International Intelligence Institut

Velmont

First Post
Here the NPCs that have been named up to date:

Jeremy Fletcher: Marine biologist working at the San Diego University

Gerald Hartfield: Chief scientific of the MCA labs.

Sergeant Campbell: Leader of Shadow team. He is a zealous man.

Psykin: Telekinetic mutant working on the Alpha action team of MCA. The strongest gold known.

Space Bender: Teleporter mutant working on the Alpha action team of MCA. He is reknown for his cooking too.

Strob: Speedsteer mutant working on the Beta action team of MCA.

Shade: Shadow elemental working on the shadow team of MCA. He is the first member of the shadow team.
 

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Mark Chance

Boingy! Boingy!
The Anvil

The Anvil
Quote:
"I'm gonna hit you with so many rights, you'll beg for a left."
Power Level: 10
Occupation: Former professional fighter
Real Name: George Washington Courmier
Height: 6' 2"
Weight: 265 lbs.
Eyes: White
Hair: Black

History: Growing up on the mean streets of New Orleans, options seemed limited to the young George Washington Courmier, especially since he never managed to excel in school outside of athletics. He became involved in boxing at the neighborhood community center while still in middle school. From boxing, he moved into kick-boxing and judo. Before he finished high school, George's impressive reputation as an amateur fighter had spread throughout New Orleans. Shortly after he graduated from high school, George was recruited by professional fight promoter Ron McQueen, competing in both kick-boxing and conventional boxing matches. For the next 5 years, he worked his way up the heavy-weight ladder in both sports, facing defeat only once in 23 professional bouts.

Then, on August 15, 1995, the most fateful day of George's life, he faced the United Boxing Association's heavy-weight champion, Roderick Jackson. Jackson was the heavy favorite for the match, especially among the rackets of illegal sports gambling controlled by various crime families. George surprised everyone with the match of his life. Jackson's best hits left George unfazed, whereas George's successful punches rocked the champion repeatedly. Unknown to anyone at the time, George was a mutant whose latent superhuman abilities were coming to the fore during the match. In the fourth round, just as George landed a knock-out right cross to Jackson's jaw, George's mutations fully manifested themselves.

Shock and outrage spread from the arena to the major media. Charges of fraud and cheating ruled the day. While legal actions brought against George and McQueen were unable to prove any criminal intent, George was nevertheless stripped of his title and banned from professional fight organizations. McQueen's own career was ruined as well. McQueen and George went underground to the world of illegal, full-contact extreme fighting. Nicknamed the Anvil, George began to earn a new reputation as one of the toughest metahuman brawlers on the underground circuits. The money wasn't great, but it was good enough for McQueen and George to live in comfort, and for George to send money home to help take care of his aging mother Dora.

Anvil's next career change has occurred only recently after being contacted by recruiters for the Institut who had followed his life since his expulsion from legitimate professional fighting.

Personality: Anvil's tough front isn't entirely a front. He is tough. But he is also an old-school fighter with a firm belief in the honor of the sport. It's just a fight, nothing personal. What happens in the ring stays in the ring, and when the ref says break, you break. He approaches his work for the Institut with same mind-set. The Institut is both his manager and the ref. He fights who is told to fight when he is told to fight.

Powers & Tactics: The mutations that ended Anvil's fighting career radically altered his physiology. He is impervious to conventional injury, and this invulnerability extends even to psychic attacks. Anvil is also much faster and has superhumanly acute senses. Due to his iron-hard flesh and wide-ranging martial arts training, Anvil's unarmed attacks are significantly more effective than prior to his mutation. With a single, well-placed strike, Anvil can shatter steel. He is immune to extremes in temperature, diseases, and his body does not accumulate toxins that cause exhaustion or require sleep. Anvil's tactics are generally simple: close as quickly as possible for melee and hit his foe until that foe is unconscious. This simplicity can be deceiving. Anvil is familiar with a number of martial arts that give him access to a variety of specialized unarmed attacks.

Weaknesses: Anvil's mutations altered his appearance in disturbing ways. His eyes are coated with a milky tissue that, despite expectations, actually augment his visual acuity. His skin's coloration has changed from dark brown to a pallid gray that is decidely not natural.

Stat Block: Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex), flat-footed 14; Mental Defense 14 (+4 base), flat-footed 14; Protection +10 (including Mental); Spd 80 ft.; Base Atk +8 (+3 for ranged attacks); Atk +14 melee (+15S, unarmed attack), +5 ranged; SV Dmg +7 (+5 Con, +2 Toughness), Fort +5 (+5 Con), Ref +2 (+2 Dex), Will +0; Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 13 (+1), Wis 10 (+0), Cha 13 (+1).
Skills (Ranks): Acrobatics +8 (6), Balance +4 (0), Bluff -5 (0), Diplomacy -2 (0), Escape Artist +8 (6), Intimidate +11 (10), Jump +7 (0), Sense Motive +6 (6), Taunt +11 (8).
Feats: Attack Focus (melee), Durability, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Immunity (cold, disease, critical hits, exhaustion, heat), Power Attack, Rapid Healing, Rapid Strike, Rapid Takedown, Startle, Takedown Attack, Toughness.
Powers:
* Protection +10 [Extras: Immunity +5, Mental Protection, Running, Strike, Super-Senses; Source: Mutation; Cost: 7/6 pp; Total: 65 pp].
Equipment: Procurement +5.
Weakness: Disturbing.

Cost Breakdown:
Ability Scores: 30 pp.
BAB: 19 pp.
BDB: 8 pp.
Skills: 12 pp.
Feats: 26 pp.
Powers: 65 pp.
Weakness: -10 pp.
Total: 150 pp.

the_anvil.jpg
 
Last edited:

Rybaer

First Post
Cover Name: Naiad or Sea Nymph
Real Name: Jessica Lorne
Age: 32

Str 12 (+1)
Dex 18 (+4)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 12 (+1)

Init +4
Hero Points 5
Move: 30' (or 50' stretch); 80' swim, 327,860' sprint (over 37,000mph)

Saves:
Damage +6
Fort +4
Ref +4
Will +2

Base Attack Bonus +4
Melee +5
Ranged +8 (+9 within 30')

Base Defense Bonus +5
Defense 19
Mental 17

Feats: Instant Stand, Point Blank Shot, Precise Shot, Toughness, Underwater Combat, All-around Sight, Darkvision; Bonus contact feats (Wealth x2, Connected - mostly academic and military).

Skills:
Computers 1 (+3)
Demolitions 1 (+3)
Diplomacy 3 (+4)
Disable Device 1 (+3)
Escape Artist 3 (+17)
Knowledge: Naval technology 3 (+5)
Languages: English, Mandarin Chinese, Russian 2
Science: Limnology and Oceanography 3 (+5)
Search 4 (+6)

Powers:
Alternate Form (water) 10 [Stunts: Dolphin leap, Super Swim, Amphibious; Flaw: permanent] (46pts)
**Elasticity 10 (50' stretch, +10 escape artist)
**Protection 10
**Swimming 10
**Immunities (Critical hits, Disease, Exhaustion, Poison, Starvation, Suffication, Pressure, Energy: fire, electicity, and cold)

Element Control (water) 10 [Extra: Control Weather; Stunts: create water, destroy water, blast, suffocate, dehydrate] (40pts)
**Telekinesis (water) - 1,024,000lbs
**Create/destroy (water) - 9,375 gal per half action
**Dehydrate (as Disintegrate, but only affects organics/water based items)

Regenerate 1 (2pts)

Invisibility 1 [Flaw: only in water or very heavy rain] (1pt)


Weakness: Disturbing Appearance


Appearance:
Jessica's most striking characteristic is that her body is comprised almost entirely of water. She is transparent and generally lacking visible internal organs. In spite of the fluid nature of her body, she is able to maintain a distinctly female human form to a high degree of detail - she believes that her soul is able to remember her original form.

Her ability to manipulate water allows her to enhance the surface tension of her "skin" to the point that she can physically manipulate things without getting them wet. She can also make her body feel semi-solid, enabling her to shake hands, hug, or otherwise interact with people and objects. Many of these actions require continual concentration, however, so much of the time she is dripping water and a person could poke a hand clear through her body without causing harm.

She often wears clothing when in public, to help eleviate some of the oddity of her condition. Most all the items in her wardrobe are synthetic materials (polyester, nylon, etc) that will hold up to being continually wet. She never bothers with shoes if she can possibly avoid it and prefers to not wear clothing at all when she can get away with it.

Due to the elastic nature of her body, she can assume many forms. Typically, however, she maintains her "default" form - a 5'6" classically female figure. She rarely bothers to simulate hair, though she can if the mood suits her. Occasionally, for formal affairs, Jessica will incorporate colorful tropical (live) fish into her body. Her version of jewelery, as she puts it jokingly.


Personality:
Jessica's unique and unsettling appearance could have left her as a really screwed up woman. Her upbringing, however, enabled her to get past much of that and she is a generally optimistic and friendly woman. She has a tomboy attitude in many things and typically prefers the company of men to women.

She is loyal to causes she deems worthy, and is similarly devoted to friends and colleages. She is quite assertive and will go after her goals with considerable devotion.

Jessica spends most of her time doing research. For recreation, she explores coral reefs and enjoys surfing (though she isn't very good at it unless she "cheats" with her powers).


Background:
When only six years old, Jessica lost her mother to cancer. Her father and two older brothers raised her, giving her a decidedly tomboy upbringing. Her father was a retired Navy man who worked in the shipbuilding industry in Northern California.

Jessica's family spent many of their weekends surfing on the Pacific coast and their vacations were often spent snorkling in exotic locations. While surfing on one such trip at age 13, Jessica found herself trapped underwater in a strong undertow. She panicked and started inhaling water. To her surprise, she could breath it. Over the span of about a minute, her latent mutation overtook her entire body, expelling the non-water matter completely.

She was understandably shocked, but at the same time the sense of freedom and control of the water around her left her in exultation. After a few minutes of exploring, she noticed that her father and brothers were searching for her frantically. She revealed herself to them.

Over the next few years in high school, her brothers laid the groundwork for helping her deal with her new form. As strong and charismatic boys in the school, they made it clear that no one was to pick on their baby sister. The encouragement of her family as well as that of a few key teachers helped her put her life into a positive perspective.

Following high school, she was recruited by the US Navy outside the normal channels. As a civilian, she was granted the equivalent ranking of Lieutenant and given extensive training in naval technology and intelligence. She spent seven years spying on the Chinese and Russian fleets, as well as helping in other operations. She also did a little demolition and rescue work. By the time she left from burn-out, she had attained the civilian rank of Commander.

After "retirement", the Navy paid her way through UCLA and a degree in Limnology and Oceanography. Along the way, she earned some extra money by helping bring rain to drought-stricken areas as well as deflecting the worst damage from a number of hurricanes. Though this business was lucrative, a couple lawsuits were brought upon her. One suit implyed that a rainstorm she manifested had caused a car accident that left a person dead. Another lawsuit suggested that she had caused drought conditions in order to profit from alleviating them. Both cases were tossed out, but Jessica decided to leave that business to God and mother nature.

She has since returned to academia, slowly working on a masters degree at San Diego St. University. Much of her time is spent collecting data in the oceans for a research group that she has joined up with at the school. She lives in a beautiful ocean-front house, custom-built to withstand her continually damp living conditions.


Point Breakdown:
Stats 28
BAB/BDB 22
Feats 14
Skills 7
Powers 89
Weakness -10
Total 150
 

Drakknyte32

First Post
NAME Drake
secret ID: Paul Hamilton
HP: 2

gender: M
age: 21
height: 20' (Longer from tail to neck, or from wingtips)
weight: 5000
size: Huge
hair: None, Scales are a rusty red
eyes: Cat-like

~~~ABILITIES~~~
STR 20 +5
DEX 10 +0
CON 20 +5
INT 10 +0
WIS 18 +4
CHA 10 +0

~~~SAVES~~~
DMG +7
FORT +5
REF +0
WILL +6

~~~MOVEMENT~~~
INIT +0
SPD 50' // 50' Flying

~~~COMBAT~~~
BASE DEFENSE 4
DEF 12
FLAT 12
MENTAL 18

BASE ATTACK 8
MELEE +11
RANGED +6
MENTAL +12

~~~SKILLS~~~
*Skillname [mod/ranks]
Spot [18/9]
Listen [14/8]
Intimidate [27/7]

* = Trained Only

~~~FEATS~~~
Talented: Listen and Spot (Contact Feat)
Skill Focus: Intimidate (Contact Feat)
Skill Focus: Spot (Contact Feat)
Aerial Combat
Blind-Fight
Endurance
Iron Will
Toughness
Darkvision
Durability
Extra Limb (Long Neck, Tail, Grasping Hindlegs, Wings)
Identity Change

~~~POWERS~~~
-------------------------------------

Growth [+7 pp/rank+0, 56 total] 8 Ranks
- SOURCE: Mutation
- SPECIAL: Drake has the form of a huge dragon. He is extremely strong and tough, and his mind is somehow protected from intrusion.
- EXTRAS: Continous, Mental Protection
- FLAWS: Permanent

Energy Blast: Fire [+1 pp/rank+6, 16 total] 8 Ranks
- SOURCE: Mutation
- SPECIAL: Drake can breath a great cone of fire from his mouth. He can also Stun creatures with a blast of wind from his wings or freeze them with a terrifying roar.
- EXTRAS: Area, Shapable
- FLAWS: Range x 2 (Personal), Limited: Only cone shape
- STUNTS: Power Immunity, Stun, Paralyze
- NOTES: Stun and Paralyze both have the same Extras and Flaws that the Firebreath has.

Flight [+1 pp/rank+0, 6 total] 6 Ranks
- SOURCE: Mutation
- SPECIAL: Drake has a giant pair of wings that are somehow able to lift him despite his heavy weight.
- FLAWS: Limited: Wings

Telescopic Sight [+2 pp/rank+2, 6 total] 2 Ranks
- SOURCE: Mutation
- SPECIAL: Drake has very keen senses. He can see four times as well as a normal human, and has blindsight up to 120'
- EXTRAS: Telescopic Blindsight,
- STUNTS: Blindsight (Keen hearing and smell)

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


~~~WEAKNESSES~~~
Disturbing: Drake is very large and has very sharp teeth and claws.

Transformation: When Drake is very worried or stressed the Dragon's mind tries to take over. When presented with siturations that cause Drake to be worried or stressed he must make a will save (DC 15) each round to stop the dragon's mind from taking over. The DC increases by 1 each round until he transforms.

~~~COST~~~
ABILITIES [28]
BASE ATT [24]
BASE DEF [8]
SKILLS [8]
FEATS [18]
POWERS [84]
WEAKNESS [-20]
TOTAL [150]
UNSPENT [0]

=====================
~~~BACKGROUND~~~

The Drake is a spirit that lives within Paul's mind. Or, more accurately, it is a split personality of Paul's mind. For the most part it acts like a predatory animal, cunning but not necessarily intelligent. For a long time it existed only in Paul's dreams but with the release of Paul's powers it has become able to affect the normal world.




NAME Paul Hamilton (PL 4)
secret ID: Drake
HP: 2

gender: M
age: 21
height: 5' 11"
weight: 150
size: M
hair: Red
eyes: Brown

~~~ABILITIES~~~
STR 16 +3
DEX 14 +2
CON 16 +3
INT 18 +4
WIS 14 +2
CHA 14 +2

~~~SAVES~~~
DMG +3
FORT +3
REF +2
WILL +2

~~~MOVEMENT~~~
INIT +3
SPD 30'

~~~COMBAT~~~
BASE DEFENSE 2
DEF 14
FLAT 12
MENTAL 14

BASE ATTACK 1
MELEE +4
RANGED +3
MENTAL +3

~~~SKILLS~~~
*Computers [12/8]
Diplomacy [8/6]
Knowledge: Mythology [10/6]
Knowledge: Mutants [10/6]
Profession: Student [7/5]
Profession: Agent [7/5]
Science: Physics [7/3]
Science: Biology [7/3]
Science: Chemistry [7/3]

* = Trained Only

~~~FEATS~~~
Identity Change
Attractive
Connected: MCA

~~~POWERS~~~
-------------------------------------
Armor [+1 pp/rank+0, 3 total] 3 Ranks
- SOURCE: Science
- SPECIAL: Paul wears a kevlar vest when he is out on duty.

Weapon: Ranged [+1 pp/rank+0, 3 total] 3 Ranks
- SOURCE: Science
- SPECIAL: Paul has a light handgun for emergencies.

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


~~~WEAKNESSES (2 MAX)~~~
Transformation: When Drake is very worried or stressed the Dragon's mind tries to take over. When presented with siturations that cause Drake to be worried or stressed he must make a will save (DC 15) each round to stop the dragon's mind from taking over. The DC increases by 1 each round until he transforms.

~~~COST~~~
ABILITIES [32]
BASE ATT [3]
BASE DEF [4]
SKILLS [15]
FEATS [6]
POWERS [6]
WEAKNESS [-10]
TOTAL [56]
UNSPENT [0]

=====================
~~~BACKGROUND~~~

Paul Kitt is a mutant. His mutation is a shapechanging ability that remains dormant except in times of extreme stress. Paul lived a fairly non-stressful life so his mutation never activated for his entire childhood or teenage years. The closest he ever came to realizing his mutation was his dreams. Every night he dreamed he was a dragon. Sometimes he would dream he was flying, sometimes he would dream of hunting a creature, sometimes he would dream of fighting, but in the dreams he was always the same red dragon. For all of his childhood Paul passed these dreams off as an extension of his fascination with mythalogical creatures and never realized the truth.

Then in his first year of college came the luckiest and unluckiest day of Paul's life. It was a day that seemed destined for everything to go wrong. He had overslept and missed the bus, his girlfriend dumped him for the senior jock that always picked on him, he forget to study for the big biology test and failed miserably, missed the bus again, and got mugged on the way home. Paul finally found his way home and almost immediately fell asleep. He dreamed an incredibly vivid dream where he was the dragon and burned down the jock's apartment.

When he woke up Paul was in Alkatraz prison with no memory of how he got there and a splitting headache. A rather lengthy conversation with the Prison guards revealed to him what had happened. Apparently the dream had been real this time, Paul's dormant shapeshifting mutation had activated to resolve the stress in his life, and had done so by attacking one of the sorces of stress. Thankfully no one had been hurt in the incident (the jock was at Paul's ex-girlfriend's house, of all the ironies) and after another lengthy conversation with the prison psychologist Paul was released from Azkaban.

Obviously he couldn't just return to his previous life, he had to learn how to control his powers so an incident like that didn't happen again. So he went to the MCA for training. After a few years of training he was able to control his ability to change into the dragon. Unfortunately he still hasn't learned how to stop the dragon from taking over in times of stress. He is currently working as an agent of the MCA. His powers make him a useful agent for them and when he does lose control the other agents can usually subdue him until he regains his senses.
 

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