[Mutants & Masterminds] A World Less Magical But No Less Fantastic


log in or register to remove this ad

Davies

Legend
Yedokiteri Girumi
unnamed%20%282%29-S.jpg


1966 saw the debut of Africa's first well-known superhero, Lukas Ammanuel, better known as Yedokiteri Girumi (የዶክተር ግሩም/"Doctor Mirabilis"), based out of Addis Ababa. He had only been active as a scientific problem-solver in the area for a few months when he joined forces with the Grim Brigade on one of their cases, demonstrating a keen intellect in its resolution. He continued to work to advance his nation's standard of living while having many other adventures. Tragically, there was only so much one man could do, and his efforts were cut short by his death in 1971 ... but they combined with other factors to drastically alter the course of Ethiopia's subsequent history.

Lukas Ammanuel was born November 2, 1930, to a wealthy doctor who would, in the next year, become the official physician to Emperor Haile Selassie. The family accompanied their patron when he fled the country following the Italian invasion, and eventually settled in England with him. While his father would continue to accompany the Emperor when the latter returned to their homeland in 1941, Lukas remained behind to continue his studies. Even by that point, he was recognized as an academic prodigy, already studying the fundamentals of medicine. He would not return to Ethiopia until 1951, after completing his medical degree at Oxford and spending a year's study at Columbia in the United States, where he is believed to have met and briefly worked with a noteworthy surgeon and philanthropist based in New York.

By the early 1960s, it was anticipated that Lukas would succeed his father as the Imperial physician when the latter retired, as he was expected to do shortly. Lukas defied these expectations by politely declining the post and recommending another. While respectful of Haile Selassie's attempts to reform the state, he disagreed with the decision that had been made to annex Eritrea, feeling that it locked the nation into a conflict that would sap resources needed to continue those reforms. Observing the activities of other costumed adventurers abroad, Lukas decided to imitate their style in the hopes of providing inspiration to the people of Ethiopia, while employing his intellect and training on their behalf, recruiting allies from his homeland and teaching students as well.

In the process, Yedokiteri Girumi allied with many of the superheroes of the first age -- joining forces with the Grim Brigade first, and then allying with Captain Mystic against Doctor Ranivorous, with whom he engaged in a battle of wits and nerve whose victor was never clearly established. He also rescued the Arabian Peninsula from the ravages of al-Mushtari the Wind Giant. While Lukas' Ethiopian allies and students regarded these adventures as diversions from his work at home, he preferred to view them as learning opportunities, and welcomed the challenges that they presented. Their view of things was somewhat validated when he was killed in the Battle of Vietnam, while trying to assist his friends in the Grim Brigade.

However, those very allies would continue his work. In 1974, they led a small force which prevented the nascent Derg from overthrowing the Ethiopian government, then 'persuaded' Haile Selassie to step down in favor of his grandson, Amha Selassie, whom they organized to protect. The defeudalization of Ethiopia accelerated under their leadership; unfortunately, so did the civil war in Eritrea. While able to minimize the damage of famine in the next decades, many thousands still died. These so-called Miracle Workers have a mixed reputation in their homeland, with some believing that they were nearly as brutal as what they opposed. But Ethiopia survived, allied to neither the east nor the west.

The memory of Yedokiteri Girumi is somewhat better regarded outside of his homeland than within it, with many great deeds that he certainly would have wanted to do ascribed to him. In 2014, the first of a series of films about his life was made in Hollywood, with a sequel released in 2018. Tragically, much as with the man they represent, the life and career of the actor who portrayed him was cut tragically short before a third film could be made, leaving the project in limbo. Yet they continue to inspire, and perhaps that's enough.

Yedokiteri Girumi - PL 10

STR
3 | STA 3 | AGL 4 | DEX 3 | FGT 5 | INT 10 | AWE 6 | PRE 5

Powers:
Fast Runner:
Speed 2 (8 MPH) - 2 points

Advantages:
All-out Attack, Assessment, Benefit 2 (independently wealthy), Connected, Defensive Attack, Defensive Roll, Equipment 20, Evasion, Fast Grab, Fearless, Improved Trip, Inspire 2, Inventor, Jack-of-all-Trades, Languages 5 (many, [Amharic is native]), Ranged Attack 5, Speed of Thought, Ultimate Effort (Treatment), Well-informed.

Equipment:
100 points needed for any bases, equipment or weapons required.

Skills:
Acrobatics 6 (+10), Athletics 6 (+9), Close Combat: Unarmed 6 (+11), Expertise: Science 5 (+15), Insight 7 (+13), Investigation 3 (+13), Persuasion 6 (+11), Perception 6 (+12), Stealth 6 (+10), Technology 4 (+14), Treatment 5 (+15).

Offense:
Initiative +10
Unarmed +11 (Close Damage 3)

Defense:
Dodge 9, Parry 11, Fortitude 6, Toughness 5/3, Will 12

Totals:
Abilities 78 + Powers 2 + Advantages 48 + Skills 30 + Defenses 20 = 178 points

Offensive PL: 7*
Defensive PL: 8
Resistance PL: 9
Skill PL: 10

Complications:
Responsibility--Motivation. Fame. Public Identity.


Note: Yibambe.
 

Davies

Legend
Lord Kazen
3277233-9352204314-Zod-R-M.jpg


With more than a century* remaining of his projected lifespan, Kazen Aos-re sometimes finds himself looking back over the course of that life to this point and marveling at the twists and swerves of fate that brought him to this point. Not frequently, of course; the sort of personality that is driven to master the capabilities of the Dhakimite physiology is not generally given to reflection, but rather focused on the immediate present. And that present has raised him up higher than he could ever have imagined.

He began his career as a simple soldier in Dhakimat's military whose physical examination indicated that he might be able to endure the training to become a super-soldier. Kazen bettered that evaluation by not merely enduring it, but excelling at it as one of the most talented recruits the Planetary Defense Force had trained in its history. He was also a skilled soldier and commander, and seemed -- then -- to be utterly loyal to Dhakimat and its government. (Kazen would claim that he still is.)

As such, he was a logical choice to be sent as a military adviser to the Imperium, which was then in the middle of its Galactor crisis. He offered the Senate the best advice he could, and yet the threat was ultimately overcome by other factors. Kazen believed that this caused the Senate to subsequently place a low value on his talents, such that he found himself (and the other Dhakimite advisers, who by then regarded him as their chief) to be marginalized. This shouldn't have annoyed him, but it did.

Time passed, and Kazen's dissatisfaction with the venality and folly of the Senate continued to grow. When the Crimson King rose to power, Kazen had the opportunity to stop it in its tracks. He chose instead a course of inaction, not because of any affection or regard for the Crimson King, but because he had reached the conclusion that any change to the way that the Imperium was ruled could only benefit Dhakimat. Either the interstellar government would completely collapse and his home world could take advantage of that, or it would continue to thrive and the productive alliance between their states would also continue.

The latter was what happened, and in addition the Crimson King seemed much more willing to listen to the Dhakimite military advisers, and Kazen in particular. For decades*, he helped to shape the military policies of the Crimson Imperium, while also keeping in fighting trim by leading small units of the Imperial Marines into battle -- something which was technically beyond the scope of his orders. The Crimson King rewarded his efforts by granting him a title within the new system of aristocracy he was creating, and arranged for Kazen to become an authority within the Dhakimite hierarchy as well, despite the fact that he has never even seen his home planet in decades.

Last year*, however, came the greatest twist. Summoned to a private meeting with the Crimson King, he was invited to examine a new suit of heavy armor manufactured by one of the ruler's secretly-owned corporations. Upon wearing it, he experienced the surge of power which told him that he was within an environment that facilitated the Dhakimite powers! For generations, the scientists of Dhakimat had struggled to create a method of artificially stimulating their species' abilities under those circumstances which inhibited their use, and now it was within his grasp. Kazen eagerly asked how soon Dhakimat could receive an order of these armored suits.

The Crimson King smiled, then, and informed him that manufacturing one suit of this type cost about as much Dhakimat's entire economy produced in a single year*. Buying even a few of them, to outfit the best super-soldiers of Kazen's homeworld, would beggar the planet. But ... perhaps an arrangement could be made. If Lord Kazen agreed to use his abilities, both military and inherent, in the personal service of the Crimson King, then eventually, a number of the suits would be made available to his people.

It might have been wiser to refuse. Once again, Kazen was in a position to destroy the Crimson King's ambitions, and the man himself. But this time he had a better understanding of the trap in which he was placed. If he were to kill the Crimson King now, the secret of the suit's manufacture would almost certainly be lost in the chaos that would surely follow. And the mastermind that had brought him to this pass doubtless had contingencies that would ensure that Kazen would not personally profit from that deed. This time, he could not reasonably choose inaction. This time, he agreed to become the Crimson King's personal agent.

In the months since then, Lord Kazen has been installed as the commander of the Scarlet Knights, a new order within the Imperial military, composed of beings with unusual powers who, like him, have agreed to be the agents of the Crimson King. He has grave doubts about the reliability and overall sanity of many of his fellows, but is certain of his own ability to marshal them to his will. He is even more uncertain about what he has learned of their first major mission, to be embarked upon shortly. All this, to attack some nowhere system in the Unclaimed Regions, when they could be eliminating the insurgency or dealing with the insanity on Kapech? Well, regardless of the situation he'll put up with this until the Crimson King delivers those suits to Dhakimat.

Owing to the fact that the Dhakimites never tamed any of the animals of their world, they do not have a fable equivalent to 'the carrot and the stick.'

Lord Kazen -- PL 13

Abilities:
STR
15/9 | STA 9 | AGL 2 | DEX 3 | FGT 7 | INT 3 | AWE 4 | PRE 3

Powers:
Battle Armor:
Removable (-7 points)
  • Communications Suite: Radio Communication 4; Senses 1 (radio) - 21 points
  • Environmental Systems: Feature (Dhakimat-like environment) - 1 point
  • Psychic Defenses: Impervious Will 12, Limited to mental effects - 6 points
  • Serenium Shell: Impervious Protection 4 - 8 points
Dhakimite Powers: Array (21 points)
  • Blast Vision: Ranged Damage 10, Precise - 21 points
  • Hyper-Senses: Remote Sensing 9 (Visual), Subtle 2 - 1 point
  • Hyper-Shout: Cone Area Damage 10 - 1 point
  • Hyper-Speed: Enhanced Flight 8 (125,000 MPH); Movement 2 (space travel 2) - 1 point
  • Hyper-Strength: Enhanced Strength 6; Enhanced Strength 9 (400 kilotons), Limited to Lifting - 1 points
Great Speed: Enhanced Advantages 8 (Close Attack 2, Improved Initiative 3, Interpose, Move-by Action), Quirk (Close Attack is only enhanced against targets with a lower Initiative total); Enhanced Defense 12 (Dodge 6, Parry 6); Flight 8 (500 MPH), Aquatic; Quickness 8 - 44 points
Great Toughness: Immunity 10 (life support); Impervious Toughness 9; Regeneration 5 - 24 points
Translator Circuit: Comprehend Languages 2 - 6 points

Advantages:
All-out Attack, Close Attack 2, Defensive Attack, Improved Initiative 4, Interpose, Langugage (Imperium Standard, [Dhakimat is native]) Leadership, Move-by Action, Power Attack, Ranged Attack 4, Startle, Takedown 2.

Skills:
Close Combat: Unarmed 2 (+9), Deception 6 (+9), Expertise: Galactic 9 (+12), Expertise: Military 8 (+11), Intimidation 8 (+11), Perception 6 (+10), Ranged Combat: Blast Vision 7 (+10), Stealth 6 (+8), Technology 5 (+8), Vehicles 5 (+8).

Offense:
Initiative +18
Unarmed +11/+9 (Close Damage 9)
Hyper-Strength +11/+9 (Close Damage 15)
Blast Vision +14 (Close Damage 10)

Defense:
Dodge 11/5, Parry 13/7, Fortitude 10, Toughness 13/9, Will 12.

Totals:
Abilities 80 + Powers 128 + Advantages 14 + Skills 31 + Defenses 12 = 265 points

Offensive PL: 13
Defensive PL: 13
Resistance PL: 11
Skill PL: 7

Complications:
Ambition--Motivation. Power Loss/Weakness
(loses all powers and becomes Strength and Stamina Disabled outside of Dhakimat-like environments). Power Loss/Weakness (as above, when exposed to theonite.)
 

Voltron64

Adventurer
In the months since then, Lord Kazen has been installed as the commander of the Scarlet Knights, a new order within the Imperial military, composed of beings with unusual powers who, like him, have agreed to be the agents of the Crimson King. He has grave doubts about the reliability and overall sanity of many of his fellows, but is certain of his own ability to marshal them to his will. He is even more uncertain about what he has learned of their first major mission, to be embarked upon shortly. All this, to attack some nowhere system in the Unclaimed Regions, when they could be eliminating the insurgency or dealing with the insanity on Kapech?
Oh that's phase two...
 

Davies

Legend
The Dominator
Tessek_bg-S.jpg


Often, on those occasions when a wealthy subject of the Crimson Imperium seeks to be elevated into the ranks of the nobility, the Crimson King asks for more than just a demonstration of financial loyalty. In the case of members of the criminal underworld seeking legitimacy, he will often request that they betray certain of their subordinates to the legal system -- generally their most effective and competent subordinates, so as to reduce their organizations' overall effectiveness and ability to defend themselves from their rivals. Of course, the betrayed are not always imprisoned or killed. That would be an incredible waste of talent and ingenuity, though a sadly unavoidable one in some cases. Many of them are given new lives and put to work for the Inquisition, or the more subtle branches of the Imperium's military. One such individual, 'recruited' by the Crimson King from among the crew of a certain former pirate chieftain shortly after the disaster at Gelesh, has instead become one of the lynchpins of the newly formed Scarlet Knights.

No one is quite sure where the being known as the Dominator comes from. They do not match the profile of any of the known species of the Imperium, but there are countless worlds within its borders (and still more in the Unclaimed Regions) that have only ever been added to the databases as existing and bearing life, without any study of what that life might entail. One rather unlikely theory, based on some vague resemblance and certain similarities of diet, is that they are a mutant example of the species known as the Isakari. The Dominator hasn't answered any questions about their background, and psychic probing has failed to yield results owing to their own talents in this area.

The Dominator is an extremely powerful telepath, able to place even very strong wills under their psychic command or manipulate a target's memories so as to render an enemy completely helpless. During their career as a pirate, they frequently rendered raiding parties that they accompanied invisible, as well as tearing enemy psyches apart to reveal strategies. While physically fragile compared to some of their current associates, a force field belt has allowed them to stand among them. All this power is fortunately yoked to a mentality that cares only for short-term financial gain, rather than having any long-term ambitions of ascending to power in the Crimson King's place. They might have had vague notions of being a behind the scenes ruler, but a few hours in the Crimson King's presence convinced them of the folly of such ideas. Or so they are pretending.

They are also limited by their diet. While largely subsisting on nutrient paste, once per week they must consume the brain of a formerly sapient being. As a pirate, they preyed on the victims of their vessel's predations, and occasionally on disobedient or ineffective members of the crew. Since being taken into the Imperium's service, they have subsisted on a supply of clones, which supplies what they need but does not really satisfy. Consequently, they are looking forward to the mission the Knights are preparing to undertake, where they'll be able to feed to their heart's content as long as they produce the intelligence that they're supposed to gather ...

The Dominator -- PL 12

Abilities:
STR
3 | STA 5 | AGL 5 | DEX 3 | FGT 7 | INT 7 | AWE 6 | PRE 5

Powers:
Basic Telepathy:
Selective Area Communication 3; Comprehend Languages 3 - 27 points
Force Field Belt: Sustained Impervious Protection 8; Removable (-3 points) - 13 points
Telepathic Disciplines: Array (48 points)
  • Cloaking: Selective Burst Area Affects Others and Self Concealment 8 (all but mental) - 1 point
  • Domination: Perception Range Cumulative Affliction 12 (Resisted by Will; Dazed, Compelled, Controlled) - 48 points
  • Memory Modification: Perception Range Cumulative Affliction 12 (Resisted by Will; Dazed, Entranced, Transformed) - 1 point
  • Mind Blast: Selective Cone Area Damage 12, Resisted By Will - 1 point
  • Mind Probe: Cumulative Effortless Mind Reading 12 - 1 point
Shielded Mind: Impervious Will 12, Limited to Mental effects - 6 points

Advantages:
Eidetic Memory, Equipment 4, Evasion, Fascinate (Intimidation), Fearless, Improved Initiative, Set-up 3, Skill Mastery (Intimidation), Speed of Thought, Startle.

Equipment:
Jetpack (Flight 5), Space Suit (Immunity 10 [life support]).

Skills:
Deception 7 (+12), Expertise: Criminal 6 (+13), Expertise: Galactic 6 (+13), Insight 6 (+12), Intimidation 7 (+12), Perception 6 (+12), Stealth 8 (+13).

Offense:
Initiative +11
Unarmed +7 (Close Damage 3)
Domination & Memory Modification -- (Perception Range Will 9)
Mind Blast -- (Selective Cone Area Damage 12, Resisted by Will)

Defense:
Dodge 9, Parry 9, Fortitude 6, Toughness 13/5, Will 14

Totals:
Abilities 82 + Powers 85 + Advantages 15 + Skills 23 + Defenses 15 = 232 points

Offensive PL: 12
Defensive PL: 11
Resistance PL: 10
Skill PL: 8

Complications:
Greed--Motivation. Dependency
(must eat sapient creature's brain once per week.) Strange Appearance.
 

Davies

Legend
Voyager
Lomen_%28Earth-616%29_from_Gamer%27s_Handbook_of_the_Marvel_Universe_Vol_1_7-S.jpg


The being dubbed the Voyager was discovered only through an extremely unlikely chain of events. Four years* ago, one of the Inquisitors was touring the factory planet Strahite when her unreliable precognitive senses informed her that the planet was likely to suffer a meteor impact within the next three weeks. Rather than trust the planetary defenses to handle it -- if they could, she reasoned, the impact wouldn't be likely -- she commandeered the system defense feet and set them to a course of sensor sweeping the system to find and intercept the bolide. One of the ships managed to do just that, but another one, in a completely different sector of the system, discovered a comparably massive body moving on a vector that would have taken it out of the system in a few days' time, and investigated more closely when the body was discovered to be humanoid in size.

Examined first on Strahite, later on Taranta, the Voyager proved to be a humanoid male identical to a Chiraben down to the cellular level. When he awakened, midway through the latter series of tests, he seemed to have the mind of an infant, unable to communicate even through the use of telepathy but quick to learn and integrate new information. Within a few weeks, he was speaking Imperium Standard with the faculty of a typical first grade student, and quickly understood and integrated most subjects. But he had no knowledge of any previous existence.

Naturally, the Crimson King ordered that his newest subject be indoctrinated with absolute loyalty to the Imperium (and carefully conditioned to be unable to use any of the unusual powers that he demonstrated on the Crimson King or any individuals who spoke certain key phrases) and trained as a super-soldier. From time to time, however, the Crimson King has experienced rare moments of doubt as to whether this was really the best course of action. While it is possible that the Voyager is a Chiraben mutant, or even one of the legendary rising stars, who has suffered some sort of episode that left him bereft of his consciousness, another, more concerning possibility has been suggested.

Based on the vector that the Voyager was following as he passed through Strahite's system, his point of origin lies beyond the Wild Beyond, the furthest reaches of Chiraben exploration. If this is the case, and if he originates from some unknown civilization beyond the Wild Beyond, that implies some rather disturbing things about the capabilities of that civilization, as they are apparently able to perceive the life forms within the Imperium -- which is implicit in the Voyager's own, very long range sensory abilities -- and recreate them exactly on a cellular level, while endowing their creations with powers and abilities far beyond what they would normally possess. It does not seem likely that they would do this casually, which in turn suggests that the Voyager was sent to the Imperium as some manner of herald, but that the message he was meant to deliver has been lost.

When the Crimson King considers these matters, he usually concludes with a shrug, and decides that this is a problem for some other day. For now, the Voyager has been trained to use his remarkable talents, travelling through space at fantastic velocities and transforming his body to become either sufficiently dense as to posses gravitational influence or sufficiently plasmatic to burn like a small star, for the benefit of the Imperium. From time to time, however, he does seem to lose himself in thought while examining the universe around him, on rare occasions even discussing what he observes in somewhat lyrical terms. Is it possible that whoever created him actually intended him as some sort of biological space probe? And that they did, in fact, send a poet?

Voyager -- PL 12

Abilities:
STR
16/6 | STA 17/7 | AGL 2 | DEX 3 | FGT 5 | INT 2 | AWE 2 | PRE 1

Powers:
Hypersenses:
Senses 14 (hyper-extended vision 3, hyper-extended acute energy awareness 3) - 14 points
Mode-shifting: Array (64 points)
  • Hypersolid Mode: Growth 10, Density (Strength +10, Stamina +10, Dodge -5, Parry -5); Impervious Toughness 10; Move Object 12 - 64 points
  • Plasma Mode: Insubstantial 3; Reaction Damage 12 - 1 point
Star Traveler: Flight 16 (125,000 MPH); Immunity 10 (life support); Movement 3 (space travel 3) - 48 points
Strange Mentality: Immunity 20 (mental effects), Limited to half effect - 10 points

Advantages:
Agile Feint, Close Attack 3, Fearless 2, Improved Hold, Improved Smash, Move-by Action, Weapon Break.

Skills:
Expertise: Galactic 10 (+12), Intimidation 10 (+11), Perception 8 (+10), Ranged Attack: Gravity 6 (+9).

Offense:
Initiative +2
Unarmed +8 (Close Damage 6)
Hypersolid Mode +8 (Close Damage 16)
Plasma Mode +8 (No Strength Damage plus Reaction Damage 12)

Defense:
Dodge 12/7, Parry 10/5, Fortitude 18/8, Toughness 17/7, Will 6.

Totals:
Abilities 56 + Powers 137 + Advantages 10 + Skills 17 + Defenses 10 = 230 points

Offensive PL: 12
Defensive PL: 12
Resistance PL: 12
Skill PL: 7

Complications:
Conditioned Obedience--Motivation. Easily Distracted. Vulnerability
(magnetism.)
 

Davies

Legend
Darkowl
Owlman_Thomas_Wayne_009-M.jpg


Twenty-four years ago*, Gyurden Vazz was the brilliant if somewhat lazy and spoiled son of a pair of Tarantan aristocrats who ran a medical supply corporation. He was dimly aware that his fathers were sympathetic towards the cause of the insurgency, but doubted that either of them would ever undertake any treasonous activities. So when they were murdered, in a manner that he soon learned was typical of assassinations conducted by the Inquisition, it came as a shock to his worldview. His childhood ended in that instant, and he discovered how motivating the pursuit of vengeance could be.

For twenty years*, he worked on training his mind and his body into a tool for that vengeance. Not as successful as he would have wished in shaping his body, Gyurden instead devised technological means of enhancing it, inventing and constructing a suit of force field-enhanced serenium armor with cybernetic controls and a dizzying variety of weapon systems. All the while, he was studying his enemy and planning their confrontation, preparing for the day he would strike at the Crimson King and either kill him, or die himself.

Four years* ago, he finally deemed himself as ready as he would ever be, and infiltrated the Imperial Palace ... to find that his studies of the Crimson King had not been nearly as well-concealed as he'd thought. The ruler of the Imperium was expecting him, shielded by a protective barrier that his weapons couldn't penetrate, and armed with the most devastating weapon in his arsenal -- the truth. He had not ordered the assassination of Gyurden Vazz's parents. He had ordered the execution of the two Geretil criminals who had, some weeks earlier, murdered the two men and been impersonating them, and were planning to murder Gyurden as well.

Proof of all this was easily demonstrated, as was the fact that other Inquisitors had identified the authors of the scheme which had destroyed Gyurden's family, and exacted a harsh penalty on them. Once again, Gyurden's worldview was completely upended. Vengeance was not to be his, and the only way to save his own life was to pledge his services to the man he'd planned to kill. So it was that he became one of the more eccentric agents of the Inquisition, while also training with the other members of what were to become the Scarlet Knights.

Service with the Inquisition, and the many bloody deeds he has committed during that service, has destroyed what little idealism Gyurden Vazz once possessed. Where he once had some amount of admiration for his fathers' sympathies for the insurgency, he now regards it as a weakness that contributed to their deaths. Chaos, of whatever sort, cannot be tolerated and must be extirpated as swiftly and as surely as any sickness in the body should be. More than that, however, he is driven by a desire for power enough that no one can ever again make him as vulnerable as he was when his fathers were killed, or when the Crimson King had him at his mercy.

Darkowl's greatest weakness, aside from his utter dependence on his armor to allow him to stand among the other Scarlet Knights, is his vanity, particularly concerning his intellectual abilities. Suggesting that he is not the smartest person in the room is a surefire way to provoke his considerable anger, and things that interfere with his plans -- or worse, things that he didn't anticipate -- can easily drive him into a rage. He also imagines that he is much more handsome and charismatic than he actually is, and finds the fact that he's not the assigned leader of the Scarlet Knights to be rather frustrating ...

Darkowl -- PL 11

Abilities:
STR
7/0 | STA 2 | AGL 6/1 | DEX 7/2 | FGT 7/2 | INT 8 | AWE 3 | PRE 2

Powers:
Dark Owl Armor:
Removable (-27 points)
  • Armored Shell: Impervious Protection 4 - 8 points
  • Communicator: Radio Communication 4; Comprehend Languages 2 - 22 points
  • Cybernetic Controls: Enhanced Agility 5; Enhanced Dexterity 5; Enhanced Fighting 5 - 30 points
  • Force Field: Sustained Impervious Protection 4 - 8 points
  • Jump Jets: Leaping 4 (120 feet); Movement 3 (Safe Fall, Wall-crawling 2; Speed 7 (250 MPH) - 17 points
  • Life Support: Immunity 10 (life support) - 10 points
  • Psychic Shield: Enhanced Will 5, Impervious 13, Limited to mental effects - 9 points
  • Sensors: Senses 7 (darkvision, direction sense, distance sense, radio, time sense, ultra-hearing) - 7 points
  • Weapon Systems: Array (21 points)
    • Bombs: Ranged Burst Area Damage 7 - 1 point
    • Muscle: Enhanced Advantage 6 (Close Attack 6); Enhanced Strength 7 - 1 points
    • Obscure: Ranged Cloud Area Visual Concealment 4 Attack - 1 point
    • Pulser: Close Burst Area Nullify Electronics 10, Simultaneous - 1 point
    • Stunner: Ranged Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) - 1 point
    • Tangler: Ranged Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree - 1 point
    • Terror: Auditory Area Affliction 10 (Resisted by Will; Dazed, Stunned, Paralyzed), Subtle - 21 points
Advantages:
Benefit (inquisitor), Defensive Attack, Favored Environment (planned situations), Improved Initiative, Inventor, Jack-of-all-trades, Power Attack, Startle, Well-informed.

Skills:
Expertise: Galactic 5 (+13), Intimidation 10 (+12), Investigation 6 (+14), Perception 8 (+11), Ranged Combat: Weapon Systems 5 (+12/+7), Stealth 6 (+12/+7), Technology 7 (+15), Vehicles 5 (+12/+7).

Offense:
Initiative +10
Unarmed +7 (Close Damage 0)
Muscle +13 (Close Damage 7)
Bombs -- (Ranged Burst Area Damage 7)
Stunner +12 (Ranged Fortitude 10)
Tangler +12 (Ranged Affliction 10, Resisted by Dodge)
Terror -- (Auditory Area Affliction 10)

Defenses:
Dodge 11/6, Parry 12/7, Fortitude 7, Toughness 10/6/2, Will 13*/8

Totals:
Abilities 40 + Powers 112 + Advantages 9 + Skills 26 + Defenses 20 = 207 points

Offensive PL: 11
Defensive PL: 11
Resistance PL: 10
Skill PL: 10

Complications:
Power--Motivation. Intolerance
(disorder.) Vanity.
 

Voltron64

Adventurer
Darkowl's greatest weakness, aside from his utter dependence on his armor to allow him to stand among the other Scarlet Knights, is his vanity, particularly concerning his intellectual abilities. Suggesting that he is not the smartest person in the room is a surefire way to provoke his considerable anger, and things that interfere with his plans -- or worse, things that he didn't anticipate -- can easily drive him into a rage. He also imagines that he is much more handsome and charismatic than he actually is, and finds the fact that he's not the assigned leader of the Scarlet Knights to be rather frustrating ...
Cue the inevitable showdown between him and Darkwing ending with the latter taking advantage of that and defeating him. And to really twist the knife, begins to reverse-engineer all those fancy bell and whistles of Darkowl's armor onto his own...
 

Davies

Legend
Cue the inevitable showdown between him and Darkwing ending with the latter taking advantage of that and defeating him. And to really twist the knife, begins to reverse-engineer all those fancy bell and whistles of Darkowl's armor onto his own...
I think if Darkwing does manage to get ahold of Darkowl's tech, he'll probably conclude that the cybernetic controls (specifically the feedback from the force field) and the Terror weapon are not doing their operator any favors psychologically. The Pulser, on the other hand, is something he'd adopt immediately.
 
Last edited:

Davies

Legend
Infinity
Shiori_Takastuki-M.jpg


When one perceives something of great beauty that has been damaged, whether by time or by deliberate action, it is normal to feel a certain sense of sorrow, of regret for the loss that this represents. When one perceives the member of the Scarlet Knights known by an alias that translates as the English word 'Infinity', it is also normal to feel something similar to that, a sense that someone who was meant to be stand for something of great importance has been horribly, horribly twisted from what she was meant to be. But this is usually not perceived as sorrowful, but terrifying. And if you see her, she sees you, and that is likely to be one of the last things you ever see.

More than a century* ago, the second ambassador to the Imperium from the Yusei Star Kingdom, preceding Sir Ashuha, did not journey to his new post alone but rather was accompanied by a small army of aides and bodyguards. Among the latter was a Yusei woman known by the name Maezu, a practitioner of Yusei mystic traditions and a skilled combatant. While not protecting her charge, she spent much of her time in conversation with the representatives of the Starlight tradition of mysticism, learning from them as well as teaching them.

When the ambassador was at last recalled at the start of the Galactor crisis, Maezu chose to remain within the Imperium and continue her studies on Hasham, which she received permission to do. Maezu broadened her understanding of the hidden powers of the universe under the tutelage of the Starlight masters, most notably developing a unique talent from what she learned about those who had, through the practice of a tradition learned from a world in the Unclaimed Regions, learned how to synthesize a single entity from a group of themselves. Maezu became able to reverse that, creating a large group of slightly weaker duplicates.

When the Crimson King rose to power, Maezu was unfortunate enough to be on Taranta with some of the other mystics, and to face the great traitor who would become the first Grand Inquisitor. She was defeated and badly hurt in the battle that followed, but the Grand Inquisitor chose to spare her life. This was not an act of mercy, however, but the start of a decades*-long period of confinement and torment. It is possible that he sought to learn the secrets of the Yusei tradition, at least at the start. Over time, it became simply an entertainment for him, a way to practice the traditions of the Nightmare path on a single soul. He broke her mind repeatedly, building up new identities within it and then crushing them again.

After the Grand Inquisitor at last perished during the disaster at Gelesh, the Crimson King finally learned of his partner's interesting choice of leisure activities while reclaiming the man's headquarters on Taranta. What vestigial conscience he possesses was disturbed by this discovery. While perfectly willing to commit great cruelty in the pursuit of his goals, he found the petty sadism of this act to be pathetic and unworthy. However, Maezu sought no vengeance, but rather seemed to have developed a profound loyalty to the Grand Inquisitor that now transferred to the Crimson King. The latter eventually placed her among the Scarlet Knights, expecting that she would probably die in battle but regarding this as better than what she'd endured to this point.

Of course, Infinity knows perfectly well that her true master is not dead. After all, everything that she is presently enjoying is just one more nightmare to which he is kindly subjecting her. None of the people she kills are in any way real, and eventually he'll end this one too, destroying her and then remaking her in a way that suits him. Until then, she will employ her talents as she pleases, having lost whatever nobility of spirit she once possessed and replaced it with cruelty and madness learned from her master.

Because of the extraordinary violations that her body, mind and possibly even spirit have suffered, Infinity often experiences a phenomenon she dubs 'flickering', considering it proof that she's not actually experiencing anything real. Her body parts randomly shift out of phase with what she believes to be an illusionary physical universe, never enough to allow her to pass through solid objects (at least not yet) but sometimes limiting her actions. Watching this happen is almost as disturbing as the obvious madness that can be seen in her eyes ...

Infinity -- PL 12

Abilities:
STR
2 | STA 3 | AGL 5 | DEX 5 | FGT 12 | INT 1 | AWE 4 | PRE 5

Powers:
Bonded Starsword:
Damage 5, Penetrating 5, Accurate; Easily Removable (-4 points) - 7 points
Fission: Summon Duplicate 8, Active, Horde, Mental Link, Multiple Minion 3 (maximum of 8 duplicates), Limitation (main character ceases to exist for the duration) - 65 points
Longevity: Immunity 1 (aging) - 1 point
Touched by the Essence: Enhanced Defenses 8 (Dodge 4, Parry 4); Senses 4 (danger sense, acute extended mystical awareness) - 12 points

Advantages:
Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Redirect, Ritualist, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.

Equipment:
Jetpack (Flight 5), Space Suit (Immunity 10 [life support]).

Skills:
Acrobatics 11 (+16), Athletics 10 (+12), Close Combat: Sword 3 (+15), Deception 9 (+14), Expertise: Galactic 10 (+11), Expertise: Magic 6 (+13), Insight 8 (+12), Perception 10 (+14), Stealth 9 (+14), Vehicles 6 (+11).

Offense:
Initiative +9
Unarmed +12 (Close Damage 2)
Sword +17 (Close Damage 5)

Defense:
Dodge 14/10, Parry 16/12, Fortitude 9, Toughness 8/3, Will 11

Totals:
Abilities 74 + Powers 78 + Advantages 25 + Skills 40 + Defenses 18 = 235 points

Offensive PL: 11
Defensive PL: 12
Resistance PL: 10
Skill PL: 11

Complications:
Psychopathy--Motivation. Flickers In and Out of Phase.

Duplicates -- PL 8

Abilities:
STR
0 | STA 0 | AGL 3 | DEX 3 | FGT 8 | INT 0 | AWE 2 | PRE 2

Powers:
Bonded Starsword: Damage 5, Penetrating 5, Accurate; Easily Removable (-4 points) - 7 points
Touched by the Essence: Enhanced Defenses 6 (Dodge 3, Parry 3); Senses 4 (danger sense, acute extended mystical awareness) - 4 points

Advantages:
Agile Feint, All-Out Attack, Defensive Attack, Defensive Roll 2, Equipment 4, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Power Attack, Quick Draw, Redirect, Taunt, Teamwork, Uncanny Dodge, Weapon Bind.

Equipment:
Jetpack (Flight 5), Space Suit (Immunity 10 [life support]).

Skills:
Acrobatics 9 (+12), Athletics 9 (+9), Close Combat: Sword 1 (+9), Deception 8 (+10), Expertise: Galactic 8 (+8), Insight 8 (+10), Perception 7 (+9), Stealth 8 (+11), Vehicles 6 (+9).

Offense:
Initiative +7
Unarmed +8 (Close Damage 0)
Sword +11 (Close Damage 5)

Defense:
Dodge 9/6, Parry 11/8, Fortitude 7, Toughness 5/0, Will 9

Totals:
Abilities 36 + Powers 13 + Advantages 22 + Skills 32 + Defenses 17 = 120 points

Offensive PL: 8
Defensive PL: 8
Resistance PL: 8
Skill PL: 7
 

Remove ads

Top