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Biomancer and his Valkyries (6e)


Enforcer84

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Biomancer is ElseEarth's version of your Mr. Sinister or Telios (Or Malachite if you're a 4th Edition fan) - he studied at the feet of the greatest shaper of genetics our world has ever seen, Artifex. He later killed his mentor over perceived slights and a woman.

 

The last two things define his life.

 

The Valkyries are his Lieutenants and to varying degrees his willing concubines.

 

 

Biomancer

 

 

 

Val Char Cost Roll Notes

60 STR 10 21- Lift 102.4tons; 12d6 [6]

18 DEX 6 13-

40 CON 10 17-

30 INT 20 15- PER Roll 19-

17 EGO 7 12-

40 PRE 10 17- PRE Attack: 8d6

 

9 OCV 5

11 DCV 10

5 OMCV 6

8 DMCV 15

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

 

8+22 PD 3 Total: 8/30 PD (3/25 rPD)

8+22 ED 3 Total: 8/30 ED (3/25 rED)

20 REC 6

140 END 4

40 BODY 10

90 STUN 10 Total Characteristic Cost: 155

 

Movement: Running: 12m/24m

Flight: 50m/100m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

70 Biochemical Attacks: Variable Power Pool, 60 base + 60 control cost, (90 Active Points); Limited Class of Powers (Harmful biochemicals only; -½), OIF (Armor; -½); all slots Skin Contact Required (-1)

100 Biolocical Weapons Systems: Multipower, 150-point reserve, (150 Active Points); all slots OIF (Armor; -½)

3f 1) Contagion: (Total: 120 Active Cost, 31 Real Cost) Drain CON 2d6, No Normal Defense (+1), Delayed Return Rate (5 Points per Hour; +1 ¾) (75 Active Points); Extra Time (5 Minutes, -2), OIF (Armor; -½) (Real Cost: 21) plus Killing Attack - Ranged 1d6, No Normal Defense (+1), Does BODY (+1) (45 Active Points); Extra Time (after victim is touched) (5 Minutes, -2), No Range (-½), Linked (Drain; -½), OIF (Armor; -½) (Real Cost: 10) 11

3f 2) Desensitization: Sight, Hearing, Smell/Taste and Touch Groups Flash 9d6 (60 Active Points); No Range (-½), OIF (Armor; -½), Organic Senses Only (-¼) 6

3f 3) Healing: Simplified Healing 4d6 (40 Active Points); OIF (Armor; -½) 4

7f 4) Induce Heart Attack: Killing Attack - Ranged 3d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +¼), No Normal Defense (+1), Does BODY (+1) (146 Active Points); OIF (Armor; -½), Limited Range (20") (-¼), No Knockback (-¼) 15

5f 5) Neural Overload: Drain DEX and SPD 3d6, (+½), BOECV (+1); OIF (Armor; -½) 7

4f 6) Neural Streamlining: Aid DEX and SPD 4d6, Limited Range (25"; +¼), (+½), BOECV (+1); OIF (Armor; -½) 7

4f 7) Neural Surge: Ego Attack 7d6; OIF (Armor; -½), Limited Range (25"; -¼) 7

1f 8) Pheromonic Control: (Total: 40 Active Cost, 13 Real Cost) Mind Control 8d6 (40 Active Points); Based on CON (Defense: PD; -1), No Range (-½), OIF (Armor; -½) (Real Cost: 13) 4

4f 9) Seizure Induction: Entangle 4d6, 4 PD/4 ED (+2 Additional DEF: +2), Cannot Be Escaped With Teleportation (+¼), Indirect (Source Point is the same for every use, path is from Source Point to target; +¼), Takes No Damage From Attacks All Attacks (+½) (100 Active Points); Vulnerable (Mental) (-½), OIF (Armor; -½), Cannot Form Barriers (-¼), Vulnerable (biomanipulation; -¼) 10

6f 10) Sensory Shutdown: Sight, Hearing, Smell/Taste, Touch, Radio and Mental Groups Flash 5d6, BOECV (+1); OIF (Armor; -½), Limited Range (25"; -¼) 10

17 Blood Flow Control: Multipower, 25-point reserve, (25 Active Points); all slots Self Only (-½)

1f 1) Heal Faster: Aid REC 1d6, Delayed Return Rate (all points fade after 1 Month; +2 ¼) (19 Active Points); Only For Healing BODY (-½), Self Only (-½) 2

1f 2) Stop Bleeding: Paramedics 20- (13 Active Points); Only To Stop Bleeding (-1), Self Only (-½)

47 Mobility: Multipower, 70-point reserve, (70 Active Points); all slots OIF (Armor; -½)

4f 1) Anti-Gravity Units: Flight 30m, No Turn Mode (+¼), Usable as Gliding (+¼), Reduced Endurance (½ END; +¼), No Gravity Penalty (+½) (67 Active Points); OIF (Armor; -½) 3

5f 2) Microjet Thrusters: Flight 20m, Combat Acceleration/Deceleration (+¼), Reduced Endurance (½ END; +¼), MegaScale (1m = 10,000 km; +2) (70 Active Points); OIF (Armor; -½) 3

Biomancer Synthskin Augmentation, all slots OIF (-½)

11 1) Appearance Manipulation: Shapeshift (Sight Group), Imitation, Reduced Endurance (0 END; +½) (27 Active Points); Extra Time (1 Minute, Only to Activate Constant or Persistent Power, -¾), OIF (-½), Cosmetic Details Only (-¼) 0

27 2) Augmented Might: +40 STR (40 Active Points); OIF (-½) 4

13 3) Enhanced Reserves: +100 END (20 Active Points); OIF (-½)

7 4) Fatigue Poison Modulation: +10 REC (10 Active Points); OIF (-½)

13 5) Heightened Resilience: +20 BODY (20 Active Points); OIF (-½)

13 6) Heightened Resilience: +20 CON (20 Active Points); OIF (-½)

17 7) Heightened Resilience: +50 STUN (25 Active Points); OIF (-½)

7 8) Neuro Kinetic Interface: +5 DEX (10 Active Points); OIF (-½)

13 9) Neuro-Kinetic Inerface: +2 SPD (20 Active Points); OIF (-½)

13 10) Pheromonic Enhancements & Armored Confidence: +20 PRE (20 Active Points); OIF (-½)

20 11) Precise Body Heat Control: Invisibility to Infrared Perception Group , No Fringe (30 Active Points); OIF (-½) 3

55 12) Reniforced Epideral Layer: Resistant Protection (22 PD/22 ED) (Impermeable), Hardened (+¼) (82 Active Points); OIF (-½) 0

Combat Computer, all slots OIF (Armor; -½)

2 1) CPU: Lightning Calculator (3 Active Points); OIF (Armor; -½)

10 2) Combat Tracker: Combat Sense (15 Active Points); OIF (Armor; -½) 15-

2 3) Magnetic GPS: Bump Of Direction (3 Active Points); OIF (Armor; -½)

7 4) Neuro-Synaptic Augmentation: Lightning Reflexes (+10 DEX to act first with All Actions) (10 Active Points); OIF (Armor; -½)

2 5) Range Finder: Absolute Range Sense (3 Active Points); OIF (Armor; -½)

2 6) Systems Timer: Absolute Time Sense (3 Active Points); OIF (Armor; -½)

20 7) Tracking Defense: +6 DCV (30 Active Points); OIF (Armor; -½)

17 8) Tracking Systems: +5 OCV (25 Active Points); OIF (Armor; -½)

Physiological Alterations

6 1) Altered Biology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week) 0

1 2) Enhanced Digestion: Life Support (Eating Any Protein) 0

4 3) Fast Healing: Regeneration (2 BODY per Week) 0

3 4) Negate Toxins: Life Support (Immunity: All terrestrial poisons) (5 Active Points); Nonpersistent (-¼), Cannot Be Activated Until Character Is Poisoned (-¼) 0

20 5) Resilience: Power Defense (20 points) 0

10 6) Strong Willed: Mental Defense (10 points total) 0

8 7) Toughened Form: (Total: 8 Active Cost, 8 Real Cost) +3 PD, Resistant (+½) (4 Active Points) (Real Cost: 4) plus +3 ED, Resistant (+½) (4 Active Points) (Real Cost: 4) 0

Sensor Suite, all slots OIF (-½)

8 1) Comm-Link: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0

15 2) DNA Profiling: Detect DNA Profile 19-/15- (no Sense Group), Discriminatory, Analyze, Microscopic: x1,000 (22 Active Points); OIF (-½) 0

20 3) Heightened Senses: (Total: 30 Active Cost, 20 Real Cost) +4 PER with All Sense Groups (12 Active Points); OIF (-½) (Real Cost: 8) plus +12 versus Range Modifier for Hearing Group (18 Active Points); OIF (-½) (Real Cost: 12) 0

10 4) Radar : Radar (Radio Group) (15 Active Points); OIF (-½) 0

3 5) Thermal Vision: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

 

Martial Arts: Combat Training

Maneuver OCV DCV Notes

4 +1 HTH Damage Class(es)

4 Choke Hold -2 +0 Grab One Limb; 2 ½d6 NND

4 Joint Lock/Throw +1 +0 Grab One Limb; 1 ½d6 NND ; Target Falls

3 Legsweep +2 -1 14d6 Strike, Target Falls

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 75 STR to Disarm

4 Escape +0 +0 80 STR vs. Grabs

4 Strike +0 +2 15d6 Strike

1 Weapon Element: Blades

1 Weapon Element: Staffs

 

Perks

11 Investments: Money: Filthy Rich

50 Private Army: Follower

50 The Chataeu: Facility in Quebec

50 The Fleet: Vehicles: Super Jet, Armored Truck, Submersible, and a Yacht

0 Deep Covers

2 1) "Duke" Cosgrove, Adult Film Producer: Deep Cover

2 2) Dr Robert Landau, Professior of Biochemistry : Deep Cover

3 Well-Connected

4 1) Peer Review: Contact: Underworld Scientific Community (Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 11-

17 2) Supplier 2: Contact: The ARMORY (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 11-

1 3) Supplier: Contact: Master Mercenary (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 8-

 

Talents

3 Real Good Lookin' Boy: +1/+1d6 Striking Appearance (vs. all characters)

0 Enhanced Mind

3 1) Cat Napper: Lightsleep

4 2) Devourer of Knowledge: Speed Reading (x10)

5 3) Keen Memory: Eidetic Memory

 

Skills

10 +1 with All Attacks

16 +2 with Ranged Combat

3 Breakfall 13-

3 Bureaucratics 17-

2 Computer Programming 10-

5 Cramming

5 Cramming

3 Cryptography 15-

3 Deduction 15-

3 Disguise 15-

2 Electronics 10-

3 Forensic Medicine 15-

3 High Society 17-

3 Interrogation 17-

3 Inventor 15-

3 Linguist

0 1) Language: English (idiomatic) (4 Active Points)

1 2) Language: German (completely fluent) (3 Active Points)

3 3) Language: Italian (idiomatic) (4 Active Points)

1 4) Language: Japanese (fluent conversation) (2 Active Points)

1 5) Language: Portuguese (fluent conversation) (2 Active Points)

2 Mechanics 10-

3 Oratory 17-

3 PS: Sergeon 15-

3 Paramedics 15-

3 Scholar

2 1) KS: Adult Film Industry (3 Active Points) 15-

1 2) KS: History (2 Active Points) 11-

2 3) KS: London (3 Active Points) 15-

2 4) KS: Sexual Positions and Techniques (3 Active Points) 15-

2 5) KS: The Medical World (3 Active Points) 15-

2 6) KS: The Scientific World (3 Active Points) 15-

2 7) KS: The Superhuman World (3 Active Points) 15-

3 Scientist

2 1) Science Skill: Biochemistry 15- (3 Active Points)

2 2) Science Skill: Biology 15- (3 Active Points)

2 3) Science Skill: Biophysics 15- (3 Active Points)

2 4) Science Skill: Cellular Biology 15- (3 Active Points)

2 5) Science Skill: Genetics 15- (3 Active Points)

2 6) Science Skill: Medicine 15- (3 Active Points)

1 7) Science Skill: Metahuman Medicine 11- (2 Active Points)

2 8) Science Skill: Microbiology 15- (3 Active Points)

3 Systems Operation 15-

3 Traveler

1 1) AK: Japan (2 Active Points) 11-

2 2) AK: South America (3 Active Points) 15-

2 3) AK: Western Europe (3 Active Points) 15-

2 4) CK: Amsterdam (3 Active Points) 15-

2 5) CK: Athens (3 Active Points) 15-

2 6) CK: Paris (3 Active Points) 15-

1 7) CK: Rio de Jinero (2 Active Points) 11-

2 8) CK: Venice (3 Active Points) 15-

3 Weaponsmith (Biological Weapons, Chemical Weapons) 15-

 

Total Powers & Skill Cost: 1046

Total Cost: 1201

 

400+ Matching Complications

20 Hunted: Lady Artifex Infrequently (Mo Pow; NCI; Harshly Punish)

15 Hunted: Factor Four Infrequently (As Pow; NCI; Harshly Punish)

20 Psychological Complication: Messiah Complex (Common; Total)

15 Psychological Complication: Overconfidence (Common; Strong)

15 Psychological Complication: Sexist and Lecherous; wants to be worshipped by women (Common; Strong)

15 Social Complication: Secret Identity Frequently, Major

15 Social Complication: The Anti-Ladies Man Frequently, Major

Notes: Biomancer is to charm what a sloth is to speed. He doesn't even come across as a "Bad Boy," in fact he should be considered -3 on all PRE based interactions with women.

10 Unluck: 2d6

801 Experience Points

 

Total Complications Points: 1201

 

Background/History: Born in Bristol in 1937, Edwin Cooke was a budding genius in the fields of medicine and biology. As a student, the arrogant Cooke spent a good deal of time getting shot down in pubs by the various young women he propositioned. He knew in time though, as a doctor, he'd have his pick of them.

In 1958, he was taken on by the former Axis super-soldier Dr. Artifex as an apprentice. No mere henchman, Edwin was the evil Doctor's right hand man; Artifex trusted his council. Edwin idolized the Italian master criminal. And his sights grew in proportion. No longer content to be a doctor, he would be a conquerer! In his spare time, Edwin created a costumed identity for himself; certain that this would be his ticket to fame, fortune, and hot and cold running women.

 

One out of three was rather hard to swallow. Artifex needed an assistant, someone who could understand his genius - at least in his chosen fields, Edwin was that man. But he was too valuable to allow to get captured or killed playing the costumed game. This grated on Edwin quite a bit; his ego was sated by Artifex's platitudes and the money. The money was very good. The women part was a little tougher - Artifex made sure that there were always some companions for his insatiable minion, but Cooke now desired starlets, and superheroines for his very own. Artifex grew tired of the antics over time and sought out more assistants, hoping to eventually replace Cooke.

 

At first, Edwin was furious - he was angrily confronted his mentor and learned to his regret that Doctor Helix did have a tipping point. Edwin licked his wounds and attempted to welcome the comely new assistant with open arms. Cordelia St. Croix was beautiful, French, and way too smart to have anything to do with Edwin. She was also nowhere near as patient with him as some. When Dr. Artifex shared his perfection formula with his two apprentices, Edwin at last was the physical specimen he had always dreamed of. Now there would be no stopping his conquests. Well ok, St. Croix was off the list. She had a sharp tongue and a good right hook.

 

In the late 1970s, Dr. Artifex took another assistant, Megan Thomas, a pretty American who actually treated him respectfully. Megan became an obsession for Edwin and proved the undoing of the whole crew. As time went on, Dr. Artifex was behaving less and less like a world conqueror. Indeed he seemed to be mellowing considerably. To Edwin this was unacceptable. For decades, he had planned on riding the Artifex's coattails to power, but now his hero was having doubts and he couldn’t' cope. His obsession with Megan was growing slightly dangerous. When he crossed a line she shared her fears with Dr. Artifex.

 

Enraged, Edwin's mentor beat him within an inch of his life and expelled him from the "Office," he didn't kill Edwin out of misplaced sentimentality for their years of working together, and his belief that Edwin was too weak to do anything about it.

 

This proved Artifex's undoing. Edwin's hero worship had been twisted; now he saw Megan and the title of Dr. Artifex as his birthright. To this end he put his savings to use in finally creating the costumed identity he'd dreamed up in the 50's...but the Mad Doctor Cooke no longer had the same ring. He took a newer, more relevant title, the Biomancer.

 

As the Biomancer, Edwin put his knowledge of his former mentor to good use and initiated a hostile takeover of the Office. Artifex fell trying to defend Megan and his staff, he'd grown far to sentimental and philosophical for his own good. Biomancer tried to claim St. Croix and Thomas but found to his very nearly final regret, that St. Croix's monster making had included self enhancements, and that Megan was a more than capable combatant in her own right. For about six minutes, Edwin was dead...the life support in his armor and his own enhanced physiology allowed for his return. He and his remaining agents escaped Europe and settled in Canada. (a country he assumed would be easier to maneuver in)

 

Biomancer launched his first attempt at world conquest in 1998 shortly before the Ku'lark Invasion. He's been a minor world threat ever since.

 

Personality/Motivation: Biomancer doesn't lack for confidence. Indeed what Artifex thought was the mind of a craven sycophant was actually just his hero worship of the master villain. Edwin had intended to rule as Dr. Artifex's right hand, and when that was no longer a possibility he convinced himself that Artifex needed to be destroyed (for his own good). Now he's a criminal mastermind with a private army and a host of super powered Lieutenants. (And concubines - see below)

 

Biomancer wants to create a world under his rule where the small-minded and petty politicians are sent to work hard labor for the people of the world and he is afforded the respect and life of a benign tyrant.

 

Edwin is also a sexist pig. He's a leering, lecherous lout with big dreams and has spent decades studying sexuality and the art of sex...and still requires pheromone devices to get women to sleep with him. He's that bad at it.

 

He dreams of a harem of superpowered women to serve his whims, in fact he has attempted just that on several occasions - transforming the strippers or porn stars he fancies into superhuman servants then using his pheromone devices to keep them under his control. He's attempted to capture and control heroines and villains as well, but is generally stymied. After all these years he still obsesses about Megan but he also fears her (and Cordelia, and any other strong willed woman he can't easily control for that matter) and spends many an hour seeking ways to bring her (safely) under his sway.

 

Quote: "Never fear, the antidote will be yours for a price."

 

"Join me! Together we can remake this sad misjoined mudball into the utopia of our dreams! No...both of you."

 

Powers/Tactics: On his own, Biomancer is an enhanced human with control over his own biology. He was trained in combat by Artifex and if he wasn't so lazy would be an excellent fighter rather than merely impressive. He works out to keep his muscles in shape but doesn’t really train (hence his surprisingly low Dexterity for a ‘super soldier’)

 

Biomancer doesn't relish combat, and certainly not a fair fight - is armor give him high defenses and a suite of chemical and biological weaponry.

He prefers to fight from behind a wall of agents and super powered minions.

 

Campaign Use: Change of pace in combat, Biomancer is powerful and requires special defenses or he'll walk over teams. That said he's a headcase and if he proves too powerful simply have him decide to thrash opponents with his fists.

 

A more chilling encounter could be for a PC or NPC heroine, or DNPC if they catch his eye. Though this can be played far lighter as well, making him an inept wanna be suitor who's mind controlled harem is always ditching him once they come to their senses.

 

Appearance: Edwin Cooke is a handsome man with a road weary look about him. He looks like he could be anywhere from 30 to 50 depending on if he cleans up or not. In his natural form he is about 6'3'' and a lean 200lbs with green eyes and copper-red hair.

 

He can adjust this for his cover identities; Dr. Landau has thinning brown hair and blue eyes, and Cosgrove is a bronzed, plastic blond haired tycoon with brown eyes and a dimpled chin.

 

Biomancer has jet black hair and green eyes. His armor is metallic and cut to show off his physique. A fan of ostentation, it also includes a cape, flared shoulders and large armguards. The colors are green, black, and gold. He has a biohazard symbol on his chest and the cape. He wears no mask.

 

 

 

 

 

 

[ATTACH=CONFIG]n38758[/ATTACH]

 

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Alley Cat

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

33 DEX 46 16-

20 CON 10 13-

13 INT 3 12- PER Roll 12-

11 EGO 1 11-

20 PRE 10 13- PRE Attack: 4d6

 

11 OCV 40

11 DCV 40

3 OMCV 0

4 DMCV 3

7 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 12

 

8+6 PD 6 Total: 8/14 PD (0/6 rPD)

8+6 ED 6 Total: 8/14 ED (0/6 rED)

7 REC 3

40 END 4

13 BODY 3

40 STUN 10 Total Characteristic Cost: 245

 

Movement: Running: 19m/152m

Leaping: 8m/16m

Swimming: 4m/8m

 

Cost Powers END

20 Avatar of Felinity: Mind Link , Animal class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); Limited Class Of Minds Feline Minds (-½) 0

25 Avatar of Felinity: Mind Control 6d6 (Animal class of minds), Telepathic (+¼) (37 Active Points); Limited Class Of Minds Feline minds (-½) 4

5 Cat's Eyes: Nightvision 0

6 Claw Clinging: Clinging (normal STR) (10 Active Points); Costs Endurance (-½), Cannot Resist Knockback (-¼) 1

12 Claws, Retractable: Killing Attack - Hand-To-Hand 1d6 (2d6+1 w/STR) (15 Active Points); Reduced Penetration (-¼) 1

15 Flurry Of Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Autofire (3 shots; +¼) (19 Active Points); Reduced Penetration (-¼) 2

5 Prehensile Tail: Extra Limb (1) 0

Gear

9 1) Armored Catsuit: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½), Requires A Roll (13- roll; Must be made each Phase/use; -½) 0

7 2) Blade Storm: Autofire (5 shots; +½) for up to 22 Active Points of Throwing Knives (11 Active Points); Lockout (Cannot Use Knives again until they are collected.; -½) 1

21 3) Swords: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (½ END; +¼) (37 Active Points); OAF (-1), No Knockback (-¼) 1

Notes: (x2 number of items)

11 4) Clubs: Hand-To-Hand Attack +2d6 (10 Active Points); OIF (-½), Hand-To-Hand Attack (-¼) 1

Notes: (x2 number of items)

26 5) Throwing Knives: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (½ END; +¼), Range Based On STR (+¼) (22 Active Points); OAF (-1) 1

Notes: (x6 number of items)

Hyper Feline Athletics

7 1) Acrobatic: Leaping +4m (8m forward, 4m upward) (Accurate) 1

21 2) Cheetah Like Speed: Running +7m (19m total), x8 Noncombat, Reduced Endurance (½ END; +¼) (21 Active Points) 1

 

Kung Fu (Wu Shu)

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 40 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 45 STR vs. Grabs

5 Flying Kick +1 -2 10d6 Strike

3 Joint Lock/Grab -1 -1 Grab Two Limbs, 40 STR for holding on

5 Kick -2 +1 10d6 Strike

4 Knife Hand -2 +0 HKA 3d6 +1

3 Legsweep +2 -1 7d6 Strike, Target Falls

4 Punch +0 +2 8d6 Strike

3 Throw +0 +1 6d6 +v/5, Target Falls

4 Tien-hsueh Strike -1 +1 3d6 NND

4 Tiger/Dragon Claw +0 +0 10d6 Crush, Must Follow Grab

4 Uproot/Sand Palm +0 +0 45 STR to Shove

1 Weapon Element: Axes, Maces, and Picks

1 Weapon Element: Blades

1 Weapon Element: Chain Weapons

1 Weapon Element: Clubs

1 Weapon Element: Hook Sword

1 Weapon Element: Polearms

1 Weapon Element: Staffs

 

Perks

10 Penthouse Digs: Vehicles & Bases

40 Snowy: Follower: Enhanced White Panther

25 Souped Up Vehicles: Vehicles: Sports Car, Luxury Car, Motorcycle

3 Stipend: Money: Well Off

3 Well-Connected

11 1) Brokerage: Contact: The Black Market (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

1 2) Old Business Partner: Contact: Adult Film Producer (2 Active Points) 11-

2 3) Suits: Contact: Legal Team (Contact has useful Skills or resources) (3 Active Points) 11-

 

Talents

6 Cat Like Reflexes: Combat Luck (3 PD/3 ED)

3 Cat-Napper: Lightsleep

6 Cat Grrl: +2/+2d6 Striking Appearance (vs. all characters)

 

Skills

24 +3 with HTH Combat

3 Acrobatics 16-

3 Acting 13-

3 Breakfall 16-

3 Charm 13-

3 Climbing 16-

3 Combat Driving 16-

3 Concealment 12-

3 Contortionist 16-

3 Jack of All Trades

1 1) PS: Actress (2 Active Points) 11-

1 2) PS: Appraise (2 Active Points) 11-

1 3) PS: Chauffeur (2 Active Points) 11-

2 4) PS: Dancing (3 Active Points) 13-

3 Lockpicking 16-

3 Scholar

1 1) KS: Adult Film Industry (2 Active Points) 11-

1 2) KS: Kung Fu (2 Active Points) 11-

2 3) KS: Sexual Positions & Techniques (3 Active Points) 12-

1 4) KS: The Martial World (2 Active Points) 11-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 16-

3 Stealth 16-

3 Streetwise 13-

2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 12-

3 Teamwork 16-

2 WF: Common Martial Arts Melee Weapons

2 WF: Common Melee Weapons

 

Total Powers & Skill Cost: 465

Total Cost: 710

 

400+ Matching Complications

5 Distinctive Features: Feline Features/Mannerisms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

15 Psychological Complication: Greedy, wants that, wants that now! (Very Common; Moderate)

15 Psychological Complication: Thrillseeker (Common; Strong)

10 Psychological Complication: Vain (Common; Moderate)

5 Rivalry: Professional (with another Cat Burglar), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10 Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

310 Experience Points

 

Total Complications Points: 710

 

Background/History: It wasn't that she was a strung out drug addict or that she'd been abused or that she was so debased in her self-esteem that sent Allison to the adult film industry. But it wasn't a love of performing awkward sex to bad dialog either. Kitty Pierce was something of a clepto and when she stole from the wrong guy she decided that working it off for a year in his porn studio was better than disappearing all together.

 

To his credit, the producer treated her well. She was paid pretty good, he put her up in a nice furnished apartment and she had some veto power over what she would and wouldn't do. In the end, he even tried to protect her when the Biomancer came looking for her. The supervillain was, fortunately for the pornographer, enough of a fan that he simply used his pheremones to convince Kitty to accompany him of her own "free will."

 

Kitty was given feline-based superhuman powers and serves as one of the Biomancer's "Concubines." She's been with him the longest and has an even better deal than she did before.

 

Personality/Motivation: Alley-Cat enjoys her powers tremendously. Her rather cliched "cattiness" existed before her transformation. She'd always lived up to her nickname. She enjoys the finer things in life and now can better take them.

 

Alley Cat gets along pretty well with the other women sharing her predicament. She knows her weakness to Biomancer is artificial and though he's unaware, seeks a way to negate it.

 

She enjoys the thrill of the chase, either chasing down prey or elluding stronger predators, loves her powers and her new lifestyle. She's not particularly vicious or bloodthirsty but uses a lot of bladed weapons. She's not killed an opponent or a target yet, but she's prepared to if it becomes necessary.

 

Quote: "Kitten's got claws."

 

Powers/Tactics: Alley Cat has a suite of feline inspired physical attributes as well as the ability to mentally communicate with felines. She backs her physical prowess up with intensive training in Kung Fu which she started as a lark during her film career.

 

Campaign Use: One of the bevvy of beautiful agents of the Biomancers. Alley Cat and her fellow concubines have been controlled but it's subtle enough that it's not readily apparent. For the most part they seem to be attracted to Biomancer's power, and hisability to bestow upon them super powers. However the discovery of his coersion might inspire sympathy for the women and a desire to free them.

 

Appearance: Pleasantly attractive before, Allison is stunning now - yet still recognizable as her old self. Her hair is longer, more luxuious and her eyes seem almost luminesant. She has a sexy-strong physique and dresses to show it off. Her tail and pointed ears can be easily hidden.

 

When acting as Alley Cat, she wears a rather skimpy costume that still provides her with some protection from attacks. It's black with orange trim and accents. She wears a cowl that allows her hair to remain lose behind her. She carries a small arsenal of well made, but rather generic martial arts weapons

 

 

 

 

 

[ATTACH=CONFIG]n44550[/ATTACH]

 

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Iron Maiden

 

 

 

 

Val Char Cost Roll Notes

50 STR 0 19- Lift 25.6tons; 10d6

13 DEX 6 12-

30 CON 5 15-

20 INT 10 13- PER Roll 13-

11 EGO 1 11-

15 PRE 5 12- PRE Attack: 3d6

 

8 OCV 0

8 DCV 0

6 OMCV 9

6 DMCV 9

5 SPD 10 Phases: 3, 5, 8, 10, 12

 

5+20 PD 3 Total: 5/25 PD (0/20 rPD)

5+20 ED 3 Total: 5/25 ED (0/20 rED)

6 REC 2

80 END 0

10 BODY 0

40 STUN 0 Total Characteristic Cost: 63

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

72 Cyberkinetic Arsenal: Multipower, 90-point reserve, (90 Active Points); all slots Unified Power (Cyberkinesis; -¼)

4f 1) Animtate Technology: Summon 4 150-point creatures, Expanded Class of Beings (minor "robots"; +¼), Slavishly Devoted (+1) (90 Active Points); Extra Time (Full Phase, -½), OIF (must have sufficent technology/parts availiable; -½), Unified Power (Cyberkinesis; -¼) 9

6f 2) Cybercontrol: Mind Control 12d6 (Machine class of minds), Telepathic (+¼) (75 Active Points); Unified Power (Cyberkinesis; -¼) 7

3f 3) Cyberillusions I: Mental Illusions 8d6 (40 Active Points); Cannot Cause Harm (-¼), Unified Power (Cyberkinesis; -¼) 4

1f 4) Cyberillusions II: Sight and Radio Groups Images, Area Of Effect (16m Radius; +¾) (26 Active Points); Only Versus Machines (-1), Unified Power (Cyberkinesis; -¼) 3

4f 5) Cybermorphing: Severe Transform 6d6 (machine into any other type of machine, or spare parts into working machine, heals back by being taking apart or destroyed, or subject to another use of this power) (90 Active Points); No Range (-½), Limited Target (machines and spare parts for machines; -½), Unified Power (Cyberkinesis; -¼) 9

7f 6) Cyberpathy: Telepathy 14d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (87 Active Points); Unified Power (Cyberkinesis; -¼) 3

2f 7) Erase/Alter Records: Severe Transform 2d6 (add, alter, or remove computer Psychological Complications, programs, or records, heals back through application of the same power, reporgramming, and/or re-entering the same data), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼), Partial Transform (+½) (52 Active Points); Limited Target (computer software and files; -½), No Range (-½), Unified Power (Cyberkinesis; -¼) 5

50 Powered Armor Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-½)

5f 1) Ion Pulse: Blast 10d6, Area Of Effect (20m Radius Explosion; +½) (75 Active Points); OIF (-½) 7

3f 2) Pandimensional Blaster: Blast 13d6, Reduced Negation (5) (75 Active Points); Requires A Roll (14- roll; Must be made each Phase/use, Jammed; -¾), OIF (-½), Beam (-¼) 7

5f 3) Photon Blast: Blast 15d6 (75 Active Points); OIF (-½) 7

5f 4) Plasma Beam: Blast 10d6, Affects Desolidified Any form of Desolidification (+½) (75 Active Points); OIF (-½) 7

Cyberpathic Relays, all slots Unified Power (Cyberkenisis; -¼)

31 1) Cyberpathic Reserves: Endurance Reserve (100 END, 20 REC) (39 Active Points); Unified Power (Cyberkenisis; -¼) 0

48 2) Cyberscanning: Mind Scan 10d6 (Machine class of minds), +5 OMCV (60 Active Points); Unified Power (Cyberkenisis; -¼) 6

15 3) Cybertravel: Extra-Dimensional Movement (any location in cyberspace, as defined by the location of the computer the character uses), Reduced Endurance (0 END; +½) (33 Active Points); Meat Body (character's body remains in the real world, but cannot move, preceive, or act, and damage to either the virtual form [in cyberspace] or the real body [in the real world] can hurt or kill the charcter; -1), Unified Power (Cyberkenisis; -¼) 0

3 4) Infrared Perception: IR Perception (Sight Group), Transmit (7 Active Points); Only To Communicate With Machines (-1), Unified Power (Cyberkenisis; -¼) 0

22 5) Long-Range Cameravision: Clairsentience (Sight And Hearing Groups), x8 Range (2,400m) (45 Active Points); Only Through Cameras And Listening Devices (-½), Attack Roll Required (-¼), Unified Power (Cyberkenisis; -¼) 4

24 6) Machine Gestalt: Mind Link , any willing machine, Number of Minds (x8) (30 Active Points); Unified Power (Cyberkenisis; -¼) 0

26 7) Read Data: Detect Data In A Computer 13- (Radio Group), Discriminatory, Analyze, Rapid: x10,000 (32 Active Points); Unified Power (Cyberkenisis; -¼) 0

10 8) Wideband Senses: HRRP (Radio Group) (12 Active Points); Unified Power (Cyberkenisis; -¼) 0

Powered Armor, all slots OIF (-½)

40 1) Armored Exoskeleton: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-½) 0

13 2) Combat Computer: +2 SPD (20 Active Points); OIF (-½)

17 3) Combat Computer: +5 DCV (25 Active Points); OIF (-½)

17 4) Combat Computer: +5 OCV (25 Active Points); OIF (-½)

7 5) Combat Computer: Lightning Reflexes (+11 DEX to act first with All Actions) (11 Active Points); OIF (-½)

13 6) Environmental Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0

27 7) Light Exo-Skeleton: +40 STR (40 Active Points); OIF (-½) 4

8 8) Power Supply: +60 END (12 Active Points); OIF (-½)

13 9) Protected Senses: Sight Group Flash Defense (10 points), Radio Group (20 Active Points); OIF (-½) 0

10 10) Shock Absorption: +15 CON (15 Active Points); OIF (-½)

7 11) Shock Absorption: +20 STUN (10 Active Points); OIF (-½)

Perks

0 Valkyrie Perks Package

10 1) Penthouse Digs: Vehicles & Bases

15 2) Souped Up Vehicles: Vehicles: Luxury Sedan

5 3) Stipend: Money: Well Off

 

Talents

3 Math Wizard: Lightning Calculator

3 Nerd Hot: +1/+1d6 Striking Appearance (vs. all characters)

4 Voracious Reader: Speed Reading (x10)

 

Skills

3 +2 with Security Systems (4 Active Points); Only Versus Computer Security Systems (-½)

5 Analyze: Computer Systems & Software 14-

3 Bugging 13-

3 Bureaucratics 12-

3 Charm 12-

7 Computer Programming 15-

3 Cryptography 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

3 Paramedics 13-

3 SS: Computer Sciences 13-

3 Scholar

4 1) KS: Computer Networks (5 Active Points) 15-

2 2) KS: The Computer World (3 Active Points) 13-

1 3) KS: The Hacker World (2 Active Points) 11-

1 4) KS: The Scientific World (2 Active Points) 11-

1 5) KS: The Technology World (2 Active Points) 11-

3 Security Systems 13-

3 Streetwise 12-

3 Systems Operation 13-

 

Total Powers & Skill Cost: 621

Total Cost: 684

 

400+ Matching Complications

15 Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

10 Hunted: The Sentients Infrequently (Mo Pow; NCI; Watching)

15 Psychological Complication: Overconfident (Very Common; Moderate)

10 Psychological Complication: Treats machines as living beings (Common; Moderate)

15 Social Complication: Secret Identity Frequently, Major

10 Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

284 Experience Points

 

Total Complications Points: 684

 

Background/History: Cassie Lister was an overweight hacker nerdette who wanted talked to machines and swore they talked back. She became more and more obsessed with the internet and online games, seeing them as an escape from the soulcrushing reality she had to endure.

 

Though she did well enough in school when she went, Cassie was often absent with various fake illnesses or other excuses. When the missed days began to affect graduation, she hacked the schools computer and shaved a few off. Managing to graduate on time, she enrolled in college and was determined to change her life.

 

Her determination fell by the wayside when she found college was no less forgiving for her social and physical faults than highschool was. In desperation she created fake online personae to go on dating sites and chat with men. This helped out for a bit but she never could bring herself to meet any of them. She continued cracking computers and making something of a namke for herself in the black hat community, disdaining modern cracking software she excelled at shutting down those who dared offend her.

 

During a night of alcohol induced firewall breaking, she managed to find herself in the computers of one Edwin Cooke, better known to the world as the Biomancer. Skilled enough to get inside but drunk and reckless enough to leave a trail, Cassie found herself confronted by a handsome gentleman with red hair when she was at the grocery store.

 

Though he was clearly put off by her appearance, he was charming and had a sexy british accent, Cassie allowed him to take her out to coffee. When they got to the coffeehouse he informed her that he worked for the Biomancer and they knew she had broken into their network. Cassie panicked and tried to call for help - but everyone in the coffeehouse was under the employe of the Biomancer. He threw off his disguise and made her the offer of a lifetime - power and beauty for a price.

 

Sex with the Biomancer was a small price to pay, besides the real price had been making Cassie his head of cybersecurity. During the bioengineering he discovered she had indeed rudimentary cyberpathic powers. His treatments transformed her; not only unlocking her powers to their peak, but transforming her into a beautiful woman.

 

To better aid her in her security efforts he had a standard suit of powered armor created for her. Cassie loves it as if it were a part of her.

 

Personality/Motivation: Iron Maiden is a relatively unimaginative genius. Very smart but lacking drive and ambition. She's on top of the world now and gets along well with her fellow concubines - she also carries a torch for Biomancer, she knows her place in his world but hopes to prove with her loyalty and effectiveness that she's the perfect woman for him.

 

Quote:

 

Powers/Tactics: Iron Maiden relies on her armor in combat, her cyberpathic abilities are too limited in many combat situations - unless she's facing conventional forces where she can turn their technology against them.

 

When using her armor, she has to keep reminding herself to stay at range and blast opponents, delighting in the rough contact.

 

Campaign Use:

 

Appearance: Once overweight and plain, Cassie is now fit, trim, and confident. She wears glasses still though she doesn't need them because she likes bing a nerd goddess. The other girls have helped her fashion sense, but she still tends to dress in jeans and tee shirts. The Iron Maiden armor is iron gray with brass colored plates and purple LED tracklights because she thinks they're awesome.

 

The suit has a defense field/life support to protect her so the lack of a chin guard isn't as much of a detriment.

 

 

[ATTACH=CONFIG]n44551[/ATTACH]

 

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Madamoiselle Pesanteur

 

 

 

 

Val Char Cost Roll Notes

20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4]

13 DEX 6 12-

20 CON 10 13-

10 INT 0 11- PER Roll 11-

10 EGO 0 11-

15 PRE 5 12- PRE Attack: 3d6

 

8 OCV 25

8 DCV 25

3 OMCV 0

5 DMCV 6

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

5+26 PD 3 Total: 5/31 PD (0/22 rPD)

5+22 ED 3 Total: 5/27 ED (0/18 rED)

10 REC 6

40 END 4

15 BODY 5

30 STUN 5 Total Characteristic Cost: 143

 

Movement: Running: 12m/24m

Flight: 80m/160m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

96 Arsenal of Gravitas: Multipower, 120-point reserve, (120 Active Points); all slots Unified Power (Gravity Powers; -¼)

6f 1) Disabling Blast: (Total: 80 Active Cost, 59 Real Cost) Blast 12d6 (60 Active Points); Unified Power (Gravity Powers; -¼) (Real Cost: 48) plus Entangle 2d6, 2 PD/2 ED (20 Active Points); Linked (Blast; -½), Unified Power (Gravity Powers; -¼) (Real Cost: 11) 8

7f 2) Gravitic Blast: Blast 18d6 (90 Active Points); Unified Power (Gravity Powers; -¼) 9

4f 3) Gravitic Drag: Suppress Movement Powers 3d6, Personal Immunity (+¼), Movement Powers (+½), Area Of Effect (16m Radius; +¾) (75 Active Points); Costs Endurance (to maintain; -½), Unified Power (Gravity Powers; -¼) 7

9f 4) Gravitic Manipulation: Telekinesis (60 STR), Affects Porous, Fine Manipulation (110 Active Points); Unified Power (Gravity Powers; -¼) 11

1f 5) Gravitic Point Defense: Deflection (20 Active Points); Only Works Against Physical Projectiles (-¼), Unified Power (Gravity Powers; -¼) 2

4f 6) Gravitic Wall: Barrier 10 PD/10 ED, 10 BODY (up to 10m long, 4m tall, and ½m thick), Dismissable, Non-Anchored (70 Active Points); Costs Endurance (to maintain; -½), Unified Power (Gravity Powers; -¼) 7

2f 7) Gravity Field: Change Environment (-5 to STR Roll), Area Of Effect (32m Radius; +1) (30 Active Points); Unified Power (Gravity Powers; -¼) 3

5f 8) Slective Gravity Alteration: Telekinesis (40 STR), Area Of Effect (16m Radius; +¾), Selective (+¼) (120 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1), Unified Power (Gravity Powers; -¼) 12

6f 9) Tenpins Blast: Blast 10d6, Double Knockback (+½) (75 Active Points); Unified Power (Gravity Powers; -¼) 7

64 Gravity Flight: Multipower, 80-point reserve, (80 Active Points); all slots Unified Power (Gravity Powers; -¼)

4f 1) Agile Gravitron Manipulation I: Flight 40m, No Turn Mode (+¼) (50 Active Points); Unified Power (Gravity Powers; -¼) 5

6f 2) Twin Gravitron Manipulation: Flight 40m, Usable Nearby (+1) (80 Active Points); Unified Power (Gravity Powers; -¼) 8

Gravitic Senses, all slots Unified Power (Gravity Powers; -¼)

26 1) Gravitic Field Reading: Spatial Awareness (Unusual Group) (32 Active Points); Unified Power (Gravity Powers; -¼) 0

5 2) Gravity Adaption: Environmental Movement (Zero-G Training) (6 Active Points); Unified Power (Gravity Powers; -¼)

17 3) Gravity Lens: +20 versus Range Modifier for Sight Group (30 Active Points); Costs Endurance (-½), Unified Power (Gravity Powers; -¼) 3

14 4) Sense Gravitic Field: Detect A Single Thing 11- (Touch Group), Discriminatory, Analyze, Range (18 Active Points); Unified Power (Gravity Powers; -¼) 0

Personal Gravity Fields, all slots Unified Power (Gravity Powers; -¼)

34 1) Gravitic Shield: Resistant Protection (22 PD/18 ED) (60 Active Points); Costs Endurance (-½), Unified Power (Gravity Powers; -¼) 6

31 2) Gravity Field Manipulation: Endurance Reserve (100 END, 20 REC) (39 Active Points); Unified Power (Gravity Powers; -¼) 0

13 3) Intense Gravity Field: Density Increase (900 kg mass, +20 STR, +4 PD/ED, -8m KB) (16 Active Points); Unified Power (Gravity Powers; -¼) 2

6 4) Personal Gravity Bubble: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-¼), Costs Endurance (Only Costs END to Activate; -¼), Unified Power (Gravity Powers; -¼) 1

Perks

0 Valkyrie Perks Package

10 1) Penthouse Digs: Vehicles & Bases

15 2) Souped Up Vehicles: Vehicles: Luxury Sedan

5 3) Stipend: Money: Well Off

 

Talents

9 Combat Reflexes: Lightning Reflexes (+9 DEX to act first with All Actions)

3 Impressive Vocalist: Perfect Pitch

3 Mad Maths Skillz: Lightning Calculator

3 Sultry: +1/+1d6 Striking Appearance (vs. all characters)

4 Voracious Reader: Speed Reading (x10)

 

Skills

16 +2 with Ranged Combat

2 -6) CK: Paris, France 11-

3 Charm 12-

4 Language: French (idiomatic)

3 PS: Accountant 12-

3 Paramedics 11-

3 Persuasion 12-

3 Scholar

2 1) KS: Tax Laws (3 Active Points) 12-

1 2) KS: Tax Laws, International (2 Active Points) 11-

1 3) KS: The Economic World (2 Active Points) 11-

1 4) KS: The Financial World (2 Active Points) 11-

3 Scientist

1 1) Science Skill: Accounting 11- (2 Active Points)

1 2) Science Skill: Economics 11- (2 Active Points)

1 3) Science Skill: Mathematics 11- (2 Active Points)

3 Systems Operation 11-

 

Total Powers & Skill Cost: 463

Total Cost: 606

 

400+ Matching Complications

0 Biomancer's Valkyries

15 1) Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

10 2) Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

206 Experience Points

 

Total Complications Points: 606

 

Background/History: A mousy, bored accountant; Gretchen Wilkes jumped at the chance to work for the handsome Edwin Cooke. When he offered her power and beauty as one of his Henchwomen/molls, she jumped at that too.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance: As Mlle Pesanteur, Kentucky born Gretchen adopts a french accent and sprinkles plenty of her "native" tongue into her speech. Her personal gravity fields transform her hair/eye color from brown/brown to black/silver. She wears a black and silver bodysuit with a white domino mask and a white cape with black gravity symbol on it's back. (the symbol is on her chest as well but in white)

 

When not acting as "Miss Gravity" Gretchen wears rather revealing business suits that occasionally push the boundaries of acceptability. She wears he hair in a pony tail and glasses. (which she doesn't need)

 

 

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Madam Moonlight

 

 

 

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

16 DEX 12 12-

20 CON 10 13-

15 INT 5 12- PER Roll 12-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

 

8 OCV 25

6 DCV 15

3 OMCV 0

5 DMCV 6

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

8+15 PD 6 Total: 8/23 PD (0/15 rPD)

8+15 ED 6 Total: 8/23 ED (0/15 rED)

10 REC 6

40 END 4

15 BODY 5

40 STUN 10 Total Characteristic Cost: 165

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

72 Mistress of Shadows: Multipower, 90-point reserve, (90 Active Points); all slots Unified Power (Darkness Powers; -¼)

7f 1) Dark Maelstrom: Blast 12d6, Area Of Effect (26m Radius Explosion; +½) (90 Active Points); Unified Power (Darkness Powers; -¼) 9

5f 2) Darkblast: Blast 12d6 (60 Active Points); Unified Power (Darkness Powers; -¼) 6

3f 3) Darkwall: Barrier 8 PD/8 ED, 8 BODY (up to 8m long, 3m tall, and ½m thick), Opaque Hearing Group (54 Active Points); Costs Endurance (to maintain; -½), Unified Power (Darkness Powers; -¼) 5

6f 4) Hands Of Shadow: Telekinesis (50 STR) (75 Active Points); Unified Power (Darkness Powers; -¼) 7

6f 5) Manifold Chains: Entangle 4d6, 4 PD/4 ED (Stops A Given Sense Group Sight Group), Area Of Effect (8m Radius; +½) (75 Active Points); Unified Power (Darkness Powers; -¼) 7

1f 6) Obscuring Shadows: Change Environment (create gloom) (-4 to Normal Sight PER Rolls), Personal Immunity (+¼), Area Of Effect (32m Radius; +1) (18 Active Points); Unified Power (Darkness Powers; -¼) 2

3f 7) Shadow Touch: Blast 8d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +½) (60 Active Points); No Range (-½), Unified Power (Darkness Powers; -¼) 6

6f 8) Terrifying Darkblast: (Total: 80 Active Cost, 57 Real Cost) Blast 10d6; Unified Power (Darkness Powers; -¼) (Real Cost: 40) plus Drain PRE 3d6; Linked (Blast; -½), Unified Power (Darkness Powers; -¼) (Real Cost: 17) 8

72 Shadow Travel: Multipower, 90-point reserve, (90 Active Points); all slots Unified Power (Darkness Powers; -¼)

3f 1) Shadow Portal I: Teleportation 30m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Constant (+½) (60 Active Points); Gate (-½), Only Through Darkness/Shadow (-¼), Unified Power (Darkness Powers; -¼) 6

4f 2) Shadow Portal II: Teleportation 30m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Constant (+½), MegaScale (1m = 1 km; +1) (90 Active Points); Gate (-½), Only Through Darkness/Shadow (-¼), Unified Power (Darkness Powers; -¼) 9

3f 3) Stepping Through Shadows: Teleportation 40m (40 Active Points); Only Through Darkness/Shadows (-¼), Unified Power (Darkness Powers; -¼) 4

Maiden of Shadows, all slots Unified Power (Darkness Powers; -¼)

32 1) Body Of Shadow: Desolidification (affected by Darkness or Light powers) (40 Active Points); Unified Power (Darkness Powers; -¼) 4

40 2) Darkness: Darkness to Sight Group 8m radius, Personal Immunity (+¼) (50 Active Points); Unified Power (Darkness Powers; -¼) 5

7 3) Eyes Of Darkness: Sight Group Flash Defense (10 points) (10 Active Points); Only Works Against Light-Based Effects (-¼), Unified Power (Darkness Powers; -¼) 0

13 4) Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only When In Darkness/Shadows (-¼), Unified Power (Darkness Powers; -¼) 2

16 5) Shadow Mantle: Power Defense (20 points) (20 Active Points); Unified Power (Darkness Powers; -¼) 0

40 6) Shadowform: Resistant Protection (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (60 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Unified Power (Darkness Powers; -¼) 6

30 7) Shadowsight: Detect Physical Objects and Energy 12- (no Sense Group), Discriminatory, Range, Sense, Targeting (37 Active Points); Unified Power (Darkness Powers; -¼) 0

32 8) Shadowy Sustanance: Endurance Reserve (100 END, 25 REC) Reserve: (43 Active Points); Unified Power (Darkness Powers; -¼); REC: (18 Active Points); Only in shadows/at Night (requires -½ worth of Limitations; -¼), Unified Power (Darkness Powers; -¼) 0

Perks

0 Valkyrie Perks Package

10 1) Penthouse Digs: Vehicles & Bases

15 2) Souped Up Vehicles: Vehicles: Luxury Car

3 3) Stipend: Money: Well Off

 

Talents

10 Combat Training: Lightning Reflexes (+10 DEX to act first with All Actions)

6 Darkly Beautiful: +2/+2d6 Striking Appearance (vs. all characters)

 

Skills

16 +2 with Ranged Combat

2 CK: San Fransisco 11-

3 Charm 13-

3 Contortionist 12-

3 High Society 13-

3 Interrogation 13-

3 Lockpicking 12-

3 Persuasion 13-

3 Scholar

1 1) KS: Eastern Mysticism (2 Active Points) 11-

2 2) KS: Sexual Positions and Techniques (3 Active Points) 12-

1 3) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 12-

3 Sleight Of Hand 12-

3 Stealth 12-

3 Streetwise 13-

 

Total Powers & Skill Cost: 500

Total Cost: 665

 

400+ Matching Complications

10 Distinctive Features: Shadow Woman (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

10 Psychological Complication: Vain (Common; Moderate)

15 Social Complication: Secret Identity Frequently, Major

5 Unluck: 1d6

10 Vulnerability: 1 ½ x STUN Light Based Attacks (Common)

10 Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

265 Experience Points

 

Total Complications Points: 665

 

Background/History: "Luna Rinegold" was the stage name of a stripper in San Fransisco who ran afoul of Edwin Cooke. Though of chinese heritage, her family has lived in America since the 1800's - Luna turned her back on her family and moved to California to make it in showbusiness. She did not. her career as an exotic dancer was relatively successful, but as she aged she found her clientelle changing for the worse.

 

Cooke presented her with an offer, become one of his "private dancers" and recieve he beauty back, as well as power to help him in his criminal schemes. It was the best offer she'd heard in years.

 

The transformation gave her the ability ot access another dimension teeming with solidified shadow, and Madam Moonlight was born.

 

Personality/Motivation: The oldest of the Valkyries, Luna looks at her little sisters as the family she wanted, unlike the others she's reasonably resistant to Edwin's pheremone treatments, but she stays with them for the comraderie. Edwin's needs are easily dealt with and he's constantly seeking new conquests anyway.

 

Quote:

 

Powers/Tactics: Though her abilities to command quasi-solid darkness were granted by superscience, Madam Moonlight likes to envision herself an eastern mystic; she dresses in eastern flavorted armor bits (that offer negligible protection) and maintains that she regularly cavorts with oni and other demons.

 

Campaign Use:

 

Appearance: A lovely chinese woman with an athletic build and flawless features. She only superficially resembles what she did before, being more of a iconic china doll now, Luna has black hair and eyes and hauntingly elegant eyelashes. She dresses like a femme fatale and enjoys the attention she gets.

 

As Madam Moonlight - her shadowy form turns her skin night black and her hair and eyes silvery white. Her red lipstick turns blue and she wears a slinky, white supervillain costume with some samurai inspired armor at her waist, thighs, and shoulders. Her hair is in a bun with sticks. She often wears a flower in her hair as well.

 

 

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Smoulder

 

 

 

 

Val Char Cost Roll Notes

30 STR 0 15- Lift 1600.0kg; 6d6

15 DEX 10 12-

20 CON 10 13-

10 INT 0 11- PER Roll 11-

10 EGO 0 11-

15 PRE 5 12- PRE Attack: 3d6

 

8 OCV 25

6 DCV 15

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

5+18 PD 3 Total: 5/23 PD (0/18 rPD)

5+22 ED 3 Total: 5/27 ED (0/22 rED)

10 REC 6

60 END 8

10 BODY 0

60 STUN 20 Total Characteristic Cost: 135

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

72 Firey Arsenal: Multipower, 90-point reserve, (90 Active Points); all slots Unified Power (Flame Control; -¼)

6f 1) Brightfire Blast: (Total: 80 Active Cost, 59 Real Cost) Blast 12d6 (60 Active Points); Unified Power (Flame Control; -¼) (Real Cost: 48) plus Sight Group Flash 4d6 (20 Active Points); Linked (Blast; -½), Unified Power (Flame Control; -¼) (Real Cost: 11) 8

6f 2) Dessication: Blast 8d6, Attack Versus Alternate Defense (Life Support [safe Environment: Intense Heat; All Or Nothing; +1) (80 Active Points); Unified Power (Flame Control; -¼) 8

7f 3) Extinguishing the Flame: Dispel Fire 20d6, Fire/Heat Powers (+½) (90 Active Points); Unified Power (Flame Control; -¼) 9

4f 4) Fiery Prison: RKA 2d6, Area Of Effect (1m Radius; +¼), Constant (+½), Reduced Endurance (0 END; +½) (67 Active Points); Targets Only Take Damage If They Touch Cage Or Move Into/Out Of The Affected Area (-½), Unified Power (Flame Control; -¼) 0

6f 5) Fire Blast: Blast 14d6 (70 Active Points); Unified Power (Flame Control; -¼) 7

6f 6) Firestarter Blast: (Total: 79 Active Cost, 57 Real Cost) Blast 12d6 (60 Active Points); Unified Power (Flame Control; -¼) (Real Cost: 48) plus RKA 1 point, Sticky (only affects flammables; +¼), Constant (+½), Reduced Endurance (0 END; +½), Uncontrolled (+½), Indirect (Source Point can vary from use to use, path can change with every use; +1) (19 Active Points); Linked (Blast; -½), Limited Range 40m (-¼), Unified Power (Flame Control; -¼) (Real Cost: 9) 6

3f 7) Line Of Fire: Blast 8d6, Area Of Effect (32m Line; +½) (60 Active Points); No Range (-½), Unified Power (Flame Control; -¼) 6

4f 8) Mini-Fireballs: Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Range Based On STR (-¼), Unified Power (Flame Control; -¼) 6

3f 9) Pyrokinesis: Telekinesis (40 STR), Fine Manipulation (70 Active Points); Only Works On Fire (-1), Unified Power (Flame Control; -¼) 7

5f 10) Smoke Cloud: Blast 6d6, Area Of Effect (8m Radius; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (75 Active Points); Does Not Work In High Winds Or Rain (-¼), Unified Power (Flame Control; -¼) 7

2f 11) Smoke Screen: Change Environment (-6 to Sight Group PER Rolls), Area Of Effect (8m Radius; +½) (27 Active Points); Does Not Work In High Winds Or Rain (-¼), Unified Power (Flame Control; -¼) 3

5f 12) Summer's Warmth: Drain Ice/Cold Powers 4d6, any one Ice/Cold Power at a time (+½) (60 Active Points); Unified Power (Flame Control; -¼) 6

4f 13) Wall Of Fire: RKA 2d6, Area Of Effect (25m Long, 4m Tall, 2m Wide Line; +¾) (52 Active Points); Unified Power (Flame Control; -¼) 5

Flame Form, all slots Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼)

13 1) Burning Might: +20 STR (20 Active Points); Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) 2

37 2) Burning Shield: (Total: 77 Active Cost, 37 Real Cost) Resistant Protection (18 PD/22 ED) (60 Active Points); Costs Endurance (-½), Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) (Real Cost: 30) plus RKA ½d6, Area Of Effect (1m Surface; +¼), Constant (+½) (17 Active Points); Linked (Resistant Protection; -½), No Range (-½), Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) (Real Cost: 7) 8

20 3) Easy Body Heat Control: Invisibility to Infrared Perception Group , Reduced Endurance (0 END; +½) (30 Active Points); Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) 0

30 4) Extreme Cold Resistance: (Total: 60 Active Cost, 30 Real Cost) Resistant Protection (20 ED) (30 Active Points); Only Works Against Ice/Cold (-½), Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Ice/Cold (-½), Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) (Real Cost: 15) 0

8 5) Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) 0

27 6) Fiery Flight: Flight 40m (40 Active Points); Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) 4

30 7) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire (-½), Unified Power (Flame Powers; -¼), Only In Alternate Identity (-¼) 0

Warm Soul, all slots Inherent (+¼)

6 1) Detect Temperature: Detect Temperature 11- (Unusual Group), Sense (6 Active Points) 0

9 2) Gather 'Round The Fire: LS (Safe in Intense Cold; Safe in Intense Heat), Usable Nearby (+1) (9 Active Points) 0

6 3) Thermal Vision: IR Perception (Sight Group) (6 Active Points) 0

 

Kick Boxing

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Kick -2 +1 10d6 Strike

4 Punch +0 +2 8d6 Strike

3 Throw +0 +1 6d6 +v/5, Target Falls

 

Perks

0 Valkyrie Perks Package

10 1) Penthouse Digs: Vehicles & Bases

20 2) Souped Up Vehicles: Vehicles: Sports Car, Luxury Car

3 3) Stipend: Money: Well Off

 

Talents

6 Hot in the City Tonight: +2/+2d6 Striking Appearance (vs. all characters)

6 Quick on the Trigger: Lightning Reflexes (+6 DEX to act first with All Actions)

 

Skills

16 +2 with Ranged Combat

3 Acting 12-

3 Charm 12-

3 Combat Driving 12-

2 KS: Adult Film Industry 11-

4 Language: English (idiomatic)

0 Language: Portuguese (idiomatic) (4 Active Points)

2 Language: Spanish (idiomatic) (4 Active Points)

3 Streetwise 12-

 

Total Powers & Skill Cost: 420

Total Cost: 555

 

400+ Matching Complications

15 Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

10 Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

5 Distinctive Features: Exceptionally warm body temperature, "Do you have a fever?" (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Generic Hero Infrequently (As Pow; Harshly Punish)

10 Psychological Complication: Obsessively Clean (Common; Moderate)

10 Psychological Complication: Sadistic; enjoys causing pain (Common; Moderate)

15 Social Complication: Secret Identity Frequently, Major

155 Experience Points

(4 points unspent)

 

Total Complications Points: 555

 

Background/History: Chrissy Skye was an adult actress who signed a contract with Red Duke Productions. Though the head of the studio was a creepy dude, they paid well and had a pretty good reputation for treating their talent well.

 

The reputation was undeserved. Despite good money and the best healthcare in the biz, Chrissy was constantly hit on by "The Duke" and he tended to scare off any boyfriends or potential business contacts that seemed to get to close. She worked for Red Duke for about a year before Edwin Cooke introduced himself. He made her an offer - super powers and freedom from sex for a living in return for, well...being a super powered enforcer and *occasional* sex for a living.

 

Surprisingly the offer was intriguing. She wanted to taste the power before she would agree, but in the end his pheremone treatments had her wrapped around his finger anyway, bringing out the worst in her behavior.

 

Personality/Motivation: Smoulder enjoys throwing her weight around, in fact her favorite part of her abilities is the enhanced strength that allows her to literally push people around. Chrissy is obsessively clean and neat, she drives some of the other Valkyries crazy with her constant hand washing, straightening things, etc...though most take advantange and let her clean up after them.

 

Smoulder doesn't care for Biomancer much, but can't resist his advances she has tried to improve his technique, but he's too arrogant to take direction.

 

Quote: Believe me, hero, I am melting inside.

 

Powers/Tactics: Smoulder has potent fire-based abilities, she can create and control flames as well as smoke. She has the rather typical ability to fly as well as the unusual side effect of minor superhuman strength when in her villainous form.

 

She can supress her fiery form but usually doesn't like to. She enjoys the burning of her foes.

 

Campaign Use:

 

Appearance: Smoulder is a fit, latina woman with long wavy hair and a striking figure. She dresses impeccably in expensive, tailored fashions. As Smoulder she appears to be a red skinned woman in a golden bathing suit sheathed in flame. When transformed her hair becomes black and whispy as if thick smoke. In either form her eyes are golden - though the glow in her villain ID.

 

 

[ATTACH=CONFIG]n44554[/ATTACH]

 

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Thunderstorm

 

 

 

 

Val Char Cost Roll Notes

90 STR 50 27- Lift 6.6ktons; 18d6 [9]

15 DEX 10 12-

30 CON 20 15-

10 INT 0 11- PER Roll 11-/16-

14 EGO 4 12-

25 PRE 15 14- PRE Attack: 5d6

 

9 OCV 30

7 DCV 20

3 OMCV 0

5 DMCV 6

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

30 PD 28 Total: 30 PD (0 rPD)

30 ED 28 Total: 30 ED (0 rED)

18 REC 14

100 END 16

15 BODY 5

90 STUN 35 Total Characteristic Cost: 311

 

Movement: Running: 12m/24m

Flight: 30m/120m

Leaping: 4m/8m

Swimming: 4m/8m

Tunneling: 2m/2m

 

Cost Powers END

60 Brick Tricks: Variable Power Pool, 30 base + 60 control cost

0 1) Absolute Might: +30 STR (30 Active Points); Costs END To Maintain (Full END Cost; -½) Real Cost: 20 3

0 2) Coal Into Diamonds: Severe Transform 2d6 (lump of pure coal into a diamond, exposure to excessive heat) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Limited Target (pure coal; -1), No Range (-½), All Or Nothing (-½), Requires A Roll (Brick Tricks roll; -½) Real Cost: 6 3

0 3) Flick Of Unconsciousness: Blast 8d6, Attack Versus Alternate Defense (rigid Resistant PD covering the head, or any innate Resistant PD protecting the head; All Or Nothing; +½) (60 Active Points); No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) Real Cost: 27 6

0 4) Rapid Haymaker: Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Full Phase, -½), Side Effects, Side Effect occurs automatically whenever Power is used (-5 DCV; -½), Hand-To-Hand Attack (-¼) Real Cost: 9 2

0 5) Shockwave: Area Of Effect (26m Radius Explosion; +½); Requires A Roll (Brick Tricks roll; -½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼) (37 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼) Real Cost: 21 4

0 6) Super-Strength Smash-Through: Tunneling 2m through 18 PD material (38 Active Points); Requires A Roll (Brick Tricks roll; -½), no Noncombat movement (-¼) Real Cost: 22 4

0 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½), Requires A Roll (Brick Tricks roll; -½) Real Cost: 16 5

44 Super Mobility: Flight 30m, x4 Noncombat, Usable Running (+¼) (44 Active Points) 4

Invulnerability

13 1) Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2

21 2) I Ignore Your Puny Energy Blast: (Total: 28 Active Cost, 21 Real Cost) Deflection (20 Active Points); Self Only (-½) (Real Cost: 13) plus +4 with Deflection (Real Cost: 8) 2

30 3) Invulnerability: Damage Negation (-3 DCs Physical, -3 DCs Energy) 0

5 4) Really Deep Breath: Life Support (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-½), Extra Time (Extra Segment, Only to Activate, -¼), Can Only Be Activated In Breathable Atmosphere (-¼) 0

30 5) Super Tough Skin: (Total: 30 Active Cost, 30 Real Cost) Resistant (+½) for up to 30 Active Points of PD (15 Active Points) (Real Cost: 15) plus Resistant (+½) for up to 30 Active Points of ED (15 Active Points) (Real Cost: 15) 0

13 6) Super-Physiology: Life Support (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

Super Senses

5 1) Super-Sensitive Eyes: Nightvision 0

4 2) Super-Strong Ears: +2 PER with Hearing Group 0

6 3) Super-Strong Eyes: +3 PER with Sight Group 0

12 4) Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0

Perks

0 Valkyrie Perks Package

10 1) Penthouse Digs: Vehicles & Bases

15 2) Souped Up Vehicles: Vehicles: Luxury Sedan

5 3) Stipend: Money: Well Off

 

Talents

10 Super Speed: Lightning Reflexes (+10 DEX to act first with All Actions)

12 Iconic Beauty: +4/+4d6 Striking Appearance (vs. all characters)

3 Superspeed Calculation: Lightning Calculator

6 Super Speed Reading: Speed Reading (x100)

 

Skills

3 Charm 14-

3 Bureaucratics 14-

3 Oratory 14-

2 PS: Meteorologist 11-

2 Science Skill: Meteorology 11-

2 Science Skill: Hydrometeorology 11-

2 Science Skill: Physics 11-

3 Systems Operation 11-

 

Total Powers & Skill Cost: 324

Total Cost: 635

 

400+ Matching Complications

0 Biomancer's Valkyries

15 1) Hunted: Biomancer 11- (Mo Pow; NCI; Watching)

10 2) Vulnerability: 2 x Effect Biomancer's Control Chemicals (Uncommon)

10 Hunted: Ultra Woman Infrequently (As Pow; Harshly Punish)

20 Psychological Complication: Overconfidence (Very Common; Strong)

10 Psychological Complication: Vain (Common; Moderate)

10 Vulnerability: 2 x Effect Flash Attacks (Uncommon)

235 Experience Points

 

Total Complications Points: 635

 

Background/History: Monica Storm went into meteorology like her parents, it was in her name for heaven's sake. But she longed ot be more than a scientist, she wanted attention. Pushing her natural insecurities aside, the mousy young woman tried to become an television meteorologist. Hoping to use her looks and smarts to get a decent TV gig, like the weather channel.

 

Sadly, she lacked charisma and found herself stuck on a small-time local news show. Her on air meltdown after recieving unflattering and harassing email went viral on Youtube and that's where the Biomancer found her. He wined and dined her and made the offer of super-powers and fame if she joined his harem. The responsibilites were repulsive, but the draw of power was great and she agreed.

 

The process to transform her was more than a success. Delighted, Monica shattered her image problems and became a charismatic, vivacious villainess.

 

Personality/Motivation: Confident, vain, calculating; Monica is all these things. She sees herself as Biomancer's most powerful weapon and acts like it. Most of her fellow Valkyries think she's something of a clod.

 

Thunderstorm is loyal to the Biomancer but not thrilled with being one of his concubines; however, she does her duties with gusto and is one of the few that would probably stick with him even if his pheremone treatments were removed.

 

Thunderstorm is one of the more physically powerful women in the world and likes that. She keeps tabs on her rivals - particularly Ultra Woman who's powers are very similar to her own.

 

Quote: Just give it up, you don't want to be embarrassed by me, do you?

 

Powers/Tactics: A brick built on the "Superman" powerset, Thunderstorm has a number of tricks available to her which she likes to break out to show off. Though her "Absolute Might" costs END even when she's not using it, she often keeps it up as she feels she has END to burn. She is actually more reluctant to use her might against normals than most of her fellow "Valkyries."

 

Campaign Use:

 

Appearance: Monica is an attractive, muscular (but not overly so) woman with black hair worn to her shoulders. She has deep blue eyes and wears glasses to look smarter.

As Thunderstorm her eyes seem to glow with an inner light and she wears a black and blue costume with a white cape, boots, and gloves. Her symbol is the eye of a hurricane.

 

 

 

 

[ATTACH=CONFIG]n44555[/ATTACH]

 

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we seem to be not displaying fractions - lets test 1/4=¼; 1/2=½; 3/4=¾

 

nope; it seems to be working on my post, so why does it look strange on the character writeups?

 

EDIT: I've returned to the page and my fractions have been replaced by question marks in diamonds

 

lets try an alternative:

#xBC; #xBD; #xBE;

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I've done the villain with "superharem" thing now and then myself, and I may , if its ok with you, borrow some of your concepts for this team if it comes up again.
Yeah I was going to mention Adonis but I kept wanting to call him Narcissus and I knew that was wrong. :)

I have a few former Valkyries too - but I haven't converted one or written up the other.

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Honestly? I had started to buy the 6 e stuff to support HERO, and then figured I should USE it for my write ups; I haven't played much Champions since 4th ed sadly - save at CONs, so even 5th ED Revised (which I mostly loved) was more for intellectual exercises.

 

But...I did come around to the jettisoning of Figured characteristics, I like that. I do like Damage Negation, and some of the fine tuning of modifiers and such. I prefer regeneration as its own power. (as well as Instant Change but I just made that a talent)

 

My main gripes now are how HD deals with Growth (and I get the idea behind it, but it's a bit more work for me) and no COM. Since they eliminated negative Characteristics my default plan was to use COM for good looks (giving it the +1/1d6 bonus at the 3,5,8 breaks and using Striking for the hideous characters.

 

In the end I decided that the fight isn't really worth it, since I'm not playing my universe, just building it. It's easier to post in regular 6e format.

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My situation is the same as Enforcer84's. Apart from some online games that all aborted just as they were getting interesting, I've had no chance to play the game at all. It's all intellectual exercises, because I'd been playing since 1st ed, and the rules, apart from 6th, are stuck permanently in my brain.

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Rock Candy

 

 

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

23 DEX 26 14-

30 CON 20 15-

18 INT 8 13- PER Roll 13-

17 EGO 7 12-

28 PRE 18 15- PRE Attack: 5 ½d6

 

8 OCV 25

8 DCV 25

3 OMCV 0

6 DMCV 9

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

 

20 PD 3 Total: 20 PD (15 rPD)

20 ED 3 Total: 20 ED (15 rED)

14 REC 10

60 END 8

60 BODY 50

28 STUN 4 Total Characteristic Cost: 286

 

Movement: Running: 18m/36m

Leaping: 22m/352m

Swimming: 10m/20m

 

Cost Powers END

45 Brick Tricks: Multipower, 45-point reserve

1f 1) Adrenaline Surge: Aid STR 4d6 (24 Active Points); 4 Charges (-1), Self Only (-½) [4]

1f 2) Applied Strength Tricks: +20 STR (20 Active Points); Only for Non Damaging Brick Tricks (-1) 2

1f 3) Augmented Haymaker: HA +2d6 (10 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-½) 1

1f 4) Bearhug: EB 4d6, NND (+1) (40 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 4

2f 5) Crushing Grip: RKA 1d6, NND (+1), Does BODY (+1) (45 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½) 4

2f 6) Flick of Unconsciousness: EB 4d6, NND (+1) (40 Active Points); No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 4

1f 7) Super Punch: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

1f 8) Thunderclap: Hearing Group Flash 6d6, Hole In The Middle (1 hex in center; the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +½) (36 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 4

Advantaged Brick Tricks

20 1) Boxer's Flurry: Naked Modifier: Autofire (5 shots; +½) for up to 40 Active Points (20 Active Points) 2

10 2) Wicked Uppercut: Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) for up to 40 Active Points of STR (10 Active Points) 1

Hard Body

4 1) Bracing: Knockback Resistance -6m (6 Active Points); Costs Endurance (-½) 1

60 2) Hard Body: (Total: 60 Active Cost, 60 Real Cost) +15 PD, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (30 Active Points) (Real Cost: 30) plus +15 ED, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (30 Active Points) (Real Cost: 30) 0

4 3) Pain Resistance: (Total: 10 Active Cost, 4 Real Cost) +5 Mental Defense (5 points total) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) plus Power Defense (5 points) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) 0

30 4) Supertough Body: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0

10 5) Supertough Form II: Power Defense (10 points) 0

Superhuman Movement

29 1) Killer Legs: Leaping +18m (22m forward, 11m upward) (Accurate, x16 Noncombat) 3

9 2) Running And Swimming: (Total: 9 Active Cost, 9 Real Cost) Running +6m (18m total) (Real Cost: 6) plus Swimming +6m (10m total) (Real Cost: 3) 2

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 12d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 55 STR to Shove

4 Break Free +0 +0 55 STR vs. Grabs

4 Deadly Smash -2 +0 HKA 4d6

5 Deadly Throw -2 +0 HKA 4d6 , Target Falls

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 50 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 4d6 , Disable

4 Punch +2 +0 10d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 8d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 8d6 Strike; You Fall, Target Falls

 

Perks

5 Money: Well Off

4 Reputation: Mercenary Security Specialist (A medium-sized group) 14-, +2/+2d6

6 Penthouse Condominium: Vehicles & Bases

 

Talents

12 Hot, Sweet, and Sticky: +4/+4d6 Striking Appearance (vs. all characters)

 

Skills

40 +5 with HTH Combat

3 Acting 15-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Bribery 15-

3 Bureaucratics 15-

2 CK: Los Angeles 11-

2 CK: New York City 11-

2 CK: Washington DC 11-

3 Charm 15-

3 Climbing 14-

3 Contortionist 14-

3 Disguise 13-

3 High Society 15-

3 Interrogation 15-

2 PS: Bodyguard 11-

2 PS: Escort 11-

3 Paramedics 13-

3 Persuasion 15-

19 Power: Brick Tricks 21-

3 Scholar

2 1) KS: Adult Entertainment Industry (3 Active Points) 13-

1 2) KS: High Society (2 Active Points) 11-

3 3) KS: Sexual Techniques & Positions (4 Active Points) 14-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 13-

3 Streetwise 15-

3 Teamwork 14-

 

Total Powers & Skill Cost: 442

Total Cost: 728

 

400+ Matching Complications

5 Dependent NPC: Erin McCaeb (Sister) 8- (Normal; Useful Noncombat Position or Skills)

10 Distinctive Features: Legendary Beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Department of Metahuman Affairs 8- (Mo Pow; NCI; Watching)

20 Hunted: Biomancer 8- (Mo Pow; NCI; Harshly Punish)

15 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing)

15 Psychological Limitation: Flamboyant & Agressive (Very Common; Moderate)

10 Psychological Limitation: Heart of Glass (Uncommon; Strong)

10 Reputation: "Glamour Guard", 11-

15 Social Limitation: Public Identity (Frequently; Major)

328 Experience Points

 

Total Complications Points: 728

 

Background/History: Brianna could have just walked out of a pulp detective novel. She's a paradoxically "innocent seductress"; hard exterior with a wistful, romantic center. Naive and trusting out of highschool she came to Hollywood to become a movie star. Though both smart and a good actress, she got bad break after bad break and ended up working in the adult entertainment industry for a year to make ends meet. Mostly dancing and boudoir photography, but she did make a few adult films. That is what brought her to the attention of the self-styled mad Biomancer.

 

Brilliant, arrogant, and lecherous, the Biomancer sought a bevy of superpowered concubines to share his nights while building an ever expanding criminal empire. He approached girls that caught his eye and offered them super powers and beauty for the price of their "company."

 

Brianna was one of his earlier "Beneficiaries". She and another woman, Dawn Rensmore, were transformed into powerful, beautiful war goddesses, low level superhuman strength and resiliance along with heightened agility, and speed. However, his techniques at controlling his "consorts" was not up to the task. Brianna and Dawn easily escaped. For a time they decided to pool their resources and become corporate superheroines; they hired an agent and hired themselves out as security, bounty hunters, or even spokesmodel roles.

 

While their powers were similar, the process that granted them had a degenerative effect on Dawn's self control and sanity. It took only a few month before Dawn was unable to work for or with men. She became increasingly violent and eventually attacked innocent bystanders. Brianna tried to intervene, but was unprepared for the viciousness of her partner. Fortunately for Brianna, another local heroine was able to drive Dawn away. Months later Dawn surfaced as Man Hunter, a member of a short-lived radical feminist superteam known as the Iron Sisterhood. She bears a burning hatred for her former friend and constantly seeks to finish Brianna off.

 

Brianna has continued to act as a superpowered operative for rent since then. Rock Candy is something of a pop culture phenom; a controversial public figure, a paprazzi's dream.

 

 

 

She was inspired by a couple of songs, Montross's "Rock Candy" (Obviously) and "She Likes it on Top" by Lillian Axe;

 

So you feel a little lonely girl

Well you know you’re used to that one

Now the taste of sweet success

Is on your lips, you always want some

 

Picture perfect innocence

Behind a guard that she can’t drop

She’s been around the world

Now she’s back on the top

 

Chorus:

She wants everything put in her lap

Yeah she likes it on top

She’s in the right place

 

Though all along you knew it was wrong

The taste of blood got to ya

 

Now everyone who’s on your list

You know they gotta do something for ya

 

Not a care at her expense

She’ll pay the piper when he stops

She’s been around the world

Now she’s back on the top

 

Chorus

 

She cries herself to sleep at night

It’s not all it’s cracked up to be

She Can’t See, Yeah

 

She’s a little lonely girl

Gets her kicks on top of the world

 

Solo

 

Picture Perfect Innocence

She’ll pay the piper when he stops

She’s been around the world

Now she’s back on the top

 

Chorus

 

Personality/Motivation: Driven to succeed out of fear of failure, uses her looks and charms as much as her powers in her jobs. She cultivates her reputation as a glamourous and scandelous bodyguard and "Superheroine". The truth is that she fears rejection and her self-image is wrapped up in her public personae.

 

She's embarrassed by her past, feeling she wasn't good enough to make it on her own merits as an actress then or as a superheroine now, and sees her physical charms as her only real asset. Unfortunately, she has had a lot of reinforcement for that view.

 

Somewhere inside she wants nothing more than a nice guy and maybe even to help people for no reason other than it's the right thing to do. But for now, she feels the only way to keep her self safe is to be Rock Candy.

 

Quote: "I'll know what I'm looking for when I find it. Until then, I'll settle for money and power."

"I have a Master's in Asskicking; don't make me go all grad student instructor on you."

 

Powers/Tactics: Rock Candy is a low level brick with an arsenal of tricks and skills. She's more than capable of fighting oponnents much stronger than herself and has become one of the most capable, if unorthodox, hand to hand fighters of her generation.

 

Campaign Use: She's something of a tabloid princess; it's often implied that her services for her wealthy employers are not limited to security. While there is precious little truth to these rumors, she's never really refuted them. She could be an ally (one of her employers is endangered in a combat between the PC's and a villain team), an antagonist (one of her employers is sought by the PC's and she stands in the way), a romantic interest, or rival.

 

Appearance: Brianna McCaeb is a beautiful woman of mixed Scottish, Portuguese, and French heiritage. Since her augmentation by the Biomancer, she's become almost inhumanly attractive. She has long, luxurious, black hair and dark green eyes. She's tall and leggy, with a decidedly scandelous taste in clothes.

 

Her "Uniform" consists of a low cut body suit in black, a red micro-miniskirt, black leather boots, garters, fishnets, a short red jacket with gold piping at the shoulders and rolled sleeves. She wears no mask.

 

 

[ATTACH=CONFIG]n44562[/ATTACH]

 

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Manhuntress

 

 

 

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

20 DEX 20 13-

30 CON 20 15-

13 INT 3 12- PER Roll 12-

10 EGO 0 11-

25 PRE 15 14- PRE Attack: 5d6

 

8 OCV 25

6 DCV 15

3 OMCV 0

7 DMCV 12

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

 

20 PD 3 Total: 20 PD (15 rPD)

20 ED 3 Total: 20 ED (15 rED)

16 REC 12

60 END 8

20 BODY 10

60 STUN 20 Total Characteristic Cost: 246

 

Movement: Running: 18m/36m

Leaping: 22m/352m

Swimming: 10m/20m

 

Cost Powers END

45 Brick Tricks: Multipower, 45-point reserve

1f 1) Adrenaline Surge: Aid STR 4d6 (24 Active Points); 4 Charges (-1), Self Only (-½) [4]

1f 2) Applied Strength Tricks: +20 STR (20 Active Points); Only for Non Damaging Brick Tricks (-1) 2

1f 3) Augmented Haymaker: HA +2d6 (10 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-½) 1

1f 4) Bearhug: EB 4d6, NND (+1) (40 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 4

2f 5) Crushing Grip: RKA 1d6, NND (+1), Does BODY (+1) (45 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -½) 4

2f 6) Flick of Unconsciousness: EB 4d6, NND (+1) (40 Active Points); No Range (-½), Requires A Brick Tricks Roll (11- roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 4

1f 7) Super Punch: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

1f 8) Thunderclap: Hearing Group Flash 6d6, Hole In The Middle (1 hex in center; the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +½) (36 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 4

Advantaged Brick Tricks

20 1) Boxer's Flurry: Naked Modifier: Autofire (5 shots; +½) for up to 40 Active Points (20 Active Points) 2

10 2) Wicked Uppercut: Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) for up to 40 Active Points of STR (10 Active Points) 1

Hard Body

4 1) Bracing: Knockback Resistance -6m (6 Active Points); Costs Endurance (-½) 1

60 2) Hard Body: (Total: 60 Active Cost, 60 Real Cost) +15 PD, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (30 Active Points) (Real Cost: 30) plus +15 ED, Impenetrable (+¼), Hardened (+¼), Resistant (+½) (30 Active Points) (Real Cost: 30) 0

4 3) Pain Resistance: (Total: 10 Active Cost, 4 Real Cost) +5 Mental Defense (5 points total) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) plus Power Defense (5 points) (5 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 2) 0

30 4) Supertough Body: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0

10 5) Supertough Form II: Power Defense (10 points) 0

Superhuman Movement

29 1) Killer Legs: Leaping +18m (22m forward, 11m upward) (Accurate, x16 Noncombat) 3

9 2) Running And Swimming: (Total: 9 Active Cost, 9 Real Cost) Running +6m (18m total) (Real Cost: 6) plus Swimming +6m (10m total) (Real Cost: 3) 2

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 14d6 Crush, Must Follow Grab

4 Big Push +0 +0 65 STR to Shove

4 Break Free +0 +0 65 STR vs. Grabs

4 Deadly Smash -2 +0 HKA 4 ½d6

5 Deadly Throw -2 +0 HKA 4 ½d6 , Target Falls

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 60 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 4 ½d6 , Disable

4 Punch +2 +0 12d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 10d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 10d6 Strike; You Fall, Target Falls

 

Talents

6 Wicked Beauty: +2/+2d6 Striking Appearance (vs. all characters)

 

Skills

24 +3 with HTH Combat

3 Analyze: Agility Skills 12-

3 Breakfall 13-

2 Charm 10-

3 Climbing 13-

2 Conversation 10-

3 Demolitions 12-

3 Disguise 12-

3 Forgery 12-

3 Interrogation 14-

3 Lockpicking 13-

3 PS: Bodyguard/Assassin 12-

3 Paramedics 12-

2 Persuasion 10-

23 Power: Brick Tricks 21-

3 Scholar

1 1) KS: Adult Film Industry (2 Active Points) 11-

2 2) KS: Enhanced Interrogation (3 Active Points) 12-

1 3) KS: Radical Feminism (2 Active Points) 11-

2 4) KS: The Superhuman World (3 Active Points) 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 14-

3 Survival 12-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 12-

3 Teamwork 13-

3 Tracking 12-

4 WF: Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost: 412

Total Cost: 658

 

400+ Matching Complications

15 Enraged: Berserk Frustrated/Stymied (Uncommon), go 8-, recover 14-

20 Hunted: Biomancer 8- (Mo Pow; NCI; Harshly Punish)

10 Psychological Complication: Greedy (Uncommon; Strong)

10 Psychological Complication: Loves the Limelight (Common; Moderate)

15 Psychological Limitation: Disdain for Men (and most women) (Common; Strong)

5 Reputation: Feminist Wrestling Villain, 8-

10 Rivalry: Professional (Rock Candy; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

258 Experience Points

 

Total Complications Points: 658

 

Background/History: Born in Los Angeles, Dawn always knew she'd make it as an actress/model. Everyone told her so. She was a natural - the camera loved her. So what if she didnt' really study acting? Or that her coaches castmates found her wooden and insufferable? She was a NATURAL. Agents were crawling over themselves to get to her. At least that's how it seemed at the parties.

 

By the time she was twenty, her lack of talent, poor judgement, and self-centered attitude had cost her her dreams but she was too stubborn to see it.

 

When Biomancer found Dawn Rensmore, she was a bitter, wanna be actress who'd found herself in porn. She the roommate of Brianna McCaeb and convinced her friend to accept the Biomancer's proposal for the chance at personal power. Power that would enable her to take a bit of revenge on the 'whores' and 'fools' who had cost her her shot at stardom.

 

The process worked great! She and Brianna were transformed into amazonian super-women. She indulged the Biomancer's desires for as long as she could - but the man sickened her. ALL men sickened her. And women weren't much better. Eventaully, she had had enough, she and Brianna left Biomancer's service and became bodyguards to the stars. It was an easy gig but Brianna seemed to get all the attention which bothered Dawn to no end.

 

As her sanity continued to errode, she convinced herself that her best friend had conspired against her and was whorring herself out to powerful men to enhance her profile. Dawn decided to catch her in the act and humiliate her rival. Only she never could. (Because it wasn't true.) Every setback, real or imagined ate away until she could contain it no longer. She attacked and almost killed Brianna and then escaped into the night.

 

For a few weeks she tried to keep her business afloat alone but then lost her temper on national television when her client made an off hand remark about her outfit and she went on a tirade about men and shoved him through a window. Fortunately, he suffered only minor injuries.

 

She resurfaced a few months later with the Sisterhood of Iron a short-lived radical feminist revolutionary group that was more about ego and vandalism than about any movement. Dawn was then known as Man-Hunter. She grew to disdain her fellow "sisters" and left.

 

Changing her name to Manhuntress, she now works as a mercenary villainess for anyone who will pay her and keep her in the papers.

 

Personality/Motivation: The transformation has turned Dawn's bitterness and sense of entitlement to an acute antisocial behavior. She dislikes men of all kinds who she sees as blustering sacks of machismo. She's equally unflattering in regards to other women whom she believes are all envious and spiteful towards her.

 

However, the treatments that gave her her powers included hormonal treatments to make her more sexual - the Biomancer's early attempts at control. So while she's anti-man, she's not a lesbian and she's got a rather strong sex drive. This has been transformed into aggression and a desire to physically dominate others.

 

Another side effect is her intense physical training regimine - she works out constantly; having access to special equipment due to deals with the ARMORY and a few other criminal organizations.

 

Quote: "I'm gonna beat you like a drum!"

 

Powers/Tactics: Though not the mightiest of powerhouses, Manhuntress is certainly one of the most aggressive. She charges into combat and gives no quarter - she will attempt to escape if she sees she has no chance. There are a few opponents she won't face at all.

 

She likes to bully weaker opponents if she can.

 

Campaign Use: Angry violent brick. Kind of if Bulldozer had a sister.

 

Appearance: Dawn is a beautiful redhead with green eyes and a powerful physique. She dresses to show off her assets as she likes to intimidate others with her beauty/physique.

 

As Manhuntress, she wears a two tone green bodysuit with high boots, a black jacket with green piping and a black domino mask. She has worn her hair long, short, braided, shaved, mohawk...it changes on her whim. Currently she's sporting a tall mohawk.

 

 

[ATTACH=CONFIG]n44563[/ATTACH]

 

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Now, obviously Rock Candy and Manhuntress are no longer in Biomancer's "harem" essentially he used a more primitive means of coercion on them and they essentially found him to be a tosser.

 

When they were his "Body Guards" he called them Bambi and Thumper.

 

 

 

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