world surrenders its free will to her, it will have no use for the finest goods it can produce - but she will.

 

Motivation: Thrills: However, Siren has a lot of fun doing what she does. It’s fun to mentally enslave a building full of civilians and put would-be heroes into predicaments concerning their safety. It’s fun to clash in battles with superheroes and government forces. It’s fun to fly at Mach 10.8 into the atmosphere. It’s fun to have a latte in a downtown cafe and pry in on everyone's thoughts, their dirty secrets, their salacious little lies, their hidden desires and shames and their credit card numbers. It’s fun to go to a casino and make hundreds of thousands of dollars at poker because no one can hide their thoughts. It’s fun to dig into the minds of a superhero team and turn them on each other because she can see each members dirty little secrets. It’s fun.  

 

Quirk: Mental Voyeur: See above. Having worked with team-mates in the past, she'll play good member and refrain from prying into those with whom she cooperates.

 

Secret Relationship: Red Knight: In the past, Siren had a secret relationship with Red Knight, a prominent paragon and captain of the Enclave, a superhero team based out of New York. He was valorous, charismatic, that chiseled chin, green eyes and sandy-blonde hair won her heart, and for 2 years the two had a secret affair. Literally, as Red Knight was married to The Countess at the time - the female member of the team. The two don’t see each other any more ever since….

 

Secret: Red Knight accidentally got Siren pregnant. She kept it, delivered a son and gave him up for adoption. Red Knight knows where their secret, illegitimate son is and he watches over him, while Siren willingly forsook any connection. It’s the most selfless thing she has ever done, and at her core Siren thinks this it is genuinely the best path for her son to not be involved with her. For his part, Red Knight keeps his side of the secret, both out of love of his illegitimate son and shame over how deeply he betrayed his wife, The Countess. 

 

Quirk: Model Collection and Quotes:  Siren has little known, non-evil hobbies. She is a proficient model builder and painter, with a particular fondness for naval ships and science fiction movies, her favorite being Star Wars. In fact, Siren has sometimes even quoted some of her favorite lines from the Sci Fi opera (Emperor Palpatine is her favorite character), and a few from another of her other favorite movies, Highlander

 

Quirk: Getting that Education: Siren is relatively young, Supervillain speaking, and she's starting to think longterm. With longevity on her repertoire, her interest in model-building is overlapping with a desire to build things for real, which is why she is laying the ground work to get an engineering degree and eventual masters. 

 

Quirk: Flirtatious Soft Spot: Siren has a soft spot for handsome, confident male super heroes. That genuinely good-hearted, chisel-jawed, cool-headed, boyscout do-gooder, there's something idealistic about it all that cuts through her deeply cynical view of the world. She doesn't go gagga mindless, but she is noticeably kinder to them and gives them a bit more lee-way than she normally otherwise should.  

 

Quirk: Surprisingly Forgiving: Being a telepath and having the worlds thoughts available to you, Siren has become very desensitized to the worst humanity has to produce. By experience she knows that even the most well-meaning people that have done a lot of good have or did have, harbored at least one dark impulse throughout their life, however they may have acted on it (or not). Because of this, if there's nothing in it for her one way or another, Siren can be surprisingly forgiving of an individuals short-comings.

 

Enemy (Law Enforcement): Siren is a wanted criminal and considered an extreme threat. Interestingly, she hasn't killed any law enforcement or military personnel that have been sent against her. 

 

Responsibility (Teammates): Siren is surprisingly easy to get along with, despite her own ambitions and far-reaching plans. 

 

Disability: Half-deaf: A flight accident in the air force granted Siren pyschic abilities, but it also damaged one of her ear-drums before her regenerative powers were granted. As such, Siren is partially deaf in her left ear. 

 

 

What she thinks of her Team-mates:

Project scylla

Kinda like a sugar-rush foreign child with little claws and fangs. It's like watching one of those pet weasels leap and jump about, you just wonder where they get all the energy from. 

 

Henry Cole: Dice

We've got similar goals for the world at large, and that's enough for now. If I were a guy with a **** and Luck powers like him, I'd move to Vegas and drown myself in blackjack and floozies. Guy would be set for life.

 

Vesanius the Illusionist

If there's a guy that I, to borrow some corporate speak, 'synergize' with, it's Vesanius. He's got some hang-ups and some standards, so there are things he won't do, unfortunately, but the fun we could have with a team of dopey do-gooders. Maybe next time.

 

Julia "Hecate" Cevahir

I dunno, she's a bit of a shady character if you ask me. *Grin and Finger Guns* Wasn't there a movie about this? Light's Out or something? I'd love to know what that shadow form is like. Maybe I'll ask her if I can 'hitch along' in her mind for a ride next time she assumes it. 


Mammoth

Well...there's that. Poor bastard never really had much of a chance in North Korea...still, I can't say I totally dislike the place. I think the leaders have the will to make their idea a reality, but they don't have the means. I do. We're cut from a similar cloth though. His superiors screwed him over, just as they did me. Still, whenever I think how my life ended up I can be grateful I didn't get a furry arm sticking out of my face. 

 

Herbert Anderson - The Accountant

Never trust the quiet ones. He's the only other person I've met that has a photographic memory like I do. Still, I think I won the genetic lottery just a bit more than he did. 

 

Power Points: Abilities 48 + Defenses 30 + Powers 78 + Skills 20 + Advantages 4 = 180

 

 

 

De-Powered Version

 

Zara Darrow, BOP Number 13425-598

 

627d3fe739757aab69bf45d6ac7a4b3a.jpg

 

BOP Number: 13425-598

Name: Darrow, Zara Judith

Race: White Hispanic.

Sex: Female.

Hair Color: Blonde.

Eye Color: Green.

Height: 6'1"

Weight: 150 lbs.

Birth Date: 5/4/1995

Current Facility: Gaddis Super-Max Penitentiary*

Custody Classification: ULTRA-MAX

Convictions: Aggravated Assault, Aiding and Abetting, Arson, Assault and Battery, Bribery, Burglary, Kidnapping, Shoplifting, Extortion, Identity Theft, Mental Violation, Solicitation, Racketeering, Homicide, Manslaughter, Destruction of Public and Private Property and Vandalism. 

Release Date: Never. 

 

Prisoner Notes:

Do not engage Prisoner in any conversation outside of official duties. Do not make eye contact with prisoner outside of physical inspection. 

 

Meta-Human Abilities:

Zara, a.k.a "Siren", is an extremely gifted psychic whose mind is a weapon of mass destruction. Possessing both telepathic and telekinetic abilities, she is considered extremely dangerous and should be terminated in the event of attempted escape to ensure she does not make her way back into public.

 

Zara also possesses a very high degree of invulnerability, with noted regenerative abilities and extreme resistance to diseases and poisons. Biochemists have noted that indices of aging, such as telomere length, are not present within her system, suggesting that she is gifted with longevity, all of which she will spend in this prison.

 

ABILITIES (Super/Normal): (28 pp)

FIGHTING: 2

AGILITY: 0

DEXTERITY: 0

STRENGTH: 0

STAMINA: 2

INTELLECT: 3

AWARENESS: 4

PRESENCE: 3

 

DEFENSES (Super/Normal): (24pp)

DODGE: 10

PARRY: 10

WILL: 6

TOUGHNESS: 2

FORTITUDE: 6

 

POWERS:

 

SKILLS: (20pp, 40 ranks)

Expertise (Science) (Limited: Physical Sciences) +6 (+9), Insight +8 (+12), Intimidation +7 (+10), Perception +4 (+8), Persuasion +8 (+10), Vehicles +10 (+10) (Limited: Fixed-wing Aircraft), Technology +9.

 

ADVANTAGES: (4pp)

Attractive 1, Eidetic Memory, Jack-of-all-trades, Move-by Action.

 

28 Abilities + 4 Advantages + 20 Skills + 24 Defenses = 76/90

Edited by Bananaphone (see edit history)
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Henry Cole: Dice

 

QUOTE: "This is your unlucky day and my lucky day!"

 

APPEARANCE (Super/Normal):

* Height: 6ft

* Weight: 180lbs

* Hair Color: Black

* Eye Color: Brown

* Distinguishing Features: Dark brown skin almost black

Unpowered

 

Skills:

Technology 16

Ranged Combat 16

 

Advantages:

Inventor

Improvised Tools

Improved Initiative +12

 

Defenses:

Dodge 8

Parry 8

Will 8

Toughness 0

Fortitude 8

Power Points: Abilities 0 + Defenses 40 + Powers 0 + Skills 16 + Advantages 5 = 53

Power Points: Abilities 0 + Defenses 40 + Powers 0 + Skills 16 + Advantages 5 = 53 

ABILITIES (Super/Normal):

FIGHTING: 0/0

AGILITY: 0/0

DEXTERITY: 0/0

STRENGTH: 0/0

STAMINA: 0/0

INTELLECT: 0/0

AWARENESS: 0/0

PRESENCE: 0/0

 

DEFENSES (Super/Normal):

DODGE: 12/8

PARRY: 12/8

WILL: 12/8

TOUGHNESS: 12/0

FORTITUDE: 12/8

 

POWERS:

* Descriptor: Effect Rank; modifiers

Enhanced Dodge 12 Ranks 4pts     

Enhanced Parry 12 Ranks 4pts

Enhanced Will 12 Ranks 4pts

Defensive Luck 12 Ranks 12pts

Enhanced Fortitude 12 Ranks 4pts

Lucky Escape 6 Ranks

Lucky  12 Ranks 12pts

Perfect Timing 6 Ranks 6pts

Quickness Ranks Mental Only 9pts

Find Weakness 12 Ranks 12pts

Poltergeist 10 Ranks 30pts

Glitch 11 pts

Breakfall 3pts

                                                                      

 

SKILLS:

* Skill Rank (+total bonus) 

Technology 22 Ranks 22

Ranged Combat 22 Ranks 22

 

ADVANTAGES: 

Improved Initiative 3 Ranks + 12 3pts

Inventor 1 rank 1pt

Improvised Tools 1 Rank 1pt

 

EQUIPMENT: Shirt, Slacks

 

OFFENSE (Super/Normal):

* Movement (per round): 30'/30'

* Initiative +12/+12

* Unarmed +0, DC 15/+0, DC 15

* Grab +0, DC 15/ +0, DC 15

* Throwing +22/+16

 

COMPLICATIONS:

* Motivation: Henry wants to make the world a Utopia where he decides what constitutes utopia. No crime, no evil, no pain, everyone safe, these are the things he is after. To make it so he must rule the world.

* Enemy (Law Enforcement)

* Quirks (Fear of Bugs, Overconfident, Nice Person: Polite and always willing to help) 

* Reputation (Criminal)

* Responsibility (Teammates)

* Addiction, Disability, Honor, Phobia, Power Loss, Temper, Weakness (character has to have at least one of these) He is honorable and lawful. It is just that he makes his own laws. Power loss if he is dishonest.

 

ORIGIN (optional):

 

Power Points: Abilities 0 + Defenses 28 + Powers 141 + Skills 6 + Advantages 5 = 180

Power Points: Abilities 0 + Defenses 32 + Powers 0 + Skills 16 + Advantages 5 = 53

 

Off of route 31 in upstate New York there is a village that is almost shut off from the world. The people there, all related to each other, run businesses, teach, look out for each other and the world. There is only one thing in common with all these people, they are lucky. Great great great ... great grandfather and grandmother Cole, no one knows how old they are, drilled one thing into their progeny, be honest. For that is how they lose their luck, if they are not true to themselves or others, their luck vanishes for a while. It always comes back though.

 

Henry Cole was the only son of Mr and Mrs Cole and he loved everyone in Cole Village. He was lucky and he liked to build things. He was good at it. There was only one thing wrong with Henry, he was curious. He wanted to know what the outside world was like. The Internet wasn't enough, so when Henry was old enough to drive, he left Cole Village to explore the world outside.

 

Before leaving, Mr and Mrs Cole had "the talk" with their son, "Henry you are a man now. You choose your own path. We know you want to see what the world is like so we got you a car for your birthday. When you go out into the world you will discover something that will pull you apart from other men. You are lucky. When you want something, no matter what it is, you will get it. Not necessarily then, but you will get it. It is inevitable. Be honest with yourself and others as that is where your power comes from. There are no others in this multiverse that will be as lucky as you. As such you have a responsibility to the less fortunate. Take care of them. With power comes responsibility to those without power. Take care of yourself son, and return when your curiosity is satisfied."

 

And so Henry went out into the world and saw pain and suffering. He saw injustice and murder. He didn't like what he saw. But he watched, he didn't interfere. And he thought. He wasn't the smartest person, nor was he dumb. He then decided. He joined a superhero group that didn't care for the average person, they protected the rich and powerful over the average, or below average Joe. And they were rewarded for it. He saw the "second class citizens suffering. He quit the superhero team and joined a villain team. Most of them wanted to make the world a better place but they decided what was better.  He then went solo. It was then that he knew what he had to do. He had to rule the world. 

 

His luck helped him. Over the next two years he learned by joining villain group after villian group.

Edited by wtaylorjr2001 (see edit history)
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On 6/22/2022 at 10:36 PM, Conaldar said:

I touched on it on the Game Planning thread: your team of villains have worked together for about two years. Within that span maybe your individual crook has done a few solo jobs or worked with other villains but this group is your main crew. You know each others Quirks (look them over) and capabilities. You respect each other for the most part because you've had success in the past. There might be conflict but that happens with any group especially villains.

 

But that last caper went sideways and the Freedom League working with AEGIS caught you! You were indicted, tried, found guilty and sentenced to TEN YEARS! Then during transport you were incapacitated (somehow) and woke up in Gaddis Super-Max!

 

So, under the assumption that our characters have worked together before, here are a couple thoughts I had;

 

Herbert Anderson (The Accountant) is well-known in the super-villain community as someone that can be trusted to handle ill-gotten money. He takes accounting seriously, doesn't ask unnecessary questions, takes a reasonable cut, and doesn't snitch (even going so far as to alter his own memory to forget certain details if needed). He has the power to defend himself if it is required but as far as any of your characters are aware he stuck away from committing any actual crimes himself. Each of your characters have probably done some kinds of jobs that required the services of a discreet accountant at some point in the past couple years and no matter what your characters think of him he was definitely a consummate professional. If your character wasn't following the news about the young superhero Herbert killed it will probably surprise you to see him locked up with you when you meet in Gaddis.

 

I don't want to presume upon what your characters have accomplished, but its reasonable to say they met when he was hired to launder money from a job. Maybe a daring bank robbery for Hecate and Mammoth, some kind of casino heist for Scylla and Dice, and some amount of ransom money or con game from Vesanius and Siren?

Edited by cbenny (see edit history)
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25 minutes ago, cbenny said:

So, under the assumption that our characters have worked together before, here are a couple thoughts I had;

 

Herbert Anderson (The Accountant) is well-known in the super-villain community as someone that can be trusted to handle ill-gotten money. He takes accounting seriously, doesn't ask unnecessary questions, takes a reasonable cut, and doesn't snitch (even going so far as to alter his own memory to forget certain details if needed). He has the power to defend himself if it is required but as far as any of your characters are aware he stuck away from committing any actual crimes himself. Each of your characters have probably done some kinds of jobs that required the services of a discreet accountant at some point in the past couple years and no matter what your characters think of him he was definitely a consummate professional. If your character wasn't following the news about the young superhero Herbert killed it will probably surprise you to see him locked up with you when you meet in Gaddis.

 

I don't want to presume upon what your characters have accomplished, but its reasonable to say they met when he was hired to launder money from a job. Maybe a daring bank robbery for Hecate and Mammoth, some kind of casino heist for Scylla and Dice, and some amount of ransom money or con game from Vesanius and Siren?

Dice sort of lucks into money and uses it when he gets it, he doesn't save or invest. He doesn't need to. That said, he may have used your services to pay people. Dice has never been caught doing evil before, this time was just because he was curious and everyone else was caught.

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20 minutes ago, wtaylorjr2001 said:

Dice sort of lucks into money and uses it when he gets it, he doesn't save or invest. He doesn't need to. That said, he may have used your services to pay people. Dice has never been caught doing evil before, this time was just because he was curious and everyone else was caught.

 

I could easily picture a story where Dice decides to make some crazy bet or enters an illegal contest with a bunch of other Supervillains, and The Accountant is used as a neutral third party to hold the money. Some kind of Ocean's Twelve 'Who can steal the macguffin first' nonsense or maybe like a Cannonball Run 'Wacky race across the country' type deal?

Edited by cbenny (see edit history)
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20 minutes ago, cbenny said:

I could easily picture a story where Dice decides to make some crazy bet or enters an illegal contest with a bunch of other Supervillains, and The Accountant is used as a neutral third party to hold the money. Some kind of Ocean's Twelve 'Who can steal the macguffin first' nonsense or maybe like a Cannonball Run 'Wacky race across the country' type deal?

That's not his style, he has other problems to worry about. He would have needed someone to pay his Supervillains in the past though.

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