Marvel's Avengers, 1889 [RG]

Karl Green

First Post
AVENGERS ASSEMBLED
The Incredible Mister Hulk (played by hero4hire)
The Savage Wolverine (played by Jemal)
Captain Britania (played by Elric)
Justice! (played by Redclaw)
The Scarlet Witch (played by the_myth)
Black Widow, the Spider-Woman (played by Shayruri)
The Mighty Thor (played by Blind Azathot)
and Ronin (played by Necro Kinder)

Please post the final version of your Character here. I will also be posting some of the Badguys here with spoiler tags, so PLEASE don't look at them until I say so ;)
 

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Elric

First Post
CAPTAIN BRITANIA
[sblock]
PL: 8 (151 pp)

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 12 (+1) WIS: 18 (+4) CHA: 20 (+5)

SKILLS: Acrobatics 9 (+15), Diplomacy 10 (+15), Handle Animal 1 (+6), Intimidate 5 (+10), Knowledge: Current Events 4 (+5), Knowledge: History 4 (+5), Knowledge: Tactics 11 (+12), Medicine 1 (+5), Notice 8 (+12), Ride 1 (+7), Sense Motive 10 (+14), Stealth 4 (+10), Survival 3 (+7), Languages (English, Arabic, French, German, Hausa, Swahili)

FEATS: Acrobatic Bluff, Animal Empathy, Attack Focus: Melee (6), Benefit (Status: Renown), Defensive Attack, Diehard, Dodge Focus (1), Elusive Target, Endurance (1), Equipment (1), Evasion (2), Fearless, Improved Disarm, Improved Initiative (1), Inspire (5), Interpose, Leadership, Luck (2), Master Plan, Power Attack, Takedown Attack (2), Teamwork (2), Ultimate Effort (Ultimate Toughness Save), Uncanny Dodge (Hearing)

POWERS: Speed 1, Leaping 1, Super-Strength 1, Immunity 2 (Disease, Poison-Limited to Half Effect), Regeneration 1 (Bruised, 1/full round of rest)
Super-Senses 2 (Extended Vision, Extended Hearing)
Enhanced Cha 6 (Limited to Inspire) (2 pp)

Device 3 (Easy to Lose, PF: Indestructible, Restricted- functions as large shield for anyone else)
Shield: Enhanced Dodge Focus 4, Strike 2 (PF: Mighty), Enhanced Feats (Improved Critical, Improved Defense 2, Improved Block 2, Steadfast, Weapon Bind)
AP of all other powers: AP: Blast 2 (PF: Extended Range 2, Accurate x4, Mighty x4)

Equipment: Chain mail (Protection 2, Immunity to Heat & Cold Environments), Masterwork Medical Kit

COMBAT: Attack +2 (+8 melee, +10 thrown shield) [Unarmed +6 dmg (Bruise), Shield +8 dmg (19-20 Crit), Thrown Shield +6 dmg], Defense 18 (12 flat-footed), Init +10, Knockback -5, Grapple +15

SAVES: Toughness +8 (+8 flat-footed) Fortitude +8 Reflex +8 Will +8

Abilities 56 + Skills 19 (76 ranks) + Feats 37 + Powers 21 + Combat 10 + Saves 8 = 151 / 151 [/sblock]

[sblock="Background"]
Allan Quatermain's sickly son survived his time in Africa where he was given a special herb formula while visiting dark and mysterious Wakanda. The herb granted him great power: the utmost limits of human strength, speed and endurance. Trained by the Native Savages in their martial arts (especially the BLACK PANTHER), Steve Quatermain has returned to his British homes a Tarzan like Lord amongst men.
Not accustomed to civilized justice he uses his Wakandan/Zulu like metal shield with the Union jack on it to fight crime. [/sblock]
 

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the_myth

First Post
The Scarlet Witch

Foundlings from Transia, Wanda and Pietro Maximoff fled their home when the local villagers blamed the strange twins for every misfortune. Pietro, who could run like the wind, and Wanda, who had phenomenal luck at just about anything, wandered Europe until Mister Sinister recruited them into his traveling circus. Billed as Quicksilver and the Scarlet Witch, the twins used their talents to amuse townsfolk, who presumed their amazing feats were but mere tricks. One day, while visiting England with the circus, the twins realized Sinister was manipulating them, so they fled hoping to find solace elsewhere. But, two uneducated gypsies alone in England could not find reliable work or a safe home. Reduced to poverty, the twins did whatever they could to survive and hide from Sinister.

Eventually Wanda came to be employed by an old woman named Agatha Harkness. Dame Agatha was visiting from America and offered Wanda a job as her companion. Reluctant to leave her brother, Wanda begged Agatha to hire him as well. But Pietro had already made the decision for both of them, running off without even saying goodbye to his beloved sister. Seeing Wanda saddened by her brother's abandonment of her, Agatha revealed her true intentions for hiring Wanda -- Agatha Harkness was a witch and wanted Wanda to become her apprentice! Because of her extraordinary luck, Wanda had already become acquainted with the occult arts in order to explain it away, so she trained in sorcery under Agatha for seven years, eventually becoming a true witch. Wanda has now returned to England in search of her brother in the hope that he will return with her to America.

Origin: Son of Darwin, Mystic Training

Costume: Scarlet-hued cloak, blouse, skirt, long evening gloves, boots and headdress.

Appearance: 5”7”, 130 lbs., Auburn hair, Blue eyes, Olive skin, Age: 26

Allegiances: Her brother Pietro, the Avengers, persecuted innocents

Motivation: Justice, Goodness

Goals: Find her brother, serve the cause of goodness

Complications: Prejudice (Witchbreed, Gypsy), Enemy: Mister Sinister, Responsibility: Find Pietro, Reputation: True Witch

Scarlet_Witch_029.jpg


Character sheet:

[sblock]
The Scarlet Witch Wanda Maximoff PL 8 (150 pts.)

STR 10 (+0); DEX 14 (+2); CON 14 (+2); INT 12 (+1); WIS 18 (+4); CHA 16 (+3)

COMBAT: Attack Bonus +4; Defense Bonus +4; Initiative +6

SAVES: Toughness save +2; Fortitude save +5; Reflex save +5; Will save +5

HERO POINTS: 5

SKILLS: Bluff 4 (+7/+15*), Concentration 8 (+12), Diplomacy 4 (+7/+15*), Intimidate 1 (+4), Knowledge: Arcane Lore 8 (+9), Knowledge: History 1 (+2), Medicine 2 (+6), Perform: Dance 1 (+4), Profession: Fortune Teller 1 (+5), Ride 1 (+3), Sense Motive 7 (+11), Sleight of Hand 1 (+3), Swim 1 (+1); Languages: Understand, speak, read, write in Transian, German, French, English, Italian, Rom (Gypsy), Russian, Latin, Hebrew, Greek (plus Latin, Cyrillic, Hebrew and Greek alphabets)

FEATS: Attack Specialization: Mystic blasts (+2 attack) 1; Attractive 2, Beginner’s Luck, Fearsome Presence 1, Improved Initiative, Luck 4, Ritualist, Seize Initiative, Trance

POWERS:

Psychic Shield Mind Shield – 6 ranks

Witch’s Luck (Luck Control-rank 2) from Sons of Darwin line
Good Luck Spend hero point for another -or- give HP to another (Burst area, Selective attack)
• Alternate powers:
o Bad Luck negate HP/GM Fiat -or- force re-roll (Burst, Selective attack)
o See the Unseen Super-senses: True Sight [10 ranks]
o Future Sight Linked Super-senses: Danger Sense [1 rank], Precognition [4 ranks], Uncanny Dodge: Mental, Visual, Auditory, Magical, Olfactory 5 [5 ranks]
o Lucky Shield Linked: Shield [4 ranks] + Force Field [6 ranks]

Witch’s Hexes (Probability Control-rank 8) from Sons of Darwin line
Witch’s Favor: any one personal roll under 8 becomes an 8
• Alternate Powers:
o The Evil Eye JINX (Jinx, Jinx only, Move action, Perception range)- 8 ranks
o Gesture of Warding DEFLECT (all attacks, Move action)- 8 ranks
o Fixing the Legs TRIP (Perception range, Burst area, Selective attack, Opposed by DEX, Move action)- 6 ranks + Subtle + Progression:Area (60-ft. radius)
o Bewitching Glance CONFUSE (Perception range, Burst area, Selective attack, Move action)- 6 ranks + Incurable + Subtle
o Abjuration NULLIFY (attack effects, Perception Range, Move action)-8
o Hex Blast DAMAGE (Perception range, Burst area, Selective attack, Move action)-5 +Subtle +Indirect


Witchcraft: Magic Array Rank 6 from Mystic line
Fog of Forgetfulness Mental Transform DC 16
Wind Calling Elemental Control: Air [~ Move Object or Trip with winds]- rank 6
Earth Raising Elemental Control: Earth [~Move Object: soil/rock/mineral]-rank 6
Flame Dancing Elemental Control: Fire [~move/spread flames, damage]-rank 6
Plant Growing Elemental Control: Plant [~Snare with plant growth]-rank 6
Water Flowing Elemental Control: Water [~ Move Object for water]-rank 6
Weather Summoning Elemental Control: Weather [~Environmental Control: reduce visibility (rain)]-rank 6
Shield of the Arcane Force Field: Impervious -rank 6
Touch of the Unicorn Healing-rank 6
Bolt of Bedevilment Mystic Blast (ranged damage +6)-rank 6
Scrying (ESP, all senses)-rank 3
Fairy Slumber Sleep- rank 4
Mystic Sight Linked Super-senses: Detect Magic (detect, ranged, extended, analyze, acute, track) [5 ranks], Aura reading [5 ranks], Low-Light Vision [1 rank]

Drawbacks
• Power Loss (Magic) when unable to gesture or speak [-2 points]
• Power Loss (Probability Control) when in contact with cold iron [-2 point]
• Power Loss [Mind Shield] in contact with cold iron [-1 pt.]

Array defaults (unless stated otherwise):
Luck: Shield+Force Field
Basic Probability Control ability
Magic: Mystic Blast

Abilities 24 + Combat 16 + Saves 7 + Skills 13 (52 ranks) + Feats 13 + Powers 82 - Drawbacks 5 = 150/150 [/sblock]
 
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hero4hire

Explorer
The Incredible Case of Dr. Banner and Mr. Hulk

HulkGray.jpg


"----------Character Details---------
Player Name: H4H
Character Name: Robert Banner
Character Alias: Mister Hulk
GM's Name: Karl Green
Age: 30s
Height: 6'6""
Weight: 900
Hair: Grey
Eyes: Grey
Power Level: 8
Power Points: 150
Appearance: Bestial, Grey, Hulking
--------------------------------------

----------Background---------

TBA
--------------------------------------

----------Ability Scores---------
Strength: 32 (+11/0)
Dexterity: 10 (0)
Constitution: 32 (+11/0)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 12 (+1)
--------------------------------------

----------Saves---------
Toughness: +11
Fortitude: +11
Reflex: +2
Willpower: +10
--------------------------------------

----------Combat---------
Attack Bonus: +1
Damage Bonus: Unarmed +11
Grapple: +25
Defense Bonus: +5 (+3 flat footed)
Initiative: +0
--------------------------------------

----------Lifting Capacity---------
Light Load: 354.3 tons
Medium Load: 708.6 tons
Heavy Load: 1,065.0 tons
Max Load: 2,129.9 tons
Push/Drag: 5,324.8 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 10500 ft / 5250 ft / 2625 ft
--------------------------------------

----------Skills---------
  • Bluff - 0 (+1)
  • Climb - 0 (+11)
  • Concentration - 0 (+2)
  • Diplomacy - 0 (+1)
  • Disguise - 0 (+1)
  • Gather Info - 0 (+1)
  • Handle Animal - 0 (+1)
  • Intimidate - 1 (+13)
  • Knowledge: Arcane Lore - 1 (+5)
  • Knowledge: Behavioral Sciences - 6 (+10)
  • Knowledge: Life Sciences - 6 (+10)
  • Knowledge: Physical Sciences - 6 (+10)
  • Medicine - 3 (+5)
  • Notice - 3 (+5)
  • Search - 1 (+5)
  • Sense Motive - 0 (+2)
  • Stealth - 10 (+10)
  • Survival - 3 (+5)
  • Swim - 0 (+11)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Rage (2): +4 to Str, +2 Fort & Will, -2 Defense, 10 rounds
  • Takedown Attack (1): Gain addtl melee attack when you drop an opponent
  • Ultimate Effort (1): Strength Checks
  • Startle: Feint using intimidate rather than bluff
  • Inventor: Can create temporary devices
  • Distract (1): Bluff or Intimidate check to daze an opponent for 1 round
--------------------------------------

----------Powers---------
Enhanced Strength {} - Power Rank 20 - Cost 20 (1 * 20)

Enhanced Constitution {} - Power Rank 21 - Cost 21 (1 * 21)

Impervious Toughness {} - Power Rank 8 - Cost 16 (2 * 8)
Extras: Reflective (Melee)

Super-Strength {} - Power Rank 6 - Cost 15 (2 * 6 + 3)
Power Feats: Shockwave, Thunderclap, Groundstrike

Super-Strength {} - Power Rank 4 - Cost 4 (1 * 4)
Flaws: Emotional (Anger)

Enhanced Attack Focus (Melee) {} - Power Rank 4 - Cost 4 (1 * 4)

Leaping {} - Power Rank 8 - Cost 8 (1 * 8)

Enhanced Intimidate {} - Power Rank 12 - Cost 4 (1/3 * 12)

Growth {} - Power Rank 1 - Cost 3 (3 * 1)
Extras: Continuous
Flaws: Permanent

Regeneration (Bruised 1, Injured 1, Staggered 4, Disabled 1, Ability 1) {} - Power Rank 8 - Cost 8 (1 * 8)
--------------------------------------


----------Drawbacks---------
Involuntary Transform - Points -4
Description: - Freq DC 10 - Sev DC 15

Normal Identity - Points -4
Description: - Freq DC 10 - Sev DC 15


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

----------Cost Summary---------
Abilities: 14
Combat: 12
Saves: 10
Skills: 10
Feats: 9
Powers: 103
Total Cost: 158
--------------------------------------"

Complications
Seeks a cure as Banner.
Avoids conflict to prevent change into Hulk.
Seeks conflict to stay Hulk.
Problems accessing Scientific skills as Hulk.
 
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Shayuri

First Post
Name: Jessica Drew Romanova
CODENAME: Black Widow - The Amazing Spider-Woman!
Concept/Archetype: Altered Human
Power Level: 8
Power Points: 150
Experience Points:
Hero Points: 2/3

ABILITIES
STR 20 +5 (6 PP)
DEX 26 +8 (10 PP)
CON 20 +5 (6 PP)
INT 12 +1 (2 PP)
WIS 12 +1 (2 PP)
CHA 14 +2 (4 PP)

SAVES
TOUG +8 (5 Con + 3 Feat)
FORT +7 (2 Base + 5 Con) (2 PP)
REF +8 (0 Base + 8 Dex) (0 PP)
WILL +6 (5 Base + 1 Wis) (5 PP)

COMBAT
INIT +8
BASE DEF +8 (16 PP)
DEF 18 (10 + 8 Base)
FLAT-FOOTED 14
BASE ATT +7 (14 PP)

ATTACK
Ranged: Venom Blast +8 (DC 23, 80', Poison (Fort DC 18 or repeats in 1 min)
Melee: Strike +8 (DC 23, Martial Arts)

SKILLS 40 SP (10 PP)
Acrobatics +10 (2 ranks + 8 Dex)
Diplomacy +5 (3 ranks + 2 Cha) *+4 for men
Escape Arist +10 (2 ranks +8 Dex)
Intimidate +10 (8 ranks + 2 cha)
Notice +10 (9 ranks + 1 Wis)
Sense Motive +10 (9 ranks + 1 Wis)
Stealth +10 (2 ranks + 8 Dex)

LANGUAGES (5 Ranks)
Russian (native), English, Spanish, German, French, Chinese

MOVEMENT
SPEED 10mph/20mph/40mph
LEAP XX/XX/XX
MPH: 50mph gliding

FEATS (9 PP)
Acrobatic Bluff
Attractive
Defensive Roll +3
Evasion
Precise Shot
Uncanny Dodge (hearing)
Connected

POWERS 65
Super Strength +2 (4pp)
Enhanced Strength +4 (4pp)
Enhanced Dexterity +6 (6pp)
Enhanced Constitution +4 (4pp)

Super Sense: Accurate Hearing +2 (2pp)
Speed +1 (1pp)
Super Movement: Wall Crawling (full speed, not flatfooted) +2 (4pp)
Immunity: Poison +1 (1pp)

Flight (Gliding) +3 (3pp)
Venom Blast Array (electrical/toxin) (26pp)
Blast (poison) +8 (24pp)
- AP Stun (Ranged, poison) +6 (24pp)
- AP Blast (Penetrating) +8 (24pp)
Pheremones (Men only) +2 (6pp)
Strike (Mighty) +3 (4pp)

DRAWBACKS
Pheremone power has opposite effect on women (-1)

COST
Abilities [30]
Combat [30]
Saves [7]
Skills [10]
Feats [9]
Powers [65]
Drawbacks [-1]
Total [150]
Unspent [0]

NOTES
Real Name: Jessica Drew Romanova
Gender: Female
Age: 20
Height: 5' 4"
Weight: 127lbs
Hair: Lustrous black
Eyes: Blue
Nationality: Russian
Ethnicity: Russian/Irish
Tradeoffs: None

DESCRIPTION
With the stern slavic features of her father, Ivan Romanova, and the flaming red hair of her Irish mother, Jessica is a beautiful young woman. Svelte and voluptuous, fair skinned, but not freckled, she is the very image of a model young woman of breeding in the Commonwealth. None suspect that under the corsets and skirts and bonnets and bustiers are the sleek, toned muscles of a circus acrobat, barely concealed under a scandalously revealing tight black suit with spider-like patterning over the torso.

HISTORY

Jessica's life story is a convoluted one. Her childhood was happy enough, raised mostly by her mother and an army of servants in Ivan's estates in Russia. Ivan was wealthy by blood, and their lives were easy enough. Until the day that Jessica took ill with a mysterious sickness. Her parents took her from doctor to doctor, in Europe and abroad, desperately seeking out a man who could cure her. The family fortune began to dwindle alarmingly, and little Jessica clung to life by a hair when Ivan and his wife turned from science to superstition to save their daughter. In return for most of the remaining funds available to them, a voodoo priest in Haiti prepared a potion that he promised would save their girl. Her essence was weak, he said, so the potion was imbued with a powerful essence of nature...the spider, whose strength and stamina far outweighed its size.

In just a day, Jessica awoke, her fever broken. The strange, seemingly incurable malady had been cured! More immediate problems now faced the Romanovas, who had very little left in the way of money, and limited prospects for making more. It was a blessing from above, they thought, when a boarding school run by a Count friendly to Ivan's family offered to allow Jessica to attend and waive the usual fee. This would cut their costs, and free them to travel more freely in search of opportunities.

Jessica was having problems of her own while her parents handled their financial crisis. Strange dreams plagued her, and urges not altogether human. Her strength was increasing beyond her ability to limit...breaking doors and glasses was a daily event for her. One night after a particularly wrenching nightmare, she found herself stuck to the wall over the bed and couldn't free herself for several minutes. The headmaster of Hydra Academy, Count Otto Verminis, was a little TOO sympathetic. He seemed to know more than he should, be fascinated where he should be repulsed. She'd started to notice strange things about other students too...hints that some were, like her, freaks of science or magic. Deciding that something altogether sinister was afoot, Jessica decided to escape and find her parents. Unfortunately, it was too late.

The next morning, she was 'Arachnae.' She no longer remembered her parents or past. She was well and truly a student of the Academy, thanks to the mesmerism of the Count. Under the tutelage of the Academy, she learned to control her powers, and unlocked new ones as well. Her body produced chemicals alien to human biology and stored them in glands just under the skin. She could generate small but powerful electric charges that would launch this venom at incredible speeds through the air. With practice, she learned she could control the toxicity of the poison, controlling the dose so it would merely stun or knock someone out...up to potentially lethal. The electrical ejection of the venom became so fast that she could punch through steel. Yet another chemical she could release into the air around her that made her irresistable to males of the species...though it seemed to irritate and repulse females. In addition to her vastly expanded physical abilities, she found that she could 'spin' long filaments from her back that would catch winds and updrafts and let her glide. These would then retract, all in seconds flat. All the while she was learning the extent of the spider essence's potency, she was also learning more mundane skills that the Count deemed important for his students. Pugilistic styles from English boxing to the exotic fisticuffs of the Chinese. Half a dozen languages so she could fit in anywhere. Skullduggery, stealth, and spying. She was to be one of the 'heads' of Hydra Academy...a private network of spies and assassins controlled absolutely by one ambitious man.

Arachnae's first assignment was to go to Britain, to London itself. The Count had recieved information that there was a group of 'special' individuals forming in England, with the tacit approval of the Crown. Such a group, he realized, could be a threat to him. Arachnae's mission was to discover the truth of it, and if possible destroy them. By cruel irony, this led Arachnae into conflict with Captain Britannia, who was involved in investigating the recent murders of a pair of foreign nationals who had sold ancestral lands in Russia to buy a more modest residence in London and find work. Their names were Ivan and Moira Romanova.

When Arachnae discovered this, the bonds around her mind were shattered by the shock. Arachnae, no more, Jessica joined forces with Britannia in tracking down and capturing the man who had killed her parents. A so-called 'son of darwin,' who was able to change his shape to mimick anyone, making him the perfect assassin. In the end, Jessica's augmented hearing...capable of registering even tiny differences in voices...proved able to pierce his endless disguises, and the Chameleon was captured. In the process, Jessica suffered another shock. The assassin worked for none other than the Count himself!

Although Jessica has committed herself to protecting her new home in the Commonwealth of Britain, alongside her fellow 'new men,' she has privately sworn that one day she will once again face the Count Verminis and hold him to account for destroying her family, and enslaving her.
 
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Redclaw

First Post
Justice

Justice

Vincent Astor was born to poor parents in an outlying area of London. He was a relatively average kid, but a bit smarter than most. Unfortunately, that intelligence tended to anger his father, a foreman at a textiles plant, who was physically abusive toward Vincent. Vincent was also forced to work at the plant from a very young age, climbing into and fixing the machines when they broke down.
When Vince was 12, he learned about his power when a future self visited him and told him not to join the East India Company as he had planned to do. Over the next few years his powers manifested and he began to learn to control them, and he fought minor criminals using the identity the Boy Marvel. His father was angered by the emerging powers, which he viewed as 'witchbred' according to church doctrine, and his attacks on young Vince increased, finally leading to a confrontation that ended with Vince killing his father in self-defense.
Unfortunately, the courts didn't fully exonerate Vince, but they mitigated the usual sentence and instead of being sent to Australia, he spent 5 years in the secret prison for powerful criminals hidden within the Tower of London. There he was a model prisoner, even helping the guards train to increase their effectiveness against men of power. He also earned the friendship of the Avengers. When he was released from prison (early due to good behavior) he adopted the new identity of Justice, and was invited to join the Avengers.

Origin-Son of Darwin

Costume-Black half-cloak over blank pants and a white shirt bearing the Scales of Justice. He wears a white wig, like those worn by magistrates and judges.

Appearance--5'10", about 190 lbs. Brown hair and blue eyes, in his mid 20's, but with the weight of many more years in his eyes.

Allegiances--Justice, Captain Britannia (his idol and inspiration), England and its laws

Motivation--Justice, Goodness, Responsibility

Goals--to balance the scales for the death of his father, to earn Captain Britannia's respect

Complications-- Guilt (the death of his father), Prejudice (witchbreed, convicted murderer) civilian identity, secret (identity), Code of Honor (follows laws and refuses to kill).


[sblock=stats]
Abilities
Strength--10 (+0) 0pp
Dexterity--14 (+2) 4pp
Constitution--14 (+2) 4pp
Intelligence--16 (+3) 6pp
Wisdom--12 (+1) 2pp
Charisma--14 (+2) 4pp

Total power points=20

Saving Throws
Toughness--+2, up to +10 with force field (+2 ability) 0pp
Fortitude--+5 (+3 Base +2 ability) 3pp
Reflex--+6 (+4 Base, +2 ability) 4pp
Willpower--+8 (+7 Base, +1 ability) 7pp

Total Power points=14

Combat
Defense--14 (+4 Bonus) Flatfooted--12 8pp
Initiative--+6 (+2 ability, +4 feat)
Hero Points--3 (1 base, +2 luck)

Attack Bonus +4 8pp
Ranged +8 (+4 Attack bonus, +4 Attack Focus)
Melee +4 (+4 Attack Bonus)

Total Power Points=16

Skills
Acrobatics--+6 (+2 ability, 4 ranks) 1pp
Concentration--+9 (+1 ability, 8 ranks) 2pp
Diplomacy--+6 (+2 ability, 4 ranks) 1pp
Disable Device--+7 (+3 ability, 4 ranks) 1pp
Gather Information--+6 (+2 ability, 4 ranks) 1pp
Intimidate--+10 (+2 ability, 8 ranks) 2pp
Investigate--+11 (+3 ability, 8 ranks) 2pp
Knowledge (Civics)--+7 (+3 ability, 4 ranks) 1pp
Knowledge (Current Events?)--+11 (+3 ability, 8 ranks) 2pp (I'm looking to show his knowledge of other Men of Power...)
Notice--+5 (+1 ability, 4 ranks) 1pp
Sense Motive--+5 (+1 ability, 4 ranks) 1pp
Swim--+4 (+0 ability, 4 ranks) 1pp

Total Power Points=16

Feats
Attack Focus (ranged)--4 ranks +4 on ranged attacks 4pp
Improved Aim +10 melee, +4 ranged when aiming 1pp
Improved Disarm--1 rank +2 bonus on attack roles to disarm opponents 1pp
Improved Initiative +4 bonus on initiative rolls 1pp
Improved Pin Opponents are at -4 to escape grapple or pin 1pp
Improved Trip +4 bonus on trip attacks, not subject to return trip attempts 1pp
Luck--2 ranks +2 hero points per adventure session
Move-By Action Can perform a standard action mid-move 1pp
Power Attack Can trade attack bonus to increase damage (max 5) 1pp
Precise Shot reduce penalty for firing into melee by 4 1pp
Teamwork--1 rank +1 to aid action

Total Power Points=15

Powers
Telekinetic Array 30, Dynamic Power x5, Alternate Power x4 69 power points
Son of Darwin Power Structure Provides 60 power points to divide amongst abilities

Dynamic Telekinesis (Max 8) Damaging (+1), Precise 3pp/rank +1 from array
Son of Darwin general ability--> Move objects at current power rank distance, effective strength is current power rank x5, object thrown as weapons us power rank as strength for damage, can be used to grapple, trip or disarm using current power rank

Dynamic Telekinetic Blast (Max 6) Ricochet, Accurate 2pp/rank +2
Son of Darwin Force Attack --> Ranged Attack +10, 1-6 damage, can ricochet of a single surface, having no impact on that surface

Dynamic Force Field (Max 8) Impervious, Affects Others, Ranged, Selective, Progression 3 4pp/rank +4
Son of Darwin Defense --> provides power rank bonus on toughness saves, ignores attack with damage less than current power rank, can be used on up to 10 other people at power rank range

Dynamic Flight Affects Others, Ranged, Progression 3 4pp/rank +3
Son of Darwin Telekinetic Movement --> Provides telekinetic flight up to power rank speed on the time and movement chart, and can be applied to up to 10 other people at power rank range Base power maxes out at power rank 4 (can be overcome with exertion)

Dynamic Deflect (Max 10) All ranged, Action, Ranged 4pp/rank
Son of Darwin Telekinetic Defense --> Block ranged attacks as a move action using power rank as attack bonus, can block any attacks within power range, each deflect attempt after the first is at a -2 modifier

Total Power Points=69


Power Points=20 ability +14 saves +16 combat +16 skills +15 feats +69 powers=150
Trade-offs= +2 attack/-2 damage, +2 toughness, -2 defense
[/sblock]
 
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Jemal

Adventurer
the Savage Wolverine

wolverine5.gif

[sblock=Stats]
[size=+3]Wolverine[/size], AKA James Logan.
PL 8

Abilities:
STR 14(10 natural) (+2)
DEX 14 (+2)
CON 26 (+8)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)
(24pp)

Combat : Defense 16, Attack +6 Base/ +8 Strike (5 damage Unarmed/8 damage Penetrating Claws)
Grapple: +10(+6 atk + 2 str + 2 SuperStrength)
Initiative: +10
Saves: Toughness +10 (2 Protection+8 Con) , Fort +10 (2+8 Con) , Reflex +8 (6+2Dex) , Will +10 (8+2Wis)

Skills(+total/Ranks): Acrobatics(+6/4), Intimidate(+12/12), Languages(6), Notice(+14/12), Sense Motive(+10/8), Stealth(+12/10), Survival(+10/8)

Feats: Dodge FocusX6, EnduranceX2(+16 check), Environmental Adaptation: Winter/Cold, Fearless, Improved Critical(Claws), Improved InitiativeX2, Power Attack, RageX2(10 round duration)

Powers:
-MUTANT/Training-
Strike Rank 3 (5 Pts): Martial Arts, Mighty, Accurate
Feature Rank 1 (1pt): Fastball Special - When Wolverine is thrown by a character with Str 28+ (for lifting purposes) as part of a teamwork/Aid Another action, he makes a charge attack (using the Team-mates Throwing distance in place of his normal charging distance) with a +2 to damage on the attack roll (this can break PL limits).
Protection Rank 1 (1 Pt)
Immunity Rank 2 (2 Pts) : Aging 1, Disease 1
Regeneration Rank 30 (32 Pts): Bruised 3(no action), Unconscious 1(1 Round), Injured 6(no action), Staggered 5(1 action), Disabled 6(1 round), Ressurection 7(1 Minute), Ability Damage 1(5 hour), +1 Recovery Check(Auto-Succeed)
-X- Power Feats:persistant, Regrowth
Super Senses Rank 9 (9 Pts): Accurate(Scent), Acute(Scent), Extended(Auditory, Scent), Tracking(2 ranks), Danger Sense(Scent), Low-Light Vision.

-Adamantine Skeletal Structure-
Density Rank 2 (5 pts): [Str+4, Protection+1, Weight: 300 Lbs], (Permanent; Drawback -1: Not Impervious).
Immunity Rank 1 (1pt): Severed/broken Limbs
Enhanced Strike Rank 3 (5 Pts): Claws, Penetrating(3), Full Power(-1)
Super Movement Rank 4 (2 Pts): Wall Crawling, Slow Fall (Both Limited: Uses Claws/damages object -1)
Super Strength rank Rank 2 (4 Pts): Carrying capacity 233 light load/466Med/700Heavy(overhead)

Languages: English, Japanese, Russian, Spanish, Chinese, Cheyenne, Lakota

Complications: Honour-Code(Bushido), Enemies(Numerous, some of which Wolverine doesn't even remember)
Drawbacks: Amnesia(Uncommon, Minor 1 pt), Claws cannot deal Nonlethal Damage. (1 pt)
Tradeoffs: -2Defense/+2Toughness

COST: Abilities 24 + Skills 15(60 ranks) + Feats 16 + Powers 68 + 16 Saves + 12 Combat - 2 drawbacks = 149/150

[/sblock]

[sblock=BIO]
Height:5 ft. 3 in.
Weight: (without adamantium skeleton) 200 lbs., (with adamantium skeleton) 300 lbs.
Eyes: Blue
Hair: Black

The original Wolverine background fits almost perfectly, but move his birthdate back a hundred years to 1780.. He can't remember much of anything of his past.. He worked at a mine for a few years with his cousin, then started travelling. travelled across Asia and Europe, ended up getting captured by *Insert Mad Scientist/Magician here* and experimented on, transmuting his skeleton into Adamantium, which he survived only because of his extensive healing factor. The trauma of that experience caused him to forget much of his 'travels', as his healing factor kicked in once again, 'scabbing' his memories to prevent him from going insane, and leaving him in the wilderness living like an animal, which is where the avengers discovered him and brought him back to civilization, rehabilitating him and awakening some of his (less painful) memories, restoring him to a modicum of civilized behaviour, though he's still considered VERY unsophisticated and sometimes downright rude.
[/sblock]
 
Last edited:

Blind Azathoth

Explorer
thor.jpg


[sblock=The Mighty Thor]The Mighty Thor

Abilities:
Str 24 (12), Dex 14, Con 26 (10), Int 16, Wis 12, Cha 18
Saves: Tough +8 (impervious when holding Mjolnir), Fort +13, Ref +9, Will +9
Skills: Diplomacy 8+4, Intimidate 12+4, Knowledge (current events) 4+3, Knowledge (history) 8+3, Knowledge (theology and philosophy) 4+3
Feats: All-out Attack, Fearless, Power Attack, Rage (2), Startle, Takedown Attack
Combat: Attack +8, Damage +8 (strike), Damage +8 (blast), Defense +8, Init +2
Drawbacks: Normal Identity (free action to change; major, uncommon)
Powers:
Device "Mjolnir" 8 (easy to lose; power feats: indestructible, restricted x2) [24+3 pp]
- Flight 4 [8 pp]
- Impervious Toughness 8 [8 pp]
- Strike 1 (power feat: mighty) [2 pp]
- Weather Control 8 (cold; power feats: alternate power x6) [16+5 pp]
--- Air Control 8
--- Blast 8 (lightning bolt)
--- Dazzle 6 (auditory and visual)
--- Weather Control 8 (reduced visibility (rain))
--- Weather Control 8 (hampered movement (wet surface))
Enhanced Constitution 16 [16 pp]
Enhanced Strength 12 [12 pp]
Immunity 1 (aging) [1 pp]
Super-Strength 4 (heavy load: 5.6 tons, +4 on Str checks) [8 pp]

Abilities 22 + Saves 20 + Skills 9 + Feats 7 + Combat 32 + Powers 63 – Drawbacks 3 = 150[/sblock]

[sblock=Doctor Donald Blake]Doctor Donald Blake

Abilities: Str 12, Dex 14, Con 10, Int 16, Wis 12, Cha 14
Saves: Tough +0, Fort +3, Ref +7, Will +9
Skills: Diplomacy 8+2, Knowledge (history) 8+3
Combat: Attack +2, Damage +1 (unarmed), Defense +8, Init +2

Abilities 18 + Saves 16 + Skills 4 + Combat 20 = 58[/sblock]

[sblock=History] Doctor Donald Blake, noted medieval historian and archaeologist at the King's College London, was born in Norwich in 1849—and, thirty-seven years later, in 1886, he was reborn as the mighty Thor.

It all began in the early months of 1886, when reports trickled into London of a grand discovery in Iceland. In a largely uninhabited region of the country, a pair of travelers stumbled upon a mostly hidden, half-collapsed cavern that turned out to be a burial mound. Initial excavations by local experts suggested that the artifacts were likely a thousand years old, possibly more, and the team quickly stumbled upon a second grave bearing similar items—and then a third—and even more...

Experts in the field from around Europe were quite naturally drawn to this so-called "Nordic Valley of the Kings" (called such despite the fact that none of the burial sites seemed to be those of chieftains or especially high-ranking individuals), and Doctor Blake was no exception, leading a team of British scholars and archaeologists to contribute to the dig. To the disappointment of many, most of the tombs had been damaged by cave-ins or plundered, and artifacts were few and infrequent. Blake's team, however, uncovered two graves in remarkably good condition.

The first was small, and the rune-carved weapons bearing messages to the deceased—a man apparently named Sonnungur—scattered throughout suggested it was the tomb of a warrior. Only one weapon, a large-headed hammer, bore an inscription not addressed to Sonnungur; instead, carved onto the handle of the hammer, was: "Whoever holds this hammer, if he is worthy, will possess the power of Thor."

The second grave was far larger than the first, with multiple chambers, containing mounds of possessions and the remains of slaves and animals. The team grew weary long before finishing their excavation of this tomb, and made camp before its yawning mouth for the night. Little did they know what horror they had unleashed upon themselves—the burial mound was now the haunt of a draugr, the folkloric corpse of a Norseman who rises to wreak havoc on the living.

The draugr slew three men before the rest of the party was awakened, and others died as they scrambled for guns and digging equipment, which, it seemed, the monster was invulnerable to. Finally, it came down to the creature and Doctor Donald Blake—and, lacking any other weapon close at hand, Blake panicked, and for the first time laid his hands on the hammer from Sunnungur's burial mound...

And in that moment his ordinary clothes became shining armor; his close-cut blond hair grew long and unkempt; his glasses vanished, yet he could see with perfect clarity; his thin form was riddled with muscle. Lightning and thunder split the sky as Donald Blake was granted the power of Thor. And with his newfound strength came an understanding of the power this hammer—Mjolnir—Thor's hammer!—had granted him, and its might made short work of the draugr.

Blake collapsed after the creature was disposed of, weeping, bewildered and confused and afraid—and who can blame him? Had he not just seen six men killed by a walking, slavering corpse? Had he not just been transformed and infused with the power of a heathen god? Had he not just conjured lightning from the hammer in his hands to destroy the foul beast that dripped with the blood of his companions? I think none can truly blame him for his moment of weakness!

And as he collapsed to the ground, the base of the hammer struck the ground—and instantly transformed into a fine walking stick, glossy and black, of the perfect length for Blake to hold. His clothes, too, returned to normal, and so did his body, so that for a moment Blake feared the power was gone for good. Quick experimentation—that is, banging the end of the hammer on the ground once more—showed him that it had not, for the frail Doctor Blake once more transformed into the hulking god-man.

This determined, Donald Blake faced his next challenge: explaining the deaths of seven men. Having destroyed the body of the ancient walking corpse, he spun for the Icelandic authorities a convincing tale of a large beast that had savaged his party members in the night; he claimed to have fired upon it numerous times, finally driving it off. After being held for a time, and some investigation by the local law enforcement, his story checked out, and he was allowed to return to England, though without the artifacts he had intended to plunder from the country (except, of course, for the hammer, which was currently disguised as a walking stick). The story was repeated to the authorities in England, though they had already been contacted by the Icelandic government, and to the administrators at King's College.

So Doctor Donald Blake returned to London, bearing the power of an ancient Norse deity in his cane. And Blake came to a decision shortly after he returned to the corruption, the violence, the decay of civilization present in London. He had been judged worthy enough to be granted the power of Thor...and he knew that a man with such power ought not waste it.

And Donald Blake, using the powers of the hammer Mjolnir to rid the streets of London from scum and villainy, took up a second identity... that of the The Mighty Thor himself!![/sblock]
 

Necro_Kinder

First Post
Chouten Bakuya a.k.a. RONIN


306px-New_Avengers_11.jpg


[sblock=Character]
Abilities (36 pp)
Str 16 (+3)
Dex 20 (+5)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 14 (+2)

Stats (51 pp)
Attack +10 (20 pp)
Defense 20 (13 Flatfooted) (12 pp, +4 Dodge bonus)

Ref +13 (8 pp, +5 Dex)
Fort +9 (5 pp, +4 Con)
Will +8 (6 pp, +2 Wis)

Toughness +6 (+4 Flatfooted) (+4 Con, +2 Defensive Roll)

Init +13

Damage :
Katana +6 (17-20, 10 ft)
Shuriken +3–6 (Autofire (2), 30 ft)
Unarmed +3

Skills (23 pp)
Acrobatics +17 (12 Ranks, +5 Dex)
Climb +15 (12 Ranks, +3 Str)
Escape Artist +17 (12 Ranks, +5 Dex)
Gather Information +10 (8 Ranks, +2 Cha)
Notice +14 (12 Ranks, +2 Wis)
Search +14 (12 Ranks, +2 Int)
Slight of Hand +16 (11 Ranks, +5 Dex)
Stealth +17 (12 Ranks, +5 Dex)

Languages
Japanese
English

Feats (28 pp)
Acrobatic Bluff
Blind Fight
Contacts
Defensive Roll (2)
Dodge Focus (4)
Elusive Target
Evasion (2)
Grappling Finesse
Hide in Plain Sight
Improved Block
Improved Initiative (2)
Improved Throw
Improved Trip
Move By Action
Diehard
Endurance
Fearless
Power Attack
Precise Shot
Quick Draw
Ranged Pin
Takedown Attack
Uncanny Dodge (Hearing)

Powers 12pp
Device 4 (20 points) (Easy to lose)
Katana (Strike 3, Mighty, Size Medium, Slashing, crit on 17-20, thrown 10ft) 8 points
Shuriken (Blast 3, Autofire (2), Size Tiny, Piercing, 30 ft) 12 points

Tradeoffs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

36 Abilities + 51 Stats + 23 Skills + 28 Feats + 12 Powers = 150

[/sblock]

[sblock=Background]
IN PROGRESS
[/sblock]
 
Last edited:

Karl Green

First Post
BIG HUGE SPOILERS, players in this game PLEASE don't cheat and look at these characters. These are big HUG spoilers and I don't want to spoil it please :)

You will get to look them over later, I promise, but right now it is just for the "readers", not the players


[sblock]Presenting the MASTERS OF EVIL!

COSSACK RYTSAR (aka Baron Zemo)
PL: 9
(190PP); Real Name: Dr. Boris Leonid Basilevsky; Nationality: Russian; Age: 41; Height: 6’ tall, Weight: 201lbs
ABILITIES: STR: 16 (+3), DEX: 20 (+5), CON: 18 (+4), INT: 28 (+9), WIS: 22 (+6), CHA: 24 (+7)
SKILLS: Acrobatics 4 (+9), Bluff 8 (+15), Contraptions 4 (+13), Diplomacy 4 (+11), Disable Device 2 (+11), Disguise 2 (+9), Gather Info 2 (+9), Intimidate 6 (+13), Know [history] 2 (+11), [tactics] 8 (+17), Language [English, Russian, Japanese], Notice 6 (+12), Search 1 (+10), Sense Motive 8 (+14), Stealth 4 (+9)
FEATS: Acrobatic Bluff, Ambidexterity, Assessment, Benefit (2), Connected, Contacts, Defensive Roll (2), Diehard, Eidetic Memory, Elusive Target, Equipment [15pts] (3), Evasion (2), Fascinate (1), Fearless, Hide in Plain Sight, Improved Aim, Improved Critical [19-20 axe] (1), Improved Disarm (2), Improved Initiative (2), Inspire (5), Leadership, Master Plan, Precise Shot (2), Quick Draw (1), Seize Initiative, Set-Up, Teamwork (2), Well-Informed
POWERS [training and devices]:
*Device: Easy to take - Axe [1]: Strike [3] - DC: 21: tough; 1a.) PF: Mighty, {1b} 1b.) PF: Affects Insubstantial
*Device: Easy to take - Machine Pistol [2] Blast (bullets) [4] - DC: 19: tough; 1a.) Extra: Auto-fire 1 (5 shots); 1b.) PF: Accurate (+2 attack rolls); and 1c.) PF: Ricochet
COMBAT: Attack +12 [Unarmed +3, Sword +6, Machine Pistol +4]; Defense 22 (16 flat-footed); Init +13
SAVES: Toughness +6 (+4 flat-footed); Fortitude +7; Reflex +8; Will +8
Abilities 64 + Skills 16 (64 ranks) + Feats 41 + Powers 9 + Combat 48 + Saves 8 – Drawbacks 0 = 190


FIXATEUR (aka the Fixer)
PL8
(154PP); Real Name: Paul Norbert Ebersol; Nationality: French; Age: 31; Height: 5’6” tall, Weight: 176lbs
ABILITIES: STR: 10, DEX: 18 (+4), CON: 14 (+2), INT: 30 (+10), WIS: 16 (+3), CHA: 10
SKILLS: Acrobatics 2 (+6), Contraptions 12 (+22), Concentration (+3), Craft [chemical] 8 (+18), [mechanical] 12 (+22), Disable Device 12 (+22), Drive (+4), Escape Artist 4 (+8), Investigate 2 (+12), Know [physical sciences] 4 (+14), [streetwise] 2 (+12), [technology] 12 (+22), Medicine 2 (+5), Notice 4 (+7), Pilot (+4), Profession (+3), Ride (+4), Search 6 (+16), Sense Motive 4 (+7), Sleight of Hand (+4), Stealth 4 (+8)
FEATS: Accurate Attack, Assessment, Attack Focus [Ranged] (5), Dodge Focus (5), Eidetic Memory, Equipment [90pt] (18), Fearless, Improved Aim, Improved Initiative (1), Improvised Tools, Inventor, Jack-of-All-Trades, Precise Shot (2), Quick Draw (2)
POWERS [Mad Scientist, Inventor]:
*Device [Jet Pack] hard to take [2];
1.) Flight (3): 50MPH;
2.) Protection (4);
3.) Sensory Protection (+6 vs. dazzle) (3)
*Device [Various Weapons] - easy to take [5]
1.) Machine Gun – Blast (6), extra: Autofire;
2.) alt power: Confusion (6) will: 16;
3.) alt. power: Dazzler (6) ref: 16, extra: Range Perception;
4.) alt power: Snare (6) ref 16, extra: Area 30ft (ref 16);
5.) alt. power: Stun (6) fort: 16, extra: Duration;
6.) alt. power: Super-Senses: Awareness (Alien, Son of Darwin, Mad Science, Mystical, Mental) (5), Acute (+2), Extended Range (+1), Radius (+2)
EQUIPMENT: Invisible Dirigible (the White Crane), Tunneling Machine (Mole armored transport), Hidden base, various equipment that he might need on a given mission.
COMBAT: Attack +5/range +10 [Unarmed +0, various guns +6]; Defense 20 (13 flat-footed); Init +8
SAVES: Toughness +6 (+2 unarmored); Fortitude +5; Reflex +8; Will +5
Abilities 38 + Skills 23 (92 ranks) + Feats 31 + Powers 23 + Combat 20 + Saves 9 – Drawbacks 0 = 154

The White Crane (invisible dirigible) [29 equipment points] – SZ: Gargantuan (-4) [3], STR 40, SPD: 2 (Flight 25MPH) [8], DEF: 6, TOUGH: 11, FEATURES [4]: Alarm, Navigation System, Remote Control, Smokescreen, POWER: Invisibility (normal visual) (1) [4]; Blast (Gatlin Gun) (6), extra: Auto-Fire [12]
Mole Armored Vehicle (tunneling machine) [40 equipment points] – SZ: Gargantuan (-4) [3], SPD: 3 [3], DEF: 6, TOUGH: 14 [3], FEATURES [3]: Alarm, Navigation System, Remote Control, POWER: Burrowing 4 (10MPH) [4]; Blast (Cannon) (8), extra: Area Affect (40ft) [16]; second cannon [16]


GARGOYLE KING (aka the Grey Gargoyle)
PL8
(117PP); Real Name: Paul Pierre Duval; Nationality: French; Age: 37; Height: 5’10”, Weight: 410lbs
ABILITIES: STR: 26 (+8/+1), DEX: 10, CON: 20 (+5/+1), INT: 18 (+4), WIS: 10, CHA: 8 (-1)
SKILLS: Craft [chemical] 4 (+8), Intimidate 8 (+7), Know [streetwise] 4 (+8), [technology] 4 (+8), Language [Russian, English], Medicine 2 (+2), Sense Motive 8 (+8)
FEATS: All-out Attack, Attack Focus [Melee] (3), Diehard, Dodge Focus (3), Improved Grab, Improved Grapple, Improved Pin, Power Attack
POWERS [Mad Science, Chemical Accident]:
*Enhanced Ability: Constitution [8]
*Enhanced Ability: Strength [14]
*Flight [1] base 10MPH
*Immovable [5], extra: Unstoppable [5]: Knock-back resist 12/flat 7
*Immunity [6]: Critical hits (2), Suffocation (2), Heat & Cold (2)
*Petrifaction [8] - DC: 18: fort, extra: Duration: Continuous [8], flaw: Range – Touch [8]
*Protection [5], extra: Impervious [5]
*Super-Strength [2], Heavy 1.8 tons
COMBAT: Attack +5/melee +8 [Unarmed +8]; Grapple +18; Defense 16 (12 flat-footed); Init +0
SAVES: Toughness +10 (5pts impervious); Fortitude +13; Reflex +0; Will +2
Abilities 10 + Skills 8 (32 ranks) + Feats 12 + Powers 61 + Combat 16 + Saves 10 – Drawbacks 0 = 117


GOLIATH (aka Goliath)
PL8
(114PP); Real Name: Erik Stephan Josten; Nationality: British; Age: 28; Height: 5’5” tall (normal) 18’8” tall (full growth), Weight: 185lbs (normal) 2,000 tons! (full grown)
ABILITIES: STR: 30 (+10/2), DEX: 12 (+1), CON: 22 (+6/2), INT: 12 (+1), WIS: 12 (+1), CHA: 12 (+1)
SKILLS: Intimidate 8 (+9), Knowledge [streetwise] 4 (+5), Language [Russian], Notice 9 (+10), Sense Motive 10 (+11)
FEATS: All-out Attack, Attack Focus (Melee) (4), Dodge Focus (3), Endurance (1), Fast Overrun, Fearsome Presence (5), Improved Grab, Improved Overrun, Power Attack, Stunning Attack, Takedown Attack (1)
POWERS [Mad Scientist, Growth Formula]:
*Growth (+16 strength, +8 constitution, +10ft move, +10ft Reach) [8]; Size: Huge
*Protection [4]
*Speed [1] base move 110ft
*Super-Strength [8], Feat: Shock-Wave; Heavy 819.2 tons
COMBAT: Attack +2/melee +6 [Unarmed +10], Grapple +32, Defense 16 (11 flat-footed), Init +1
SAVES: Toughness +10; Fortitude +12; Reflex +1; Will +1
Abilities 16 + Skills 8 (32 ranks) + Feats 20 + Powers 46 + Combat 18 + Saves 6 – Drawbacks 0 = 114


THE GREEN GOBLYN (aka the Green Goblin)
PL9
(203PP); Real Name: Professor Nathan Osborn; Nationality: British; Age: 39; Height: 6’1” tall, Weight: 259lbs
ABILITIES: STR: 28 (+9/4), DEX: 20 (+5), CON: 28 (+9/4), INT: 26 (+8), WIS: 20 (+5), CHA: 20 (+5)
SKILLS: Acrobatics 2 (+7), Bluff 8 (+13), Contraptions 6 (+14), Craft [chemical] 8 (+16), [mechanical] 8 (+16), Diplomacy (+5), Disable Device 4 (+12), Intimidate 14 (+19), Investigate 4 (+12), Know [business] 6 (+14), [life sciences] 4 (+12), [physical sciences] 4 (+12), [tactics] 2 (+10), [technology] 12 (+20), Language [Russian, German], Medicine 2 (+7), Notice 6 (+11), Pilot 2 (+7), Search 6 (+14), Sense Motive 12 (+17), Stealth 8 (+13)
FEATS: Improved Critical [19-20 with Unarmed] (1), Benefit (5), Equipment (5), Fearless, Fearsome Presence (5), Hide in Plain Sight, Inventor, Improved Initiative (2), Master Plan, Move-by Action, Power Attack, Seize Initiative
POWERS [Mad Scientist, Accidental Experiment]:
*Enhanced Attribute: Strength [10]
*Enhanced Attribute: Constitution [10]
*Super-Strength [2] Heavy 2.4 tons
*Device (Rocket Glider/Broom) Easy to Take [1]:
1.) Flight [3]: 50MPH
2.) Strike [1] - DC: 25, tough; 2a. PF: Mighty
*Device (Various Weapons Pouch/Bag) Easy to Take [6]:
1.) Base power: Gargoyle Bombs - Blast [8] - DC: 22, tough, 1a.) Extra: Area [8] – DC: 18, ref;
2.) alt power: Smoke Bomb - Obscure (all visual) 25ft [3]; 2a.) Extra: linked Nauseate [5] - DC: 15, fort; 2b.) Extra: Ranged [5]; 2c.) Extra: Area (25ft) [5] – DC: 15, ref;
3.) alt power: Razor Wing Throwing Stars [8] - DC: 24: tough; 3a.) Extra: Auto-fire [8];
4.) alt. power: Pumpkin head sticky bombs – Snare [8] – DC: 18, ref; 4a.) Extra: Blocks Visual (sight) [8]
5.) alt. power: Pumpkin flash/bang bombs – Dazzle (all visual & audio) [8]
6.) alt. Power: Poison Pumpkin bomb – Nauseate [8], DC18, fort; 6a.) Extra: Ranged [8]
COMBAT: Attack +8 [Unarmed +9, Rocket Spikes +10, Bombs or Razor Wings +8]; Defense 19 (15 flat-footed); Init +13
SAVES: Toughness +9; Fortitude +11; Reflex +9; Will +10
DRAWBACKS: Normal Identity -[1 full round to change], Involuntary Transform -[rare exposure]
Abilities 62 + Skills 30 (120 ranks) + Feats 25 + Powers 46 + Combat 34 + Saves 11 – Drawbacks -5 = 203


HELLSTONE (aka Moonstone)
PL: 8
(160PP); Real Name: Karla Sofen; Nationality: British; Age: 31; Height: 5’10”, Weight: 121lbs
ABILITIES: STR: 26 (+8/0), DEX: 18 (+4), CON: 22 (+6/+2), INT: 18 (+4), WIS: 12 (+1), CHA: 16 (+3)
SKILLS: Acrobatics 4 (+8), Concentration 4 (+5), Diplomacy 4 (+7), Intimidate 8 (+11), Know [behavioral sciences] 8 (+12), Know [streetwise] 2 (+6), Language [Russian, German], Medicine 2 (+3), Notice 6 (+7), Sense Motive 12 (+13)
FEATS: Attractive (2), Benefit (2), Connected, Fascinate (2), Improved Critical [17-20 w/Hell-blast] (3), Improved Initiative (1), Move-by Action, Power Attack, Precise Shot (2), Startle
POWERS [Alien – Hell-stone imbedded in forehead]:
*Enhanced Ability: Strength [16]
*Flight [3] 50MPH
*Mental Blast [8] ‘Hellfire blast’ - DC: 23: will; Obvious (no flaw)
*Protection [2]
*Super-Strength [2] Heavy: 1.8 tons
COMBAT: Attack +8 [Unarmed +8, Hellfire +8]; Defense 18 (14 flat-footed); Init +8
SAVES: Toughness +8; Fortitude +8; Reflex +6; Will +9
Abilities 28 + Skills 13 (52 ranks) + Feats 14 + Powers 60 + Combat 32 + Saves 12 – Drawbacks 0 = 160


MR. HYDE (aka Mr. Hyde)
PL 8
(155PP); Real Name: Dr Henry Jekyll (original name, no loner used); Nationality: British; Age: 52; eight: 6’11” tall, Weight: 312lbs
ABILITIES: STR: 32 (+11), DEX: 16 (+3), CON: 30 (+10), INT: 18 (+4), WIS: 18 (+4), CHA: 12 (+1)
SKILLS: Acrobatics 7 (+10), Craft [chemical] 8 (+12), Intimidate 12 (+13), Know [behavioral sciences] 2 (+6), [life sciences] 10 (+14), [streetwise] 6 (+10), Language [Russian, Swiss], Medicine 10 (+14), Notice 6 (+10), Stealth 12 (+15), Survival 5 (+9)
FEATS: All-out Attack, Chokehold, Evasion (1), Diehard, Endurance (2), Fast Overrun, Fearless, Hide in Plain Sight, Improved Critical [18-20 w/unarmed attacks] (2), Improved Grab, Improved Grapple, Improved Initiative (1), Improved Overrun, Improved Pin, Improved Pin, Improved Throw, Improved Trip, Move-by Action, Power Attack, Startle, Takedown Attack (2)
POWERS [Mad Scientist, Human-Superiors Formula]:
*Immunity [5]: Aging (1), Critical Hits (2), Heat & Cold (2)
*Leaping [2] (26ft, 52ft, 105ft)
*Speed [2] 25MPH base (move 250ft base)
*Super-Movement [2]: Swinging (1), Wall Crawling (1)
*Super-Strength [3] Heavy 8.3tons
COMBAT: Attack +5 [Unarmed +11]; Grapple +19; Defense 16 (13 flat-footed); Init +7
SAVES: Toughness +10; Fortitude +12; Reflex +3; Will +8
Abilities 66 + Skills 20 (80 ranks) + Feats 24 + Powers 17 + Combat 22 + Saves 6 – Drawbacks -0 = 155


SCREAMING BANSHEE (aka Screaming Mimi)
PL8
(158PP); Real Name: Margo Joan Flanagan; Nationality: British (Irish); Age: 24?; Height: 5’4”, Weight: 132lbs
ABILITIES: STR: 10 (0), DEX: 16 (+3), CON: 14 (+2), INT: 12 (+1), WIS: 14 (+2), CHA: 14 (+2)
SKILLS: Acrobatics 2 (+5), Bluff 8 (+10), Escape Artist 6 (+9), Intimidate 4 (+6), Know [current event] 2 (+3), [streetwise] 4 (+5), Language [Russian, German, Spanish, French], Notice 6 (+8), Sense Motive 4 (+6)
FEATS: All-out Attack, Attack Focus [Ranged] (4), Attractive (1), Distract (1), Dodge Focus (3), Favored Environment [+2 to attack or dodge while flying] (2), Power Attack, Precise Shot (1)
POWERS [Mad Scientist - Sonic energy projection]:
*Emotion Control [8] Despair – DC: 18: will; Extra: Area [8]; Extra: Selective [8]; Requirement: Audio (no flaw)
*Flight [3] 50MPH
*Force Field [6]; Extra: Impervious [6]
*Immunity [8]: Aging (1), Disease & Poisons (2), Sonic Effects (dazzle, attacks, etc) (5)
*Sonic Control [8] - DC: 18: ref; Linked power: Sonic Blast [8] - DC: 23: tough;
1.) alt. Power: Disintegration [3]
COMBAT: Attack +2/ranged +6 [Unarmed +0, Sonic Blast +8]; Defense 16 (12 flat-footed); Init +3
SAVES: Toughness +8 (+2 w/o Force Field) K/B resistance 7; Fortitude +6; Reflex +8; Will +6
Abilities 20 + Skills 10 (40 ranks) + Feats 14 + Powers 91 + Combat 10 + Saves 13 – Drawbacks 0 = 158


SHARK KILLER (aka Killer Shark)
PL 8
(119PP); Real Name: Todd Arliss; Nationality: British
ABILITIES: STR: 26 (+8/+3), DEX: 12 (+1), CON: 26 (+8/+3), INT: 10, WIS: 10, CHA: 10
SKILLS: Drive 2 (+3), Intimidate 12 (+12), Knowledge (streetwise) 2 (+2), Notice 12 (+12), Swim 4 (+12)
FEATS: All-out Attack, Blind-Fight, Diehard, Fearless, Fearsome Presence (5), Improved Critical [18-20 w/Harpoon] (2), Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle
POWERS [Alien exposure]:
*Device: hard to take (Diving Suit) [1]:
1.) Protection [2]
2.) Sensory Protect (vs. all dazzles +3) [3]
*Blast [10], looks like a Harpoon, but no device; 1.) alt. Power: Strike [10]
*Enhanced Strength [10]
*Enhanced Constitution [10]
*Super-Strength [4] Heavy 7.4tons
*Leaping [5] 225ft, 450ft, 900ft
*Life Support: Amphibious [2]
*Swimming [5] 500MPH
COMBAT: Attack+6 [Unarmed +8, Harpoon +10], Defense 15 (13 flat), Init +1
SAVES: Toughness +10, Fortitude +12, Reflex +5, Will +10
Abilities 14 + Skills 8 (32 ranks) + Feats 16 + Powers 43 + Combat 20 + Saves 18 – Drawbacks 0 = 119


THE TASKMISTRESS (aka the Taskmaster)
PL8
(160PP); Real Name: Unknown; Nationality: Unknown (possibly Russian woman); Age: Unknown; Height: 6’ tall; Weight: 132lbs
ABILITIES: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 18 (+4), WIS: 18 (+4), CHA: 18 (+4)
SKILLS: Acrobatics 4 (+8), Bluff 10 (+14), Climb (+4), Contraptions (+4), Concentration (+4), Diplomacy (+4), Disable Device (+4), Disguise 8 (+12), Drive (+4), Escape Artist (+4), Gather Info 10 (+14), Handle Animal (+4), Intimidate 4 (+8), Investigate (+4), Knowledge [streetwise] 2 (+6), [tactics] 8 (+12), Knowledge, all others (+4), Language [Russian, German, Spanish, Portuguese], Medicine (+4), Notice 8 (+12), Pilot (+4), Profession (+4), Ride (+4), Search (+4), Sense Motive 12 (+16), Sleight of Hand (+4), Stealth (+4), Survival 2 (+6), Swim (+4)
FEATS: Contacts, Connected, Eidetic Memory, Equipment [50pts] (10), Jack-of-All-Trades, Well-Informed
POWERS [Son of Darwin (mutant) Power of Photographic Reflexes]:
*Mimic - All Feats at once (40 points) [8]; Linked: All Skills at once (20 points/80 ranks) (+1) [4]; Extra: Duration - Continuous (+1) [8]; Extra: Range – Perception (+2) [8], Flaw: physical feats & skills only (-1)
EQUIPMENT: Mail shirt (Protection +2) [2], Rapier/Saber (Melee +2L, mighty) [3], Revolver (+3L Ranged 30ft) [6], Sniper Rifle (+7L Ranged, feat: Extended Range 700ft, Improved Critical 19-20) [17], Throwing Stars (+1L Ranged 10ft, auto-fire) [2], Whip (Snare 4, no range, reach 2, 10ft) [8], secret lair and multiple minor vehicles (coach, buggy, horses)
COMBAT: Attack +4 [Unarmed +4]; Defense 14 (12 flat-footed); Init +4
SAVES: Toughness +6 (+4 w/o armor); Fortitude +10; Reflex +10; Will +10
Abilities 48 + Skills 18 (72 ranks) + Feats 15 + Powers 44 + Combat 16 + Saves 19 – Drawbacks 0 = 160

‘Acquired’ Combat (from feats): Attack melee +10, ranged +10 {+9 w/rifle}; Defense 20 (12 flat-footed); Init +16
‘Acquired’ Skills: Acrobatics 2 ranks (+8/ +16), Climb 1.5 ranks (+6/ +10), Drive 3 ranks (+12/ +16), Escape Artist 2 ranks (+8/ +12), Pilot 3 ranks (+12/ +18), Ride 3 rank (+12/ +16), Sleight of Hand 1.5 rank (+6/ +10), Stealth 3 ranks (+12/ +16), Swim 1 ranks (+4/ +8)
‘Acquired’ Feats (NOTE – 3 points unassigned): Acrobatic Bluff, Accurate Attack, All-out Attack, Ambidexterity, Attack Focus (Melee) (6), Attack Focus (Ranged) (6), Blind-Fight, Chokehold, Defensive Attack, Defensive Roll (1), Dodge Focus (6), Elusive Target, Fast Overrun, Hide in Plain Sight, Improved Aim, Improved Block (2), Improved Critical [18-20 w/Sword, 19-20 w/Pistol] (3), Improved Defense (2), Improved Disarm (3), Improved Grab, Improved Grapple, Improved Initiative (3), Improved Pin, Improved Sunder, Improved Throw, Improved Trip, Instant Up, Interpose, Move-by Action, Power Attack, Precise Shot (2), Prone Fighting, Quick Draw (2), Ranged Pin, Redirect, Set-Up, Skill Mastery [Acrobatics, Climb, Pilot, Stealth] (1), Sneak Attack (3), Stunning Attack, Takedown Attack (3), Teamwork (3), Throwing Mastery (2), Uncanny Dodge, Weapon Bind, Weapon Break
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