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Superdragon

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About Superdragon

  • Birthday 03/25/1976

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    NSUPERDRAGON
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    http://www.geocities.com/rayhavoc/GloriousWolf.html

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    Blue-collar worker

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  1. Hello and thanks for your time. I have a question regarding using Overall Skill Levels as a main power for a 350 point character. A form of "Super-Competence" if you will. And I was wondering just how much Levels would be too much, unbalance the character as such? The concept of the character is an everyman, possibly a Competent to Noteworthy Normal, who could flood his body with adrenaline, accessing his super-competence ability, and allowing him to keep up with the more experienced heroes. Any questions you have and I'll try to answer. Any input is appreciated.
  2. Hello and thank you for your time. I would like any input if possible on how to better translate the "hyper-intuition" ability into game stat form for my 5th edition character. To clarify, the core concept of my character is a normal athletic human teenager who was abducted off the streets and used as an unwilling test subject used for an enhanced brain/nerve-tweaking experiment. Initially, I was going for Precognitive abilities for my character, but such an ability would be a hassle for my GM to deal with. The primary idea for his hyper-intuition was to make his an "action-hero" type, his intuition allowing him to mentally adapt and react to situations (mainly combat and dangers involving superhumans) and to come out ahead in such situations. A secondary use for his power is a heightened level of deductive abilities as well. In the best way that I could break it down: Precognition ...but not quite. My initial thought on what powers to use were: Overall Skill Levels Lighting Reflexes, possibly an extra point in speed Luck Danger Sense Deduction, Enhanced Senses And possibly Find Weakness as well As stated above, any input would be appreciated. I'm not sure if I clarified the overall concept or not. If not, please say so, and I'll try to clear things better. Many thanks for your response to this thread.
  3. A query for anyone who can help my curiousity: While making a new character or GMing a game, do you let yourself or your players take advantage of a focus that is expendable? And if so, how common is it in your games, if any? Any input would be appreciated. Thanks much.
  4. Re: Dual Multipowers To answer the question, both actually. While I could buy Rapid Attack, it would be convienient(sp?) to have a spare gun when the other is taken away or otherwise inoperable. The fact that he would look cool was put into thought as well. For the most part, both you and Duke's suggestions were a big help. Thanks for the input guys.
  5. A question to anyone who can help, I've made a gunslinger-type character brandishing two high-tech revolvers created in the same fashion as the stunner pistol multipower (Gadgets & Gear, pg.17). Now, the average stunner pistol costs 46 points. Now my question is, in order to have two stunner pistols, will I need to pay a total of 92 points, or could I simply pay 46 points for the first multipower and 5 points for the second as per regular weapons? Also a follow-up question; Does this rule apply to natural powers as well? Thanks much for any help.
  6. Re: Character Writeup Critique: Black Widow (Natalia Romanova) Wow, the things you miss when you stop collecting comics. I could make a separate version of good old Natasha, one to represent the current Black Widow while keeping this one, her latest appearance limited to her guest appearance in Thunderbolts a few years ago. I go have some questions though for anyone who can help: 1) During her guest spot in the Thunderbolts comic, issue #39-43, had she met Yelena Belova at that time? 2) What firearms in particular did she use in place of her Widow's bracelets? Did she still use her belt of explosives as well?
  7. Re: Character Writeup Critique: Black Widow (Natalia Romanova) Knock yourself out. I'd be dissapointed if you didn't.
  8. Re: Character Critique II: Catwoman Oh and Savinien, thanks much for the rep, man!
  9. Re: Character Critique II: Catwoman Savinien, glad you liked the writeup. Unfortunately, I can't take credit for writing Catwoman's history and personality. I've simply transcribed it from Writeups.org ( http://www.writeups.org/index.html ) a site for DC Heroes game writeups. Oh, and I haven't read the series up to the "Avatar of Bast" stroyline. However if it's mystical, I'd rather not use it. It just doesn't seem right with Catwoman's character, if it's all the same with you. As with the same with the Black Widow writeup, I appreciate everyone's input. I'm making the proper adjustments as such... Superskrull, you are correct. In her writeup her costume is energy resistant, specifically to heat and cold as well as water as well. And now for the revamped version: Catwoman Player: Val** Char*** Cost 15** STR 5 26** DEX 48 21** CON 22 13** BODY 6 18** INT 8 20** EGO 20 25** PRE 15 22** COM 6 * 8** PD 5 14** ED 4 6** SPD 24 7** REC 0 42** END 0 32** STUN 0 *10"**RUN02"**SWIM07"**LEAP0Characteristics Cost: 163 Cost** Power END 3** Animal Magnetism: +1 with Animal Handler (Felines), Interrogation & Seduction* 18** Mastery Of Stealth: Invisibility to Sight Group (Additional Sense Group: Hearing Group), Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2), Requires A Stealth Roll (-1/2)* 6** Fire-Retardant Costume: Armor (0 PD / 6 ED) (9 Active Points); OIF (-1/2) (added to Primary Value)* 3** Cowl Lenses: Infrared Perception (5 Active Points); OIF (-1/2)* 3** Cowl Lenses: Nightvision (5 Active Points); OIF (-1/2)* 7** Retracable Glove Claws: Multipower, 10-point reserve, all slots: (10 Active Points); OIF (-1/2)* 1u** 1) Attacking: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); OIF (-1/2)* 1 1u** 2) Climbing: Clinging (normal STR) (10 Active Points); OIF (-1/2)* 16** Cat O' Nine Tails: Multipower, 32-point reserve, all slots: (32 Active Points); OAF (-1)* 1u** 1) Lash: Killing Attack - Hand-To-Hand 1d6 (vs. PD) (15 Active Points); OAF (-1), No STR Bonus (-1/2)* 1 1u** 2) Reach: Stretching 3" (15 Active Points); OAF (-1), No Noncombat Stretching (-1/4), Always Direct (-1/4), No Velocity Damage (-1/4)* 1 1u** 3) Grapple: Telekinesis (13 STR), Reduced Endurance (0 END; +1/2) (29 Active Points); Affects Whole Object (-1/4), Limited Range (2") (-1/4), Only To Grab And Possibly Squeeze (-1/4), Only Affects Human-Sized or Smaller Objects (-1/4), Can Affect Only One Target At Once (-1/4)* 1u** 4) Swinging: Swinging 8" (8 Active Points); OAF (-1)* 1 3** Burglary Tools Set: +2 with Electronics, Lockpicking & Security Systems (6 Active Points); OAF (-1)* 8** Swift: Running +4" (added to Primary Value)* 1 4** Strong Leaper: Leaping +4" (7" forward, 3 1/2" upward) (added to Primary Value)* 1 5** Acrobatic Leaper: Leaping 8" (8 Active Points); Requires A Acrobatics Roll (-1/2) (not added to totals)* 1 Powers Cost: 82 Cost** Martial Arts Maneuver ** Boxing, Jeet Kune Do, Jujutsu* 5** 1) Acrobatic Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* 4** 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll* 4** 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 5) Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike* 4** 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs* 5** 7) Hook/Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike* 3** 8) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on* 4** 9) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6* 3** 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls* 4** 11) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND* 3** 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls* 8** +2 HTH Damage Class(es)* 2** Weapon Element: Blades, Whips* Martial Arts Cost: 57 Cost** Skill 15** +3 with HTH Combat* 6** +3 with Whips* 30** +3 Overall* ** * 3** Acrobatics 14-* 3** Acting 14-* 2** AK: Gotham City 11-* 2** AK: New York 11-* 2** AK: Paris 11-* 2** Animal Handler (Felines) 14-* 3** Breakfall 14-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Computer Programming 13-* 3** Concealment 13-* 3** Contortionist 14-* 3** Conversation 14-* 3** Demolitions 13-* 3** Disguise 13-* 3** Electronics 13-* 3** High Society 14-* 3** Interrogation 14-* 3** Lockpicking 14-* 3** Mechanics 13-* 3** Persuasion 14-* 7** PS: Burglar 16-* 3** Security Systems 13-* 3** Seduction 14-* 3** Shadowing 13-* 3** Sleight Of Hand 14-* 3** Stealth 14-* 3** Streetwise 14-* 2** Survival (Urban) 13-* 2** TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles* 4** WF: Blades, Small Arms, Unarmed Combat, Whips* Skills Cost: 143 Cost** Perk 5** Contact: The Batman (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)* 0** Contact: The Gotham City Underworld (8-) (Contact limited by identity)* 5** Contact: Barbara Gordon (Oracle) (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)* 6** Contact: Slam Bradley (12-) (Contact has: very useful Skills or resources, Good relationship with Contact)* 6** Contact: Ted Grant (Wildcat I) (12-) (Contact has: very useful Skills or resources, Good relationship with Contact)* 15** Follower: Holly Go-Nightly (75 Base, 0 Disad)* 5** Money (Well Off)* 4** Reputation: One of the world's greatest thieves (A large group, 11-) +2/+2d6* Perks Cost: 46 Cost** Talent 12** Combat Luck: 6 PD/6 ED* 3** Environmental Movement: Supreme Balance: No penalties on narrow surfaces* 6** Lightning Reflexes: +4 DEX to act first with All Actions* Talents Cost: 21 Total Character Cost: 512 Val** Disadvantages 15** Dependent NPC: Dr. Leslie Thompkins, psychotherapist, Incompetent (-20 points or lower), 8- (Infrequently)* 30** Dependent NPC: Her various housecats, pets, Incompetent (-20 points or lower), 8- (Infrequently), Group DNPC (x8 DNPCs)* 20** Dependent NPC: The East End Kids, juvenile street informants, Incompetent (-20 points or lower), 8- (Infrequently), Useful noncombat position or skills, Group DNPC (x4 DNPCs)* 10** Dependent NPC: Holly Go-Nightly, friend, Incompetent (-20 points or lower), 8- (Infrequently), Useful noncombat position or skills* 20** Hunted: Gotham City Police Department, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find* 10** Psychological Limitation: Attracted To Strong, Rugged Men, Uncommon, Strong* 20** Psychological Limitation: Fiercely Independent; Will rely On No One But Herself, Common, Total* 15** Psychological Limitation: Strong Need To Be The Catwoman, Common, Strong* 10** Social Limitation: Secret Identity: Selena Kyle, Occasionally (8-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 162 Total Experience Available: 162 Experience Unspent: 0
  10. Re: Character Writeup Critique: Black Widow (Natalia Romanova) Thanks for the input. All of you guys' suggestions are noted. Bloodstone, I'd rather keep the bracelets because I believe they are distinct in her character. Did they retcon her gear in the MAX series? MitchellS, thanks much for the rep! And now, the revamped version: Black Widow Player: Val** Char*** Cost 15** STR 5 25** DEX 45 23** CON 26 12** BODY 4 18** INT 8 15** EGO 10 25** PRE 15 22** COM 6 * 15** PD 6 16** ED 5 6** SPD 25 8** REC 0 46** END 0 42** STUN 10 *9"**RUN04"**SWIM06"**LEAP0Characteristics Cost: 165 Cost** Power END 2** Perceptive: Enhanced Perception (+2 to PER Rolls for Sight Group)* 12** Bulletproof Spandex Costume: Armor (6 PD / 6 ED) (18 Active Points); OIF (-1/2) (added to Primary Value)* 9** Microsuction Discs: Clinging (25 STR) (14 Active Points); OIF (interwoven into gloves and boots of costume) (-1/2)* 40** Wrist Bracelets: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)* 3u** 1) Widow's Bite: Energy Blast 9d6 (vs. ED), 12 Boostable Charges (+0) (45 Active Points); OIF (-1/2)* 4u** 2) Widow's Bite (Stun Setting): Energy Blast 6d6 (vs. ED), 12 Boostable Charges (+0), STUN Only (+0), No Normal Defense (Defense is being electrically insulated or having an ED Force Field ; +1) (60 Active Points); OIF (-1/2)* 2u** 3) Knockout Gas Pellets: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard; +1) (50 Active Points); OIF (-1/2), 8 Charges (-1/2)* 1u** 4) Swingline (Widow's Line): Swinging 10" (10 Active Points); OIF (-1/2)* 1 20** Belt Of Microexplosive Discs: Energy Blast 6d6 (vs. ED), 12 Boostable Charges (+0), Explosion (Normal (Radius) -1 DC/1"; +1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4)* 6** Strong Runner: Running +3" (added to Primary Value)* 1 2** Strong Swimmer: Swimming +2" (4" total) (added to Primary Value)* 1 3** Strong Leaper: Leaping +3" (6" forward, 3" upward) (added to Primary Value)* 1 5** Avengers' Communicator: Radio Perception/Transmission (10 Active Points); OAF (-1)* Powers Cost: 109 Cost** Martial Arts Maneuver ** Akido, Boxing, Karate, Judo, Savate* 4** 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND* 4** 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND* 4** 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll* 4** 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs* 4** 7) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls* 3** 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls* 4** 9) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6* 4** 10) Cross/ Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike* 5** 11) Side/ Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike* 3** 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls* 8** +2 HTH Damage Class(es)* 3** Weapon Element: Blades, Empty Hand, Off Hand* Martial Arts Cost: 58 Cost** Skill 6** +3 with Widow's Bite* 16** +2 with All Combat* 20** +2 Overall* ** * 3** Acrobatics 14-* 3** Acting 14-* 3** Analyze: Combat 13-* 3** Breakfall 14-* 3** Bureaucratics 14-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Combat Piloting 14-* 3** Concealment 13-* 3** Conversation 14-* 3** Contortionist 14-* 3** Criminology 13-* 3** Cryptography 13-* 3** Deduction 13-* 10** Defense Maneuver: I-IV * 3** Demolitions 13-* 3** Disguise 13-* 3** High Society 14-* 3** Interrogation 14-* 3** Lockpicking 14-* 3** Oratory 14-* 3** Persuasion 14-* 4** PS: Ballerina 13-* 4** PS: Spy 13-* 3** Security Systems 13-* 3** Seduction 14-* 3** Shadowing 13-* 3** Stealth 14-* 3** Streetwise 14-* 3** Tactics 13-* 3** Teamwork 14-* 3** TF: Common Motorized Ground Vehicles, Avengers Quinjet, Combat Aircraft, Small Planes* 3** WF: Blades, Small Arms* 3** Linguist* 2** 1) Language: English; Russian is native: Completely Fluent, w/Accent (3 Active Points) * 1** 2) Language: Mandarin Chinese: Basic Conversation * 1** 3) Language: German: Basic Conversation * 1** 4) Language: Polish: Basic Conversation * 3** Scholar* 2** 1) KS: The Superhuman World (INT-based) (3 Active Points) 13-* 2** 2) KS: The Military/ Mercenary/ Terrorist World (INT-based) (3 Active Points) 13-* 2** 3) KS: Avengers Protocol (INT-based) (3 Active Points) 13-* 1** 4) KS: S.H.I.E.L.D. (2 Active Points) 11-* 2** 5) KS: The Espionage World (INT-based) (3 Active Points) 13-* 2** 6) KS: The KGB (INT-based) (3 Active Points) 13-* 3** Traveler* 1** 1) AK: Stalingrad (2 Active Points) 11-* 1** 2) AK: The Soviet Union (2 Active Points) 11-* 1** 3) AK: Los Angeles (2 Active Points) 11-* 1** 4) AK: New York (2 Active Points) 11-* 1** 5) AK: Leningrad (2 Active Points) 11-* Skills Cost: 180 Cost** Perk 18** Contact: Avengers (11-) (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (18 Active Points)* 6** Contact: Daredevil (11-) (Contact has: very useful Skills or resources, Very Good relationship with Contact)* 8** Contact: Nick Fury (Director of S.H.I.E.L.D.) (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact)* 18** Contact: Various in the U.S. Government (11-) (Contact has access to major institutions, Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points)* 5** Fringe Benefit (Avengers Clearance)* 5** Money (Well Off)* 6** Reputation: Highly efficient intellegence agent (in The Espionage World) (A large group, 14-) +2/+2d6* 6** Reputation: Super Hero And Former Avenger (A large group, 14-) +2/+2d6* Perks Cost: 72 Cost** Talent 3** Ambidexterity (Reduce Off Hand Penalty to -2)* 6** Combat Luck: 3 PD/3 ED* 4** Double Jointed* 5** Resistance: 5 points* Talents Cost: 18 Total Character Cost: 602 Val** Disadvantages 15** Hunted: Avengers, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find* 15** Hunted: KGB, More Powerful, 8- (Occasionally), Harshly Punish* 10** Hunted: S.H.I.E.L.D., More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence* 10** Hunted: Various Supervillains, As Powerful, 8- (Occasionally), Harshly Punish* 20** Psychological Limitation: Coldly Professional; Must Prove That She's The Best Espionage Agent, Very Common, Strong* 15** Psychological Limitation: Romantically Attracted To Daredevil, Common, Strong* 15** Psychological Limitation: Proud; Hates To Be Beaten Or Humiliated , Common, Strong* 10** Reputation: Heroine Believed Responsible For "Deaths" Of Several Avengers During The "Onslaught" Conflict, Frequently (11-)* 15** Reputation: Ruthless Espionage Agent, Almost Always (14-), Extreme, Known Only To A Small Group* 5** Rivalry: Yelena Belova, The Second Black Widow, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 20** Social Limitation: Public Identity (Natasha Romanova), Very Frequently (14-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 252 Total Experience Available: 200 Experience Unspent: 0
  11. Same as with Black Widow. Enjoy! Catwoman Player: Val** Char*** Cost 15** STR 5 26** DEX 48 21** CON 22 13** BODY 6 18** INT 8 20** EGO 20 25/30** PRE 15 22** COM 6 * 8** PD 5 14** ED 4 6** SPD 24 7** REC 0 42** END 0 32** STUN 0 *10"**RUN02"**SWIM07"**LEAP0Characteristics Cost: 163 Cost** Power END 3** Feline Empathy: +5 PRE (5 Active Points); Requires A Animal Empathy Roll (-1/2) (not added to totals)* 2** Seductive Mastery: +5 PRE (5 Active Points); Only Versus Men (-1) (added to Secondary Value)* 18** Mastery Of Stealth: Invisibility to Sight Group (Additional Sense Group: Hearing Group), Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2), Requires A Stealth Roll (-1/2)* 6** Fire-Retardant Costume: Armor (0 PD / 6 ED) (9 Active Points); OIF (-1/2) (added to Primary Value)* 5** Cowl Lenses: Infrared Perception* 3** Cowl Lenses: Nightvision (5 Active Points); OIF (-1/2)* 7** Retracable Glove Claws: Multipower, 10-point reserve, all slots: (10 Active Points); OIF (-1/2)* 1u** 1) Attacking: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); OIF (-1/2)* 1 1u** 2) Climbing: Clinging (normal STR) (10 Active Points); OIF (-1/2)* 16** Cat O' Nine Tails: Multipower, 32-point reserve, all slots: (32 Active Points); OAF (-1)* 1u** 1) Lash: Killing Attack - Hand-To-Hand 1d6 (vs. PD) (15 Active Points); OAF (-1), No STR Bonus (-1/2)* 1 1u** 2) Reach: Stretching 3" (15 Active Points); OAF (-1), No Noncombat Stretching (-1/4), Always Direct (-1/4), No Velocity Damage (-1/4)* 1 1u** 3) Grapple: Telekinesis (13 STR), Reduced Endurance (0 END; +1/2) (29 Active Points); Affects Whole Object (-1/4), Limited Range (2") (-1/4), Only To Grab And Possibly Squeeze (-1/4), Only Affects Human-Sized or Smaller Objects (-1/4), Can Affect Only One Target At Once (-1/4)* 1u** 4) Swinging: Swinging 6" (6 Active Points); OAF (-1)* 1 3** Lockpicking Tools: +2 with Lockpicking (OAF)* 8** Swift: Running +4" (added to Primary Value)* 1 4** Strong Leaper: Leaping +4" (7" forward, 3 1/2" upward) (added to Primary Value)* 1 5** Acrobatic Leaper: Leaping 8" (8 Active Points); Requires A Acrobatics Roll (-1/2) (not added to totals)* 1 Powers Cost: 86 Cost** Martial Arts Maneuver ** Boxing, Jeet Kune Do, Jujutsu* 5** 1) Acrobatic Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* 4** 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll* 4** 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 5) Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike* 4** 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs* 5** 7) Hook/Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike* 3** 8) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on* 4** 9) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6* 3** 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls* 8** +2 HTH Damage Class(es)* Martial Arts Cost: 48 Cost** Skill 15** +3 with HTH Combat* 6** +3 with Whips* 30** +3 Overall* ** * 3** Acrobatics 14-* 3** Acting 14- (15-)* 2** AK: Gotham City 11-* 2** AK: New York 11-* 2** AK: Paris 11-* 2** Animal Handler (Felines) 14- (15-)* 3** Breakfall 14-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Computer Programming 13-* 3** Concealment 13-* 3** Contortionist 14-* 3** Conversation 14- (15-)* 3** Demolitions 13-* 3** Disguise 13-* 3** Electronics 13-* 3** High Society 14- (15-)* 3** Interrogation 14- (15-)* 3** Lockpicking 14-* 3** Mechanics 13-* 3** Persuasion 14- (15-)* 7** PS: Burglar 16-* 3** Security Systems 13-* 3** Seduction 14- (15-)* 3** Shadowing 13-* 3** Sleight Of Hand 14-* 3** Stealth 14-* 3** Streetwise 14- (15-)* 2** Survival (Urban) 13-* 2** TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles* 4** WF: Blades, Small Arms, Unarmed Combat, Whips* Skills Cost: 143 Cost** Perk 5** Contact: The Batman (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)* 0** Contact: The Gotham City Underworld (8-) (Contact limited by identity)* 5** Contact: Barbara Gordon (Oracle) (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)* 6** Contact: Slam Bradley (12-) (Contact has: very useful Skills or resources, Good relationship with Contact)* 6** Contact: Ted Grant (Wildcat I) (12-) (Contact has: very useful Skills or resources, Good relationship with Contact)* 15** Follower: Holly Go-Nightly (75 Base, 0 Disad)* 5** Money (Well Off)* 4** Reputation: One of the world's greatest thieves (A large group, 11-) +2/+2d6* Perks Cost: 46 Cost** Talent 12** Combat Luck: 6 PD/6 ED* 3** Environmental Movement: Supreme Balance: No penalties on narrow surfaces* 6** Lightning Reflexes: +4 DEX to act first with All Actions* Talents Cost: 21 Total Character Cost: 507 Val** Disadvantages 15** Dependent NPC: Dr. Leslie Thompkins, psychotherapist, Incompetent (-20 points or lower), 8- (Infrequently)* 30** Dependent NPC: Her various housecats, pets, Incompetent (-20 points or lower), 8- (Infrequently), Group DNPC (x8 DNPCs)* 10** Dependent NPC: Holly Go-Nightly, friend, Incompetent (-20 points or lower), 8- (Infrequently), Useful noncombat position or skills* 20** Hunted: The Batman, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find, Extensive Non-Combat Influence* 20** Hunted: Gotham City Police Department, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find* 10** Psychological Limitation: Romantic Attraction To The Batman, Uncommon, Strong* 20** Psychological Limitation: Fiercely Independent; Will rely On No One But Herself, Common, Total* 15** Psychological Limitation: Strong Need To Be The Catwoman, Common, Strong* 10** Social Limitation: Secret Identity: Selena Kyle, Occasionally (8-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 157 Total Experience Available: 157 Experience Unspent: 0 Background: The oldest of two sisters from a fractured family, Selina Kyle had one of the toughest childhoods one could imagine. Much of Selina and Magdalene's childhood was spent on the streets of Gotham's East End - their mother committed suicide shortly after Magdalene was born, and her father was an abusive drunk. He eventually lost custody of the kids to the State, and they were taken away to an institution named Sprang Hall. There, Selina fiercely defended Maggie against other juves and the staff until she was about 10 or 11 - and was often punished for the fights she won while so doing. Maggie and Selina were then separated and Selina was sent to another institution called Sea Gate. Sea Gate was run by a bitter and corrupt woman who viewed severe discipline as the main practice of correction. Because Selina was fiercely independent, spent a lot of time daydreaming, stealing and made up her own rules, she was harshly disciplined to no avail, and eventually ended up in solitary confinement. However, as time passed, Selina discovered that the director was embezzling from the institution - but failed to flee after taunting the woman with that knowledge. Thus, the director drugged Selina and threw her into the ocean wrapped within a burlap bag. But Selina somehow survived and, using the ledger with the proof of the director's embezzlement, blackmailed the woman into letting her free of the institution and destroying all records in her possession regarding the 13-year-old girl known as Selina Kyle. Now living on the streets, Selina eventually became a part of a street gang of urchins and pickpockets called the "Alleytown Gang." An old woman named Mama Fortuna ran the gang. Fortuna was ruthless with the brats, and Selina refused her authority. Although she was brilliant as a kid thief, Selina eventually left and had to resort to prostitution when she was roughly fifteen years old. For a time she was protected by a slightly older prostitute named Sylvia. This would not last long though after an incident in which the two girls were accosted one evening by a group of men who pulled up in a vehicle as they worked the strip. But feeling something was not quite right about the men Sylvia decided to go instead of allowing Selina. As Sylvia had suspected the men had been up to no good as they beat and tortured her savagely. Sylvia was unable to come to terms with her trauma until much later, and finally come to blame Selina for what had happened. A year later, Selina's father died from alcohol poisoning. Meanwhile, roughly when Selina was leaving the Alleytown gang, Maggie became a nun in a Gotham convent. When she was roughly 17, Selina fell in love with a brutal pimp named Stan. Stan often abused and beat Selina . During one such beating he left her badly beaten in a back alley flanking the convent where Magdalene resided. After the nuns alerted the police and he got her to a hospital, Selina was approached by Detective Flannery, a straight-edged cop on the Gotham Vice-Squad, who had come to Selina at the request of the Nuns. He recommended Selina see an instructor he knew who could teach her self-defense and provided her with an address. Initially Selina refused, but when Stan attempted to force her into doing a john requesting her to wear a cat costume, she re-evaluated her situation. Something in the whole business lead her to strongly suspect the guy was some sick freak, and not just some guy with a S&M fantasy. It was at this time Selina reached a major turning point in her life and sought out the self-defense trainer recommended to her by Detective Flannery. She presumably wasn't expecting much - but when she connected with the trainer, she discovered the man was Ted Grant, undefeated heavyweight boxing champ, world-class martial artist, weapons master, and former costumed adventurer Wildcat I of the famed JSA. Grant liked Selina's fierce demeanor and watched as she quickly became one of his most gifted students ever, possibly second only to the Batman. Ironically, Selina met billionaire playboy Bruce Wayne around the same time she was training with Grant - and shortly before Wayne had adopted the identity of the Batman. Wayne, undercover, had attempted to prevent a pimp from roughing up one of his girls right under Selina's window. The pimp however was Stan and the girl, Holly a 13 year old prostitute who was Selina's protegee, much like Selina had been to Sylvia for a time. When a brawl erupted, Holly stabbed Wayne in the thigh to help Stan, and when Wayne disarmed Holly, Selina attempted to engage Wayne to protect Holly. But Wayne was too fast and punched Selina out with one blow. Because of that humiliating incident, Selina trained even harder than she had before. Approaching Grant with a Cat-o-nine she had received from a john who was into domination, she asked to be trained in its use. Grant agreed to Selina's request as the determined young woman eagerly worked the new weapon into her fighting style. At that time, Selina also encountered a master thief, a local legend known simply as Stark as he burst into Selina's room and killed the john she was servicing - a criminal known as Tony the Toucan who had tried to double-cross Stark in their previous job. As they chatted, Stark was immediately attracted to Selina and, after Grant, he was the first man whose strength she could respect. They became lovers and, shortly after, partners, with Stark teaching her the tricks of the trade. Obviously, Selina never told anybody she was the lover and partner of one of Gotham's top criminal freelance talent - Stark was her secret life. Shortly after, in the middle of the night, she witnessed one of Batman's first public appearances, during his dramatic escape from the GCPD's paramilitary might. Seeing the almost primal, unstoppable figure in a costume inspired her. Donning the cat costume given to her by Stan, she arranged a meeting with him in the back alley where he had previously beaten her and took the opportunity to provide some feedback. As she unmasked and left the alley where Stan lay beaten unconscious, she came face-to-face with her sister Magdalene, and fled the scene. Magdalene then hit the streets to look for Selina , inadvertently attracting the attention of Stan, who wanted to strike back at Selina for what she had done to him in the alley. With a hard-on for revenge Stan kidnapped Maggie and held her hostage. After some investigation Selina discovered where Stan was holding up and confronted her ex-lover and pimp. A fight between Stan and Selina erupted and eventually led to their final confrontation on the building's catwalk. There Stan held Maggie tightly to him until he lost his footing and fell off to his death. As a result Maggie also took a plunge but was saved from sharing a similar fate when the Batman swung down from seemingly nowhere and managed to rescue her in mid-fall. Selina was shocked by meeting with her sister again, by Stan's death and by how ruthless and unhinged she was when wearing the cat costume. She was lost and wasn't planning to ever wear a mask again - until Holly was beaten by a police captain with well-hidden sexual neuroses. Catwoman confronted him and would presumably have killed him hadn't the Batman intervened again. He convinced her not to kill the captain, in large part due to an immediate chemistry that appeared between them. Selina kissed him, then sucker punched him and walked away from the scene. Holly decided to stay with Maggie at the convent. Now 18, Catwoman started stealing from Gotham East End criminals, and quite often from Gotham's most notorious and established criminals. Some of her thefts were attributed to the Batman, though. Out of pure ego, Catwoman went to steal expensive items from Gotham's crime lord, the Roman, and left claw marks on the Roman's face as a calling card - nobody would attribute her exploits to the Batman this time. Her plan succeeded, although only through the intervention of the Batman, who also happened to be on the scene. Around this same time, as the Catwoman, Selina double-crossed Stark during a diamond heist. She ran away with the bag and Stark barely escaped. He had to leave Gotham, though, but later became a feared national operator, grand thief and killer. Selina's reason for betraying her first great love have remained mysterious ; it may have had something to do with proving to herself that she wasn't dependent on him. With her loot (especially the considerable sum from the Stark double-cross fiasco) and her natural class, Selina then amused herself and took her social revenge by becoming a society girl when she was about 21. With her poise, smarts and incredible beauty she even became the girlfriend of Gotham's most eligible bachelor, Bruce Wayne, for a time - but this relationship went nowhere due to Bruce's own secret life. The society life allowed her to case the local social elite, and Catwoman was soon stealing from Gotham's richest men and women with unnerving ease. And on many of her capers she found herself running into the Batman. Although, on paper, the Batman was out to arrest her, things were actually much more ambiguous. He saved her life on some occasions, such as when the second Mister Handsome attempted to capture and kill her. Selina then ran into her old protector, Sylvia and reluctantly agreed to help her commit a theft so she could retire. The scheme went awry when Sylvia had to shoot a man and lost it, forcing Selina to leave her one-time protector behind as the police burst in. Shortly after, Selina took as a protegee another young streetwalker much like Holly - a girl from Flagstaff called Arizona. At roughly that point, Maggie had a crisis of faith and left the convent ; some time later she moved to California after marrying a man called Simon. Some months later, she started working for Bane - although the cut was poor by her standards, it left her free from fencing concerns. This collaboration went south when an assassin named Guillermo, looking to kill Bane, tried to get his pet thief Catwoman first. Selina and Arizona barely escaped the bombing of their apartment. Investigating in Santa Prisca, she caught up with Guillermo as he was about to assassinate the island's ruler, and distracted him long enough to have the ruler fatally stab the assassin. Under the Santa Priscaian ruler's protection, she discovered some of his guards were traitors, and that Quincy Lord was the apparent mastermind behind the assassination attempt. While foiling Lord's plans she discovered that Bane and Leopold were behind Guillermo's finding her and firebombing her apartment. With her usual wit she found a way to cause Bane to kill Leopold for her - which he managed, even behind bars. And she never even had to get her hands dirty to do it. Catwoman then went through a long series of adventures that took her around the United States and the world as a thief and quite often as an anti-hero. Arizona had managed to cobble together a decent life for herself, and left Selina's protection. Catwoman was blackmailed into working for the government for a time, but of course escaped their clutches. When a $5M bounty was offered to find a man whose bloodstream may hold the cure to the Ebola-like virus, which had struck Gotham, she was among the hunters and collaborated with the bat-crew in eventually finding a cure and delivering it. Her next encounter with the Batman was less friendly though as he attempted to arrest her. She got her revenge by freeing the Joker, Two-Face and the Penguin and telling them to make life tough for the Batman. This further served as a distraction while she was attempting to steal an antique Egyptian doll house, but Two-Face double-crossed her and she ended up teaming up with the Batman to catch the three other criminals. Selina next encountered various troubles from a copycat burglar who turned out to be a former Sea Gate kid, and a police detective who discovered her identity and dated her before she realized he was a serial killer. She also worked a bit with the Huntress, coming closer to being a vigilante than a thief, and clashed again with Two-Face, now clearly an enemy. When a major earthquake struck Gotham, Selina barely made it out alive after being trapped underground for many hours. She then went on to stop Poison Ivy from turning Gotham into a jungle. No good deed goes unpunished and shortly after she was attacked by the Scarecrow, who made her confront her innermost fears by making her believe she was imprisoned in Arkham and had to depend on others for everything, including her escape. Eventually Selina was able to break free of the mental manipulations of the Scarecrow's chemicals. Later, in Vegas, while attempting to snag $3M she ended up teaming with Wildcat I, then ditched him to get the money. This however proved fruitless as she then had to spend most of the money to discover where those she had stolen the money from were holding the now captured Wildcat I, and rescue him. The rest went towards a trip to Rio for two so Selina could make up for ditching Grant. Another escapade had her being stalked by the Joker. But with the help of the Batman she defeated the Clown Prince of Crime and returned him to his cell in Arkham - by breaking in the highest security part and dropping him in his cell. When Gotham became a no man's land, Selina left for Paris - but eventually came back to the US, and more precisely Manhattan. She blackmailed the CEO of a company into making her the VP, then faked her own murder and framed the CEO for it, thus freeing the position. She then proceeded to playing the stock market, thoroughly cheating and acquiring insider knowledge to sextuplet the worth of the company, then was made CEO on the strength of her results. After having thus stolen an entire company, she decided she would steal an even bigger prize - New York City. She ran for Mayor. Selina survived an assassination attempt by Gunhawk, then took down other would-be assassins that were sneaking around her apartment. She then discovered Lady Vic had infiltrated her organization as one of her aides, and fought her at a rally. The Trickster was the next person to put a crimp in her plans when he leaked to the tabloids that Selina Kyle was the Catwoman. Not knowing that it was actually the truth, the Trickster did so as an attempt to discredit Selina during her mayoral campaign run. After catching the Trickster, she convinced him to work with her to steal her own assets, which had been frozen due to suspicion of market fraud. But the Trickster duped her, and as the political heat began to reach an unbearable level, Selina orchestrated for the police to find a body dressed as herself in a car possessed by a team of assassins. Selina Kyle was thus declared dead. Although she accomplished a mission for Batman's sake during the end of the "no man's land" period, she was shortly after framed as the culprit who stole an extremely valuable crystal spire. For Commissioner Gordon this had been the last straw as he vowed to capture her, against the Batman's advice not to. Gordon's intricate setup worked, and the Catwoman was jailed as Jane Doe with a two-year sentence. Due to her many enemies, she had to be put into solitary. Her stay in prison was too much and caused Selina to have flashbacks of her time in Sea Gate ; this in turn pushed her to a point where she attempted a mad rush to escape, which triggered a prison riot. A negotiator was brought in but, while talking in private with Selina, the woman suddenly cut Catwoman's throat and called for an ambulance. The woman was actually Dr. Harleen Quinzell, who left an infuriating game of clues for Gordon to track them down while she submitted Selina to a severe drug treatment. With the help of the drugs, Harley Quinn forced Selina to assist her in a series of crimes such as fighting Gordon and then robbing a bank in which a note was held by Catwoman to the cameras threatening to kill Gordon if the detention facilities inmates were not released. Before things got too out of hand though, Selina broke free of the chemical hold on her that Quinn had and fled into the night. Shortly after managing to blackmail the Mayor of Gotham City over his narcotic use, she coincidentally encountered Commissioner Gordon in an alley. Gordon attempted to arrest her, grazing her thigh with a bullet, but was then himself shot from behind by unseen assailants. Catwoman was of course a prime suspect and was tracked down by the bat-crew for questioning - although she was eventually able to clear herself of those allegations. However, shortly after the Gordon fiasco, she was once again subjected to mind-altering drugs at the hands of the Scarecrow and Two-Face. At first she suspected her sister Maggie was somehow out to get her, but then realized it was not true, but instead that it had been a effect of the drugs administered to her by the Scarecrow and Two-Face which caused her to sleepwalk and sabotage her own work. She did however manage to defeat the diabolic duo and recover from the effects of the drugs. Still, the Mayor of Gotham wanted his revenge, and hired Deadshot to take care of the problem. Towards that end Deadshot stalked the Catwoman. During the encounter Selina was caught in the explosion of a fuel tanker and barely survived the blast by some miracle of a chance. Now believed dead, Catwoman considered the advantages to that and decided to retire the Catwoman identity for a while. The Mayor, however, didn't believe that Catwoman had perished in the blast and thus hired a top-level private investigator, the legendary Slam Bradley, to investigate the situation. Meanwhile, Selina got interested in a heist job that was both highly lucrative - $24M in cash - and extremely difficult to pull off. A fast, heavily guarded train, four cars long, with the cash in more than thirty bags and no stops between starting point and final destination. She knew she could not pull the heist off alone, so she sought who she considered would be best suited to assist her: Stark.As she had anticipated. Despite being totally amoral and a stone cold killer, Stark agreed to go along with his old, traitorous flame - both out of nostalgia and for his own reasons. He and a young, brilliant criminal techie named Jeff and an old friend of Selina's, a fence by the name of Swiftie, helped to perfect the plan for the heist. The heist was brilliantly executed by the three top-flight professionals and their accomplice, but they had been second-guessed by a French Canadian criminal named Laperier. The ruthless Laperier killed Swifty and Jeff, then confronted Stark and Selina. They outmaneuvered him, but Stark's pistol jammed and he was fatally wounded by a point-blank burst by Laperier, whom he killed before collapsing. The blow was very hard for Selina - she realized that the life as a master criminal only provided her with empty thrills while killing off those for whom she cared. Although she professed not to know the meaning of the word "love", she clung to Stark's corpse during the whole night before slowly letting it slide into the river as the dawn came. She formed the project to go back to her roots in the East End ; Stark's death marked the end of the Thrill of Adventure motivation for Selina. Meanwhile, Slam Bradley was doing a superb job. He established that Selina Kyle wasn't dead and that the corpse in the coffin was not she. He then guessed she was actually Catwoman, and was well on his way to tracking her down when she met with him. Bradley had come to empathize with Selina, though. He admired her guts, class and hard life much more than he respected the Mayor. He decided to burn the file with his findings, and became a friend to Selina. Trying to reevaluate her life and goals, Selina actually accepted a little help from the Batman - a considerable change for her. During several months, she had private psychotherapy sessions with Dr. Leslie Thompkins. At first Selina thought part of her confusion was due to the various incidences of mind-altering drugs she had been subjected to by the Scarecrow or Harley Quinn, but her blood was actually normal. Leslie helped her admit she wanted to return to her roots in the East End, overcome her hesitations to fix things up with her sister - and be Catwoman again. She decided Selina Kyle, as Catwoman, would be a protector for the East End - the poorest, most crime-ridden part of Gotham, including such places as Crime Alley. As she came back to the old 'hood, Selina quickly ran into Holly, her former protegee (now having left the convent and back on the streets as a hooker), and they quickly re-established their friendship, with Holly becoming her eyes and ears on the street. After stopping a superhuman that was killing hookers, Selina started taking over the East End. However, it soon became clear that the crime boss for the East End was the devastatingly violent, psychotic criminal known as the Black Mask. And he had an asset - one of his lieutenants was Sylvia, the long-lost friend of Selina from her teenaged years. She knew who the Catwoman was. Black Mask struck at Selina hard, attempting to break everyone she cared for. Selina's big project, the renovation of the cathedral and construction of the community center project in the East End with her stolen millions, was firebombed into rubble a few days after the opening ceremonies. Magdalene (who has recently come back to Gotham with her husband) was kidnapped, her husband was tortured to death and she was driven mad and catatonic. Holly was nearly killed, then captured, and Slam Bradley ended up in the hospital. Catwoman managed to locate Black Mask. In the fight, Sylvia was killed by Holly to save Selina's life, and the Black Mask fell to his apparent death. The wounds from this conflict, physical and mental, were hard to heal for those involved, and Maggie's case appears hopeless. Selina took Holly with her on a road trip to help heal the trauma over killing Sylvia. Catwoman established herself as pretty much the queen and kingpin of the East End - providing protection to all for a 0% cut. However, many gangs and crime lords were attempting to oust her and fill the vacuum left by Black Mask's death. Catwoman soon found herself nearly overwhelmed by ruthless attacks, including a brutal one by the Mafia - using the superhuman fighter Zeiss as their spearhead. Personality: Selina has been searching for herself for a long time, oscillating between light and shadow and redefining herself - from street urchin to whore, from whore to protector, from protector to thief, and now from thief to protector. The death of Stark has made her drop the purely criminal and venal life, and Leslie Thompkins's example has convinced her that she'd actually find satisfaction in being a benefactor and protector of something she cares about - Gotham's East End. Her friendship with Holly, and trying to make Holly's life better, are a small-scale example of the same mores. The talk therapy with Thompkins also made clear that Kyle needed to be Catwoman, much like being the Batman is necessary for Wayne. Still, Selina defines her own rules and changes them when necessary. She is on no side but her own, not trusting cops and occasionally finding herself at odds with the Batman. She operates partially as a simple street vigilante, but mostly as a cunning planner taking down crime lords and corrupt cops (the East End comprises the worst precincts, corruption-wise). While her methods may be ever shifting, her goal to protect the impoverished and homeless of the East End remains constant. A hardened criminal, master fighter and former super villain, Catwoman is not to be messed with. She can be remarkably devious, violent, manipulative and brutal, but mostly tends to act that way when what she cares for is threatened. The characters at the receiving end of her fury are always particularly unsavory, but there's a significant chance she will kill if pushed far enough. She's also very private, hard to read and unpredictable -even her closest friend, Holly, can never knows what she's really thinking : Selina's strong protective instincts make her a very mysterious person. She does not submit to any authority - not even the future, as she always lives in the now ; and she makes certain that all her decision are hers and hers only. She absolutely hates being dependent on anyone for anything, and tends to be suspicious of anything that looks remotely like it could have some sort of hold on her. Yet, she keeps strong traces of her old Thrill of Adventure - although her definition of fun often implies very high velocities, dangerous men with guns and outrageous, death-defying stunts. Selina's relationship with men is complex. She does not have much trust for the majority of them, unless they prove to be mentally strong and driven - or unless they are older gentlemen. She can certainly be a cold, manipulative bitch using her sex-appeal, feminine wiles and sheer charm to get what she wants from even the toughest muttafuckas in the rare occasions she need it ; but at the same time actual love is rare and precious to her. She will manipulate the key men in her life to prove she can and who has the power, but at the same time it seems she doesn't really want to and that it is a way to make a point about who can hurt who, or perhaps even a game between adults. She tends to be bad at it when it comes to the Batman - her very strong attraction to him confuses and angers her, and her attempts at establishing a balance of strength more in her favor often comes across as more... clumsy, weak or even childish than usual. Thankfully, the Batman is about as disarmed toward her as she is toward him. She is undeniably a romantic, but certainly only wants the very, very best and her own issues likely prevent her to ever find herself in a working relationship.
  12. I've been writing up characters for Marvel, trying to make them as accurate as possible. I've uploaded this one for starters. Any suggestions are welcome. Black Widow Player: Val** Char*** Cost 15** STR 5 25** DEX 45 20** CON 20 12** BODY 4 18** INT 8 15** EGO 10 25** PRE 15 22** COM 6 * 15/18** PD 6 15/18** ED 5 6** SPD 25 7** REC 0 40** END 0 40** STUN 10 *9"**RUN04"**SWIM06"**LEAP0Characteristics Cost: 159 Cost** Power END 2** Perceptive: Enhanced Perception (+2 to PER Rolls for Sight Group)* 12** Bulletproof Spandex Costume: Armor (6 PD / 6 ED) (18 Active Points); OIF (-1/2) (added to Primary Value)* 9** Microsuction Discs: Clinging (25 STR) (14 Active Points); OIF (interwoven into gloves and boots of costume) (-1/2)* 40** Wrist Bracelets: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)* 3u** 1) Widow's Bite: Energy Blast 6d6 (vs. ED), No Normal Defense (Standard; +1) (60 Active Points); OIF (-1/2), 12 Charges (-1/4)* 2u** 2) Knockout Gas Pellets: Energy Blast 4d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2), No Normal Defense (Standard; +1) (50 Active Points); OIF (-1/2), 8 Charges (-1/2)* 1u** 3) Swingline (Widow's Line): Swinging 10" (10 Active Points); OIF (-1/2)* 1 18** Belt Of Microexplosive Discs: Energy Blast 6d6 (vs. ED), Explosion (Normal (Radius) -1 DC/1"; +1/2) (45 Active Points); OAF (-1), 12 Charges (-1/4), Range Based On Strength (-1/4)* 6** Strong Runner: Running +3" (added to Primary Value)* 1 2** Strong Swimmer: Swimming +2" (4" total) (added to Primary Value)* 1 3** Strong Leaper: Leaping +3" (6" forward, 3" upward) (added to Primary Value)* 1 5** Avengers' Communicator: Radio Perception/Transmission (10 Active Points); OAF (-1)* Powers Cost: 103 Cost** Martial Arts Maneuver ** Akido, Boxing, Karate, Judo, Savate* 4** 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND* 4** 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll* 4** 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs* 4** 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls* 3** 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls* 4** 8) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6* 4** 9) Cross/ Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike* 5** 10) Side/ Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike* 3** 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls* 8** +2 HTH Damage Class(es)* 3** Weapon Element: Blades, Empty Hand, Off Hand* Martial Arts Cost: 54 Cost** Skill 6** +3 with Widow's Bite* 16** +2 with All Combat* 20** +2 Overall* ** * 3** Acrobatics 14-* 3** Acting 14-* 3** Breakfall 14-* 3** Bureaucratics 14-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Combat Piloting 14-* 3** Concealment 13-* 3** Conversation 14-* 3** Contortionist 14-* 3** Criminology 13-* 3** Cryptography 13-* 3** Deduction 13-* 3** Demolitions 13-* 3** Disguise 13-* 3** High Society 14-* 3** Interrogation 14-* 3** Lockpicking 14-* 3** Oratory 14-* 3** Persuasion 14-* 4** PS: Ballerina 13-* 4** PS: Spy 13-* 3** Security Systems 13-* 3** Seduction 14-* 3** Shadowing 13-* 3** Stealth 14-* 3** Streetwise 14-* 3** Tactics 13-* 3** TF: Common Motorized Ground Vehicles, Avengers Quinjet, Combat Aircraft, Small Planes* 3** WF: Blades, Small Arms* 3** Linguist* 2** 1) Language: English; Russian is native: Completely Fluent, w/Accent (3 Active Points) * 1** 2) Language: Mandarin Chinese: Basic Conversation * 1** 3) Language: German: Basic Conversation * 1** 4) Language: Polish: Basic Conversation * 3** Scholar* 2** 1) KS: The Superhuman World (INT-based) (3 Active Points) 13-* 2** 2) KS: The Military/ Mercenary/ Terrorist World (INT-based) (3 Active Points) 13-* 2** 3) KS: Avengers Protocol (INT-based) (3 Active Points) 13-* 1** 4) KS: S.H.I.E.L.D. (2 Active Points) 11-* 2** 5) KS: The Espionage World (INT-based) (3 Active Points) 13-* 2** 6) KS: The KGB (INT-based) (3 Active Points) 13-* 3** Traveler* 1** 1) AK: Stalingrad (2 Active Points) 11-* 1** 2) AK: The Soviet Union (2 Active Points) 11-* 1** 3) AK: Los Angeles (2 Active Points) 11-* 1** 4) AK: New York (2 Active Points) 11-* 1** 5) AK: Leningrad (2 Active Points) 11-* Skills Cost: 164 Cost** Perk 18** Contact: Avengers (11-) (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (18 Active Points)* 6** Contact: Daredevil (11-) (Contact has: very useful Skills or resources, Very Good relationship with Contact)* 8** Contact: Nick Fury (Director of S.H.I.E.L.D.) (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact)* 5** Fringe Benefit (Avengers Clearance)* 5** Money (Well Off)* 6** Reputation: Highly efficient intellegence agent (in The Espionage World) (A large group, 14-) +2/+2d6* 6** Reputation: Super Hero And Former Avenger (A large group, 14-) +2/+2d6* Perks Cost: 54 Cost** Talent 3** Ambidexterity (Reduce Off Hand Penalty to -2)* 6** Combat Luck: 3 PD/3 ED* 4** Double Jointed* 5** Resistance: 5 points* Talents Cost: 18 Total Character Cost: 552 Val** Disadvantages 5** Hunted: Avengers, More Powerful, 8- (Occasionally), Watching* 15** Hunted: KGB, More Powerful, 8- (Occasionally), Harshly Punish* 10** Hunted: S.H.I.E.L.D., More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence* 10** Hunted: Various Law Enforcement Agencies And Organizations, More Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence* 10** Hunted: Various Supervillains, As Powerful, 8- (Occasionally), Harshly Punish* 20** Psychological Limitation: Coldly Professional; Must Prove That She's The Best Espionage Agent, Very Common, Strong* 15** Psychological Limitation: Romantically Attracted To Daredevil, Common, Strong* 15** Psychological Limitation: Proud; Hates To Be Beaten Or Humiliated, Common, Strong* 10** Reputation: Heroine Believed Responsible For "Deaths" Of Several Avengers During The "Onslaught" Conflict, Frequently (11-)* 15** Reputation: Ruthless Espionage Agent, Almost Always (14-), Extreme, Known Only To A Small Group* 5** Rivalry: Yelena Belova, The Second Black Widow, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 20** Social Limitation: Public Identity (Natasha Romanova), Very Frequently (14-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 202 Total Experience Available: 200 Experience Unspent: 0 Description: The Black Widow is a strikingly beautiful woman with long red-auburn hair, ice blue eyes, and an athletic, but well-endowed build. Her costume is a black, skintight leather bodysuit in the style of Emma Peel, the front of the outfit occaisionally zipped down to accentuate her decollatage. On her wrists she wears her gold wrist bracelets which contains both her widow's bite and widow's line, and she wears a gold belt of metallic disc cartridges which contains her plastic explosive charges around her hips. On the center of the belt buckle is a red black widow symbol. Background: Natalia Romanova, a descendant of Russia's royal family, was found as a young child by a Russian soldier known as Ivan Petrovitch. Raised by Petrovitch during the Soviet Union, Romanova grew into a brilliant athlete and scholar, gaining fame as a ballerina teen prodigy. Later, she married the renowned Soviet test pilot Alexi Shostakov. The couple was contacted by the Soviet Intelligence agency, the KGB, to be made into covert operatives. The KGB separated the couple, denying them contact with each other forevermore. Later, Natalia was told that her husband died in the explosion of an experimental rocket. Distraught, Natalia said she wanted to do something worthy of her husband's heroism, as predicted by the KGB, who then trained her to become the spy code named the Black Widow. The Black Widow's first assignment was to infiltrate Stark Industries in the United States to assist in a assassination. Thwarted by the hero Iron Man (in actuality, Tony Stark,) Natalia repeatedly tried to sabotage Stark Industries at various times, only to be foiled each time by Iron Man. At one point, Natalia used the young Hawkeye as an ally in her criminal schemes. However, she began to fall in love with Hawkeye, who soon refused to act as a criminal any longer, and thus she began to resent her own activities. Later, Natalia fell into the hands of intelligence agents of communist China and was brainwashed into their service. She was directed to attack Hawkeye and Iron Man's superhero team, the Avengers, but soon freed herself of her brainwashing when reunited with Hawkeye. Defecting to the United States, she retired from her spy career and associated with the Avengers for a while, without becoming an official member, mainly to be near to Hawkeye. However, Natalia later quit her relationship with Hawkeye and the Avengers and became a freelance spy. She revealed her identity to the U.S. government and joined the international espionage organization SHIELD. During this time, Natalia would occasionally require the help of the Avengers, such as when her believed-dead husband reappeared as an agent of the Soviet government, the Red Guardian, bent on destroying America with the high-tech "psychotron" device. She was reunited with her lost husband only to see him killed when the psychotron was destroyed. She breifly abandoned her costumed identity a short time later, quitting SHIELD. Neverthess, Natalia would resume her Black Widow identity on an as-needed basis, often joining other superheroes. Natalia enjoyed a brief partnership with the hero Daredevil, becoming lovers for a time. Shortly afterward, she helped the Avengers again, becoming a full-fledged member for a brief stint. Other times, she joined with heroic teams including the Lady Liberators and the Champions of Los Angeles, the latter of which she served as leader. Returning to freelance adventuring after the Champions' brief tenure, she soon found herself alongside the Avengers, maintaining an on-againg, off-again spurts of membership. At one point, she began participating in Avengers on more active basis and eventually became the deputy leader under Captain America. When Captain America had to depart the team, she was made chairperson. It was during her leadership that the Avengers fought the supremely powerful being known as Onslaught. In the ensuing battle, most of the Avengers appeared to give their lives to stop the menace. Natalia tried to keep the Avengers going, but failed, and relinquished all Avenger property to SHIELD, effectively disbanding the team. Natalia appeared to have an emotional breakdown, fighting all Avenger-related super villains. In reality, Natalia was playing a front as part of her SHIELD assignment to stop neo-Soviet communists from taking over Russia. With the help of Daredevil, Natalia defeated the communists and partnered with him for a brief time before returning to her freelance spy work. Most recently, Natalia met her successor to the code-name Black Widow, who was working for the Russian intelligence. Although the two clashed initially, they teamed up to defeat their mutual enemy, and Natalia warned her successor against being a tool of the government before parting ways. When the heroes returned after being believed dead, Natalia helped the team re-assemble to fight the menace of Morgan le Fay. Despite her renewed Avengers affiliation on non-active basis, Natalia had come to decide she was better suited to espionage than superheroics. She remains a freelance agent while occasionally helping the Avengers.
  13. Re: Marvel Universe trivia I remember way back in the comic books that there was a powerful weapon created by the Celestials called the Dreaming Celestial, which was a non-sentient Celestial body that could be inhabited by anyone with strong willpower. The Deviant Warloard Ghaur inhabited it and used it against the Eternals of Earth. Uncertain as to what happened to it.
  14. Re: Newbie Submitting character For Critique Thanks much for all the input guys. I got the disads fixed. Also i took C--'s advice (see CON and Movement powers). An observation: I'm not too sure, but I think he's bordering on superhuman. Not that I'm complaining, mind you. Final version: The Paradoxman Player: xxxxxxx xxxxx Val** Char*** Cost 20** STR 10 26** DEX 48 23** CON 26 15** BODY 10 13** INT 3 14** EGO 8 20** PRE 10 12** COM 1 * 10/24** PD 6 10/24** ED 5 6** SPD 24 9** REC 0 46** END 0 40** STUN 3 *12"**RUN02"**SWIM012"**LEAP0Characteristics Cost: 154 Cost** Power END 9** Alert And Aware: Enhanced Perception (+3 to PER Rolls for All Sense Groups)* 16** Bulletproof Costume: Armor (8 PD / 8 ED) (24 Active Points); OIF (-1/2) (added to Secondary Value)* 25** Good Eye: Find Weakness 12- (with Martial Arts)* 20** Ducking And Dodging: Missile Deflection (Any Ranged Attack)* 12** Athletic Movement: Multipower, 12-point reserve* 1u** 1) Strong Legs: Leaping +8" (12" forward, 6" upward) (8 Active Points) (added to Primary Value)* 1 1u** 2) Strong Legs: Running +6" (12 Active Points) (added to Primary Value)* 1 1u** 3) Rooftop Travel: Swinging 12" (12 Active Points); Requires A PER Roll (-3/4), OIF (structures of opportunity) (-1/2) [Notes: cannot generate his own swinglines, but must find flagpoles, railings, and other structures to swing from]* 1 Powers Cost: 85 Cost** Martial Arts Maneuver ** Comic Book Martial Arts* 4** 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND* 4** 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 4) Kidney Punch: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND* 4** 5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike* 5** 6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike* 3** 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls* 16** +4 HTH Damage Class(es)* Martial Arts Cost: 44 Cost** Skill 15** +3 with HTH Combat* ** * 3** Acrobatics 14-* 0** AK: Brookyln 8-* 3** Breakfall 14-* 3** Climbing 14-* 3** Computer Programming 12-* 3** Concealment 12-* 0** Conversation 8-* 3** Criminology 12-* 3** Deduction 12-* 2** KS: Comic Books 11-* 0** Paramedics 8-* 0** Persuasion 8-* 2** PS: Blue Collar 11-* 2** PS: Illustrator 11-* 2** PS: Short-Order Cook 11-* 3** Shadowing 12-* 3** Stealth 14-* 3** Streetwise 13-* Skills Cost: 53 Cost** Perk 2** Reputation (known as a hero by Brookyln residents) (A medium-sized group, 11-) +2/+2d6* Perks Cost: 2 Cost** Talent 12** Combat Luck: 6 PD/6 ED* Talents Cost: 12 Total Character Cost: 350 Val** Disadvantages 15** Dependent NPC: Nathaniel Rollins Sr. (father), Normal, 11- (Occasionally), Unaware of character's adventuring career/Secret ID, Useful noncombat position or skills* 20** Dependent NPC: Holly Romero (waitress, co-worker), Incompetent (-20 points or lower), 8- (Infrequently), Unaware of character's adventuring career/Secret ID* 15** Hunted: Organized Crime Kingpin, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence* 10** Hunted: Local Police, As Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence* 5** Hunted: The Press, As Powerful, 8- (Occasionally), Watching, Extensive Non-Combat Influence* 10** Hunted: Various Street Gangs, As Powerful, 8- (Occasionally), Harshly Punish* 15** Psychological Limitation: Code Versus Killing, Common, Strong* 15** Psychological Limitation: Devoted To Justice, Common, Strong* 20** Psychological Limitation: Protects The Weak And Innocent, Very Common, Strong* 15** Reputation: Reckless Vigilante, Frequently (11-), Extreme* 10** Social Limitation: Secret Identity: Nathaniel Rollins, Occasionally (8-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  15. Re: Newbie Submitting character For Critique Thanks for the reply guys, you've been quite helpful. As per you questions AmadanNaBriona, here's the background. I've also took some of your advice to heart. C--, same here. Except my GM won't allow my char a PD/ED higher than 9, so I allocated some to his bulletproof costume. Also, my character doesn't kill without a good reason, so I gave him a nerve strike only. Is having a killing attack means disregarding that "Does Not kill" disad? Please let me know if I'm mistaken. I've boosted both Running and Leaping, plus adding Swinging as rooftop bounding (let me know if I've done this correctly). And now, here's my character revamp: The Paradoxman Player: Val** Char*** Cost 20** STR 10 26** DEX 48 20** CON 20 15** BODY 10 13** INT 3 14** EGO 8 20** PRE 10 14** COM 2 * 23** PD 5 23** ED 5 6** SPD 24 8** REC 0 40** END 0 40** STUN 5 *12"**RUN02"**SWIM010"**LEAP0Characteristics Cost: 150 Cost** Power END 9** Alert And Aware: Enhanced Perception (+3 to PER Rolls for All Sense Groups)* 6** Strong Legs: Leaping +6" (10" forward, 5" upward) (added to Primary Value)* 1 12** Strong Legs: Running +6" (added to Primary Value)* 1 4** Rooftop Travel: Swinging 10" (10 Active Points); Requires A PER Roll (-3/4), OIF (structures of opportunity) (-1/2) [Notes: cannot generate his own swinglines, but must find flagpoles, railings, and other structures to swing from]* 1 16** Bulletproof Costume: Armor (8 PD / 8 ED) (24 Active Points); OIF (-1/2) (added to Primary Value)* 25** Good Eye: Find Weakness 12- (with Martial Arts)* 20** Ducking And Dodging: Missile Deflection (Any Ranged Attack)* Powers Cost: 92 Cost** Martial Arts Maneuver ** Comic Book Martial Arts* 4** 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND* 4** 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 4) Kidney Punch: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND* 4** 5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike* 5** 6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike* 3** 7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls* 16** +4 HTH Damage Class(es)* Martial Arts Cost: 44 Cost** Skill 15** +3 with HTH Combat* ** * 3** Acrobatics 14-* 0** AK: Brookyln 8-* 3** Breakfall 14-* 3** Climbing 14-* 3** Concealment 12-* 0** Conversation 8-* 3** Criminology 12-* 3** Deduction 12-* 2** KS: Comic Books 11-* 0** Paramedics 8-* 0** Persuasion 8-* 2** PS: Blue Collar 11-* 2** PS: Illustrator 11-* 2** PS: Short-Order Cook 11-* 3** Shadowing 12-* 3** Stealth 14-* 3** Streetwise 13-* Skills Cost: 50 Cost** Perk 2** Reputation (known as a hero by Brookyln residents) (A medium-sized group, 11-) +2/+2d6* Perks Cost: 2 Cost** Talent 12** Combat Luck: 6 PD/6 ED* Talents Cost: 12 Total Character Cost: 350 Val** Disadvantages 15** Dependent NPC: Nathaniel Rollins Sr. (father), Normal, 11- (Occasionally), Unaware of character's adventuring career/Secret ID, Useful noncombat position or skills* 20** Dependent NPC: Holly Romero (waitress, co-worker), Incompetent (-20 points or lower), 8- (Infrequently), Unaware of character's adventuring career/Secret ID* 15** Hunted: Local Police, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence* 20** Psychological Limitation: Code Versus Killing, Common, Total* 15** Psychological Limitation: Devoted To Justice, Common, Strong* 20** Psychological Limitation: Feels The Need To prove Himself; Overcompensates For Lack Of True Powers , Very Common, Strong* 15** Psychological Limitation: Mysterious And Enigmatic, Common, Strong* 20** Psychological Limitation: Protects The Weak And Innocent, Very Common, Strong* 10** Social Limitation: Secret Identity: Nathaniel Rollins, Occasionally (8-), Major* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Nathaniel Rollins was born in 1976. His father was a machanic, raising Nathaniel after the death of his mother from cancer when he was still in his teens. Living in a rough neighborhood in Brookyln, New York, Nathaniel sought refuge in comic books and drawing, while his father instilled in his son a strong sense of ethics and morality that Nathaniel took to heart. He grew to be a talented artist, as well as a dedicated athlete in high school, competing in track and field and weightlifting, despite the rough conditions of his neighborhood. When he graduated from high school, he found that there were little in the way of good-paying jobs for someone with few job-related skills, and so Nathaniel resigned himself to blue collar jobs wherever he could find it. At that time, a small gang war broke out in his neighborhood, to the point where they ruled the small city and had paid off the local police there. The gangs began an extortion racket, demanding that both homes and businesses pay for their "protection" or suffer serious consequences. When goons came to Nathaniel's father at his auto garage for their weekly payment, he refused, which resulted in the goons beating him severely, hospitalizing him. Angered at the police's refusal to help, as well as the injustice of the whole situation. Nathaniel has had enough of the way things were in his neighborhood. Working jobs by day and training himself rigorously at night, from gymnastics to fighting skills to practicing criminology. Nathaniel laid the groundwork for a extracurricular one-man crusade against the gangs who ran the city. Not wanting to further risk his father's life, and knowing full well that the police were on the gangs' payroll, Nathaniel, inspired by the heroes in his comic books, created a superheroic identity for himself, developing a full-covering bodysuit and calling himself "Paradoxman", a play on words from the "mystery men" that superheroes refered to themselves during the Golden Age. In the following months, the Paradoxman's attempts in fighting the gangs were initally successful, defeating numerous goons to the point where he caught the neighborhood's attention. The police, under orders from the gangs' leader, tried to arrest the Paradoxman several times, but so far he's eluded capture due to his own cunning and stealth. His crimefighting efforts finally bore fruit when he eventually confronted the leader of the gangs and defeated him, ending the gang war and fracturing the gangs into smaller factions operating in Brookyln. From that point, the police had underwent a massive investigation, weeding out the corrupt element in their precinct. However, the Paradoxman was still wanted for arrest, in part for the police's strict zero tolerance on vigilantism, as well as the Paradoxman earning the emmity of those who were involved with the gangs who still had their jobs. The neighborhood, on the other hand regarded him with less villification, earning him a mild reputation as the city's crimefighter. Nathaniel Rollins continues to fight crime as the Paradoxman at night, enjoying the thrill of being a costumed hero. He has managed to land a job as a short-order cook at a small diner. His father, now recovered from his injuries, continues to work at the neighborhood's auto garage. So far, Nathaniel has managed to keep his costumed identity secret from him. He also has to deal with waitress and co-worker, Holly Romero, who has been sniffing around his personal life as of late... Quote: Not on my watch! Appearance: The Paradoxman is a broad-shouldered, stocky (5'9"), muscular black man with close-cropped black hair. He wore a dark blue and red full bodysuit with a full face mask. (A mix of Statesman from City of Heroes, with Captain America's gloves and boots, all without the patriotic elements). A symbol of the Vitruvian, black, against a yellow backdrop, sits on his chest.
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