
Saturday, August 28, 2010
Thursday, August 26, 2010
I am not the monster.
Doctor Octpus “Otto Octavius”
(Brainiac 8 Powerhouse 8): HD 8d8+16 and 8d10+40; HP 140; Init +0; Spd 35 ft.; Defense 27, touch 24, flatfooted 22 (+0 Dex, +6 Int, +6 Class); BAB +14; Atk +20 melee (1d10+14, Tentacle), or +15 ranged (1d10+5, Tentacle), SQ Thinker; AL none; SV; Fort +11, Ref +6, Will +12, Rec +8; Rep +10;
Str 12 [21], Dex 10, Con 16, Int 22, Wis 18, Cha 8. Hgt: 5' 9" Wgt: 245lbs
Background: Academic
Occupation: Mastermind: Perks/Power Stunts (Gadgeteer, Flurry, Power Punch, Daddy Long Legs, Elongation, Long Strider, Wall-crawling)
Hobby: Crime
Skills: Academics (life sciences) 15 (+21), Academics (physical sciences) 15 (+21), Athletics 11 (+13/16), Chemistry 15 (+21), Computers 15 (+21), Crime 11 (+17), Engineering 16 (+22), Influence 11 (+10), Legal 4 (+7), Medicine 14 (+17), Outdoorsman 11 (+11), Perception 11 (+15/27), Power Control 23 (+26), Stealth 11 (+11), Streetwise 11 (+15), Unarmed 11 (+16), Vehicles 4 (+4), Weapons 4 (+9)
Feats: Awareness (Device PL+1), Book Learning, Claws (Device PL+1, Tentacles), Career Advancement, Critical Strike, Exploit Weakness, Improved Grab, Gadgetry, Smart Defense, Plasticity (Device PL+1), Weapon Focus (Tentacles), Superhuman Dexterity (Device PL+1, Tentacles), Superhuman Strength (Device PL+1), Power Level x8
Access/Contacts/Followers: Top Secret Access, Varies (4 points)
Wealth: 21
Disadvantage: Hideous Appearance (DSR5), Insane (DSR5)
Possessions: 4 Cybernetic Tentacles, Heavy Coat DR 3, Flash Goggles
I didn't build the Tentacles as sentient creatures. I see them as more of extensions of Otto's own personality and he can use their sensors to see and hear what they see and hear, but they're not sentient. Doc will talk to them, but he's simply insane and believes they speak back. They do act with incredible reaction time, defending him from attacks even when he's not necessarily aware of them. They react to his subconscious needs and desires. His additional limbs make him a monster in a Grapple. He can grapple up to 4 foes at once, and his extra limbs make him nearly impossible to trip.
Doctor Octpus “Otto Octavius”

Str 12 [21], Dex 10, Con 16, Int 22, Wis 18, Cha 8. Hgt: 5' 9" Wgt: 245lbs
Background: Academic
Occupation: Mastermind: Perks/Power Stunts (Gadgeteer, Flurry, Power Punch, Daddy Long Legs, Elongation, Long Strider, Wall-crawling)
Hobby: Crime
Skills: Academics (life sciences) 15 (+21), Academics (physical sciences) 15 (+21), Athletics 11 (+13/16), Chemistry 15 (+21), Computers 15 (+21), Crime 11 (+17), Engineering 16 (+22), Influence 11 (+10), Legal 4 (+7), Medicine 14 (+17), Outdoorsman 11 (+11), Perception 11 (+15/27), Power Control 23 (+26), Stealth 11 (+11), Streetwise 11 (+15), Unarmed 11 (+16), Vehicles 4 (+4), Weapons 4 (+9)
Feats: Awareness (Device PL+1), Book Learning, Claws (Device PL+1, Tentacles), Career Advancement, Critical Strike, Exploit Weakness, Improved Grab, Gadgetry, Smart Defense, Plasticity (Device PL+1), Weapon Focus (Tentacles), Superhuman Dexterity (Device PL+1, Tentacles), Superhuman Strength (Device PL+1), Power Level x8
Access/Contacts/Followers: Top Secret Access, Varies (4 points)
Wealth: 21
Disadvantage: Hideous Appearance (DSR5), Insane (DSR5)
Possessions: 4 Cybernetic Tentacles, Heavy Coat DR 3, Flash Goggles
I didn't build the Tentacles as sentient creatures. I see them as more of extensions of Otto's own personality and he can use their sensors to see and hear what they see and hear, but they're not sentient. Doc will talk to them, but he's simply insane and believes they speak back. They do act with incredible reaction time, defending him from attacks even when he's not necessarily aware of them. They react to his subconscious needs and desires. His additional limbs make him a monster in a Grapple. He can grapple up to 4 foes at once, and his extra limbs make him nearly impossible to trip.
Tuesday, August 24, 2010

Wolverine (Tank 10/Powerhouse 10): HD 10d12+100 plus 10d10+100; HP 350; Init +4/+14 (with Berserker Rage); Spd 40 ft; Defense 28/38, flatfooted 24 (+4/+14 [with Berserker Rage] Dex, +14 Class); BAB +17; Atk +21 melee (2d12+20, claws), or +27 melee (2d12+20, claws with Berserker Rage and Power Punch), or +21 ranged (by weapon); SQ Resilience, +7 saves vs. Poison; AL X-Men, New Avengers; SV Fort +24, Ref +12/+22, Will +6, Rec +22; Rep +10;
Str 20, Dex 18/28, Con 30, Int 12, Wis 16, Cha 8.
Hgt: 5'3", Wgt: 195 (300 with adamantium skeleton).
Eyes: Blue, Hair: Black
Background: Military
Occupation: Super Team: Perks 2+ 4 power stunts (Enhanced Smell, Precision Strike, Power Punch, Regrowth, Rending Claws, Resist Poison)
Hobby: Languages
Skills: Athletics 13 (+15), Firearms 4 (+8), Leadership 2 (+1), Legal 2 (+2), Outdoorsman 20 (+20), Perception 20 (+20), Power Control 20 (+30), Read/Write Language (English, French, Japanese), Speak Language (English, French, Japanese) Stealth 20 (+24/--), Unarmed 23 (+25), Vehicles 9 (+13), Weapons 4 (+6)
Feats: Ability Enhancement (Berserker Rage): Dexterity- Fatiguing (PL +2), Cannot use Stealth skill or Precision Strike perk while this power is active, must use Power Punch (PL +3), Claws: Metallic Claws (PL +1), Enhanced Senses, Power Level x15, Regeneration, Superhuman Constitution, Teamwork (X-Men), Weapon Finesse (Claws), Whatever Doesn’t Kill You
Access/Contacts/Followers: Top Secret Access, False Flag, Supply Contact (Xavier’s “missing” credit cards): 20 Wealth
Wealth: 10
Possessions: Varies
Character Disadvantages: Code: Loyal to his friends, revenge on his enemies (DSR 5), Nemesis: Sabertooth (DSR 3)
Quote: “I’m the best there is at what I do, but what I do isn’t very nice.”
I got the blue's

Blue Cloak
(Empath 4): HD 4d8+8; HP 32; Init +1; Spd 30 ft; Defense 18, flatfooted 13 (+1 Dex, +4 Wis, +3 Class); BAB +3; Atk +2 melee (1d4-1, unarmed), or +4 ranged (3d4+0, Telekinetic Bolt); SQ Resolute; AL none; SV Fort +6, Ref +5, Will +8, Rec +4; Rep +2;
Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 14.
Hgt: 5’4” Wgt: 102lbs
Background: Criminal
Occupation: Soldier: Perks 2+1 power stunt (Precision
Strike, Telekinetic Bolt, Telekinetic Flight)
Hobby: Unarmed
Skills: Crime 4 (+4), Legal 7 (+7), Outdoorsman 7 (+11),
Perception 7 (+11), Power Control 7 (+9), Stealth 4 (+5),
Streetwise 7 (+11), Unarmed 4 (+3), Vehicles 4 (+5),
7 unspent
Feats: Telekinesis, Superhuman Wisdom, Power Level x3, Regeneration
Access/Contacts/Followers: Varies (2 points)
Wealth: 6
Possessions: None
Character Disadvantages: Superstitious (Believes blue cloak gives her psychic powers and unable to use powers if not garbed in cloak) (DSR 5)
Nancy Murdock is an ex-National Guardsman who joined to earn extra money for college. She was medically discharged for odd behavior (objects always seemed to float around her) and a diagnosed with Schizophrenia. She had become obsessed with objects the color of blue and believed they held mystic powers and were the reason behind her emerging psychic talents. She now clings to a blue cloak that she believes protects her and enables her to "float" above the little people who make fun of her...

Banshee
Sean Cassidy (Speedfreak 15): HD 15d8+30; HP 120; Init +4; Spd 30 ft (Fly 200 ft); Defense 29, flatfooted 25 (+4 Dex, +15 Class); BAB +11; Atk +11 melee (2d8+0, unarmed), or +15 ranged (10d4+0, sonic blast); SQ Need for speed; AL Moira MacTaggert, X-men; SV Fort +9, Ref +13, Will +6, Rec +7; Rep +11;
Str 10, Dex 18, Con 14, Int 12, Wis 13, Cha 8.
Background: Military
Occupation: Hero Academy Graduate: Perks 2+3 power stunts (Ear splitter, Professional Reputation, Resist Sonic Attacks, Sonic Immunity, Vibration Wave)
Hobby: Perception 4
Skills: Athletics 8 (+8), Crime 18 (+19), Firearms 14 (+18), Perception 4 (+5), Power Control 18 (+20), Stealth 18 (+22), Streetwise 8 (+9), Unarmed 18 (+18)
Feats: Attack Focus (Control Sound), Combat Martial Arts, Control Sound, Defensive Attack, Esprit de Corps (X-Men), Flight, Power Immunity (control sound- this also applies to the powers of Black Tom), Power Level x10, Teamwork (X-men)
Access/Contacts/Followers: Top Secret Access, 9 points favors
Wealth: 13
Possessions: Varies
Character Disadvantages: Dependent (DSR 3): Moira MacTaggert
Sinestro

Sinestro (Star 10/Brainiac 10): HD 20d8+60; HP 180; Init +2; Spd 30 ft; Defense 28, flatfooted 18 (+2 Int, +2 Dex, +14 Class); BAB +12; Atk +12 melee (2d6+0, unarmed), or +14 melee (5d4, energy construct weapons), or +14 ranged (12d4+0, energy blast); SQ Friends in high places; AL Sinestro Corps; SV Fort +9, Ref +12, Will +13, Rec +9; Rep +19;
Str 10, Dex 14, Con 16, Int 16, Wis 8, Cha 14.
Background: Academic
Occupation: Superagent: Perks 3+4 power stunts (Area Effect, Autofire, Agency Rank (Leader of Sinestro Corps), Energy Bolt, Energy Weapons, Flight, Force Field)
Hobby: Unarmed 4
Skills: Academics (Ancient Korugarian Cultures) 23 (+27), Academics (History of Green Lantern Corps) 23 (+26), Acrobatics 21 (+23), Computers 16 (+19), Engineering 16 (+19), Firearms 23 (+25), Influence 23 (+25), Leadership 23 (+25), Perception 23 (+22), Power Control 23 (+26), Unarmed 22 (+22), Stealth 23 (+25), Vehicles 16 (+18), Weapons 12 (+12)
Feats: Attack Focus (energy construct weapons): +2 to attack rolls, Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Power Detection (PL+2 Power Ring Energy), Enemy (Green Lantern Corps):+3 damage, Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring), Iron Will, Life Support (PL +2, worn device, Sinestro Corps Ring), Master Plan, Power Level x10, Smart Defense, Teamwork (Sinestro Corps):+4 bonus to skill checks, Voice of Command
Access/Contacts/Followers: Complete Access (Sinestro Corps mainframe on Qward, Book of Parallax)
Wealth: Varies
Possessions: Varies by situation.
Character Disability: Code: Fixated on preserving order at all costs (DSR 5), Enemy: Green Lantern Corps (DSR 5) Power Loss (When not recharged Power Battery required to recharge ring) (DSR 5)

Sinestro Corps/Qwardian Power Ring
(Brainiac 10)
Perks/Power Stunts: Energy Bolt, Energy Weapons, Flight, Force Field
Feats: Blast: (Energy) (PL +2, worn device, Sinestro Corps Ring), Control Energy (PL +2, worn device, Sinestro Corps Ring), Ensaring Attack (PL +2, worn device, Sinestro Corps Ring), Life Support (PL +2, worn device, Sinestro Corps Ring), Power Level x4, Power Detection (PL+2, worn device, Sinestro Corps Ring), Telekinesis (PL+2, worn device, Sinestro Corps Ring)
Power Battery: The power ring carries a charge that usually lasts about 24 hours with typical use. The ring may be recharged through its power battery, which channels fear from the Central Power Battery on Qward. The power battery is hard to lose and easily accessible through a pocket dimension linked to the power ring.
Semi-Sentient Artificial Intelligence: The power ring has a pre-programmed artificial intelligence and is treated as a construct. The power ring itself may assume control of the Device’s powers in the event that it is bereft of a wielder.

Wednesday, September 24, 2008
Hello, Basty...

The Joker (Star 13, Brainiac 5)
HD 18d8+36; HP 140; Init +3; Spd 30 ft; Defense 33, flatfooted 13 (+3 Dex, +4 Int, +3 Chr, +13 Class); BAB +14; +16 melee (1d8+2, Unarmed), +17 melee (1d4+7, Knife) +17 melee (2d4+2, Beretta 93R), +17 (2d8+4, AK-47); SQ Friends in low (high) places; AL Belief system (Anarchy/Chaos) SV Fort +7, Ref +11, Will +12, Rec +5; Rep +15; Str 13, Dex 16, Con 15, Int 19, Wis 10, Cha 17.
Background: Criminal
Occupation: Mastermind: Perks 4+4 power stunts (Gadgeteer, Security systems, Professional Reputation
Hobby: Weapons
Skills: Academics (life sciences) 20 (+24), Acrobatics 14 (+17), Athletics 13 (+15), Chemistry 22 (+26), Computers 13 (+17), Crime 20 (+24), Engineering 10 (+14), Firearms 16 (+19), Influence 20 (+23), Leadership 20 (+23), Legal 14 (+18), Outdoorsman 14 (+14), Perception 15 (+15), Power Control 10 (+12), Read/Write: English, Stealth 15 (+18), Streetwise 20 (+24), Unarmed 14 (+15), Vehicles 17 (+24), Weapons 25 (+26)
Feats: Attack Focus (Knife), Banter, Dodge Focus, Entourage, Exploit Weakness, Fascinate, Feint, Followers, Master Plan, Power Level x7, Redirect, Smart Defense, Suggestion, Trick, Voice of Command
Access/Contacts/Followers: Harley Quinn, Thugs
Wealth: 15
Disadvantage: Psychotic (DSR 5), Hideous Appearance (DSR 3)
Possessions: Straight razor, Butter knife, Butcher knife, Switch blade, Lint,
Bag of Marbles – Grenades 4d6 10’ Save 18, Berreta 93-R, AK-47,
Lapel flower squirter - Acid Spray 3d6, HR 4, 2 rounds - Knockout Gas – cause exhaustion, Fort DC15, Laughing Gas - Nauseate Save DC 14
Razor Playing Cards – Shuriken 1d2,
Hand Buzzer – Taser 1d4
Headquarters: Abandoned Fun Park (Concealed, Garage, Holding Cells, Power Source, Workshop - Bright Lights - Dazzle DC10, - Loud Music DE- Concealed Explosives – Blast 4d6 DC15 - Rides - Super-Movement (Swinging) - Hall of Mirrors - Nauseate DC 10

The Joker (Star 13, Brainiac 5)
HD 18d8+36; HP 140; Init +3; Spd 30 ft; Defense 33, flatfooted 13 (+3 Dex, +4 Int, +3 Chr, +13 Class); BAB +14; +16 melee (1d8+2, Unarmed), +17 melee (1d4+7, Knife) +17 melee (2d4+2, Beretta 93R), +17 (2d8+4, AK-47); SQ Friends in low (high) places; AL Belief system (Anarchy/Chaos) SV Fort +7, Ref +11, Will +12, Rec +5; Rep +15; Str 13, Dex 16, Con 15, Int 19, Wis 10, Cha 17.
Background: Criminal
Occupation: Mastermind: Perks 4+4 power stunts (Gadgeteer, Security systems, Professional Reputation
Hobby: Weapons
Skills: Academics (life sciences) 20 (+24), Acrobatics 14 (+17), Athletics 13 (+15), Chemistry 22 (+26), Computers 13 (+17), Crime 20 (+24), Engineering 10 (+14), Firearms 16 (+19), Influence 20 (+23), Leadership 20 (+23), Legal 14 (+18), Outdoorsman 14 (+14), Perception 15 (+15), Power Control 10 (+12), Read/Write: English, Stealth 15 (+18), Streetwise 20 (+24), Unarmed 14 (+15), Vehicles 17 (+24), Weapons 25 (+26)
Feats: Attack Focus (Knife), Banter, Dodge Focus, Entourage, Exploit Weakness, Fascinate, Feint, Followers, Master Plan, Power Level x7, Redirect, Smart Defense, Suggestion, Trick, Voice of Command
Access/Contacts/Followers: Harley Quinn, Thugs
Wealth: 15
Disadvantage: Psychotic (DSR 5), Hideous Appearance (DSR 3)
Possessions: Straight razor, Butter knife, Butcher knife, Switch blade, Lint,
Bag of Marbles – Grenades 4d6 10’ Save 18, Berreta 93-R, AK-47,
Lapel flower squirter - Acid Spray 3d6, HR 4, 2 rounds - Knockout Gas – cause exhaustion, Fort DC15, Laughing Gas - Nauseate Save DC 14
Razor Playing Cards – Shuriken 1d2,
Hand Buzzer – Taser 1d4
Headquarters: Abandoned Fun Park (Concealed, Garage, Holding Cells, Power Source, Workshop - Bright Lights - Dazzle DC10, - Loud Music DE- Concealed Explosives – Blast 4d6 DC15 - Rides - Super-Movement (Swinging) - Hall of Mirrors - Nauseate DC 10
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