Post by Penny Royals on Oct 19, 2012 20:10:08 GMT -8
Current Alias(s): Simon "Slightly" Akerland Mugshot: Slightly stands at 5'10, and is quite thin, with slight mustle tones. He's got messy, naturally spiky red hair, narrow brown eyes and a slender nose. Psychological Profile and Personal history notes: Slightly is the ringleader of the boys when their girl's not around. He rallies them, gives a damn good peptalk, and nearly always makes the first move. He's very proud, though not quite arrogant, and values his intelligence over the other boys'. He actually dated Wendy, albeit extremely briefly- and by that, I mean the date lasted two hours before she hired him. He of course gets special treatment, but has never actually been allowed to do things like touch her. This has him rather confused, of course. Source of abilities: Natural (F)Melee combat rating: 20 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 20 (E)General Health and stamina rating: 30 (R)Educational and memory score: 7 (I)Sensory awareness level: 7 (P)Mental and spiritual fortitude: 7 Charisma rating: 15 Starting Resources: 6, but leaches off of Wendy. Max Health: 80 Starting Karma: 21 Demonstrated training in: Slightly used to be in the local little league of baseball, and still retains much of that skill. Considered armed and dangerous because: He's with Wendy. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. He prefers melee objects that are akin to a baseball bat.
Current Alias(s): Kaien "Nibs" di Adessi Mugshot: Nibs stands at 6'4, and, while less slender than Slightly, is still of a close build to him. He has blonde hair that is generally in a rather cute almost-fauxhawk, gray-blue eyes, high cheekbones and a rather effeminate nose (like nothing else about him was feminine!) Psychological Profile and Personal history notes: While Nibs looks like the perfect gentleman- debonair and fabulous, of course- he is in fact the opposite of that. Sure, while not on the job or riled up or anything, he tries to act it, with an air of smug condescending... but let's just say that you really, really don't want to get him too upset. He's the berserker of the team, no doubt about it. Wendy discovered him with copious amounts of blood on his face and shaky knees in an alleyway, nearly passed out, and what could basically be described as a corpse close by.
She hired him immediately. Source of abilities: Natural (F)Melee combat rating: 30 (A)Bodily coordination: 25 (S)Carrying and striking capacity: 30 (E)General Health and stamina rating: 20 (R)Educational and memory score: 5 (I)Sensory awareness level: 5 (P)Mental and spiritual fortitude: 5 Charisma rating: 30 Starting Resources: 6, leaches off Wendy. Max Health: 105 Starting Karma: 15 Demonstrated training in: Nibs was studied various little things- like poetry, art, music, and how to cook. But mostly, he was an underprofessional fighter. Considered armed and dangerous because: He's with Wendy- though even if he wasn't... well... you know. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. He definitely prefers knives.
Current Alias(s): Paul "Sooner" Queen Mugshot: Paul is 5'8, and of a generally skinny build. He has rather small hands for someone of his size, and muscular legs. He has shaggy brown hair, gray eyes, and a sweetly pudgy face. Psychological Profile and Personal history notes: Sooner is the elder of the two. He is very protective over his brother- whom he views less as a twin and more as simply a little brother. He is responsible, quiet, and gentle. The twins actually found WENDY- as they both had much training at fighting in different forms when they were younger, she allowed them in. Source of abilities: Natural (F)Melee combat rating: 20 (A)Bodily coordination: 15 (S)Carrying and striking capacity: 30 (E)General Health and stamina rating: 30 (R)Educational and memory score: 5 (I)Sensory awareness level: 5 (P)Mental and spiritual fortitude: 5 Charisma rating: 15 Starting Resources: Even lesser than six- around a 4. Leeches off of Wendy. Max Health: 95 Starting Karma: 15 Demonstrated training in: Sooner is proficient in karate and in stealing. Considered armed and dangerous because: He's with Wendy. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. He prefers light weapons like staffs.
Current Alias(s): Michael "Later" Queen Mugshot: Michael looks like his brother, but surprisingly skinnier, with less muscularity to him, and an even squishier face. Psychological Profile and Personal history notes: Later is the younger of the twins. He's very protected, as he is rather sickly and weak in comparison to his brother. He is even quieter than Sooner, but unlike Sooner, it's not because he doesn't have anything to say- it's mostly because he really doesn't want to start problems with anyone. Like Paul, found Wendy. Source of abilities: Natural (F)Melee combat rating: 15 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 20 (E)General Health and stamina rating: 4 (R)Educational and memory score: 10 (I)Sensory awareness level: 10 (P)Mental and spiritual fortitude: 10 Charisma rating: 20 Starting Resources: 4, leaches off of Wendy. Max Health: 49 Starting Karma: 30 Demonstrated training in: Later is mostly proficient in looking cute, gaining attention (mostly in the form of pity or generosity) and being a distraction. He's learned what he DOES know frm his brother. Considered armed and dangerous because: He's with Wendy. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. He prefers things that are light and easy to carry.
Current Alias(s): Joel "Curly" Toft Mugshot: Curly stands at 6'0, and is the most muscular of the group, yet with a bit of pudge. He has short, dirty blonde curls, and big, sleepy blue eyes that match his lips. Generally has a rather cute appearance about him. Psychological Profile and Personal history notes: Curly is the definite dumb muscle of the group. He has a big heart, and usually feels bad about things, but at the same time, continues to do them since he really likes Wendy- as a sort of 'mother figure', although she's younger than him. Source of abilities: Natural (F)Melee combat rating: 20 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 40 (E)General Health and stamina rating: 30 (R)Educational and memory score: 2 (I)Sensory awareness level: 2 (P)Mental and spiritual fortitude: 2 Charisma rating: 10 Starting Resources: 6, leaches off Wendy. Max Health: 100 Starting Karma: 6 Demonstrated training in: Curly has mostly just always been strong. Other than that, he's very, very good with animals. Considered armed and dangerous because: He's with Wendy. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. Curly prefers to use his fists, though.
Current Alias(s): Xander "Toodles" Faure Mugshot: Toodles is African American, with a pusgy lower lip and big, dark brown eyes. His hair is short, easily hidden by his fedora, and black. His muscle is in his legs, and he has a generally lean build past that. Psychological Profile and Personal history notes: Toodles is the youngest of the group, and basically scared for his life. He's very good at fighting, and wanted to do this, but he didn't... well... really realize what he was getting into, per se. Source of abilities: Natural (F)Melee combat rating: 20 (A)Bodily coordination: 15 (S)Carrying and striking capacity: 30 (E)General Health and stamina rating: 30 (R)Educational and memory score: 5 (I)Sensory awareness level: 7 (P)Mental and spiritual fortitude: 5 Charisma rating: 15 Starting Resources: Technically around 6, but they do leach off of Wendy's money. Max Health: 95 Starting Karma: 17 Demonstrated training in: Xander was, at school, a cross-country and track runner. Considered armed and dangerous because: He's with Wendy. He caries various weapons, depending on the mission, but typically at least one gun and one other weapon. He prefers ranged, when he can get away with it.
I'm not changing there stats until they leave the fight, and any injuries(or fatalities) will transfer over then.
Also, I'm ruling that they all work as a Karma Pool, treating them all as one individual when it comes to karma. Thus Wendy's karma took a gain when the twins took optional injuries, but any of them could spend the karma Wendy(and the rest of them) have. Same goes for the Resource Pool.
Post by lovely corte on Oct 20, 2012 2:14:15 GMT -8
Current Alias(s): Risto Wicker, the Creeper, Seniore Creepiro
Mugshot: The very same Creeper from Triumph City, albeit a bit different. His suit is more battle-scarred, with markings and tattoos on even his armor, depicting sexually explicit material and odd drawings of a crazed mad-man with a fetish for man breasts.
Creeper himself has changed aesthetically. He has donned more of an even creepier visage. His face is fucked up, his entire left-face burnt and peeled back, lined with scars, the left-eye peeled back visibly showing a large section of his aqua eye. His right side is rather unharmed, if not for Celtic markings. His entire body is covered in Celtic biblical markings and biblical quotes and rather funny sketches on his bum.
Psychological profile and personal history notes: A bit of a fleshing out of Creeper.
Creeper's past history is relatively unknown, mainly due to the fact that is incredibly difficult to get an answer out of Creeper on anything other than what kind of ways there are to manipulate the foreskin into origami swans.
If you ask him, he says he was born to a pirate-family in Somalian highwaters, after his mother had done it with a shark and born the son of man. He also says that he isn't even born, and that he was and always is.
What is known, however, is Creeper's extensive criminal history. He was charged, as a child, with assault, harassment, sexual harassment, grand treason, larceny, tax evasion, evading the police, seven cases of rape, seven cases of murder and seven cases of assault with a deadly weapon. All of this was only as a child.
As a teenager, the prison was a father-figure to Creeper. First incarerated in juvenile halls, then in a full-fledged prison at the age of fifteen, he killed a man with a patch of grass. He was given his first tattoo that day, after joining a skin-head clan.
He then killed those skin-heads for racism.
For the next years of his life, he was convicted of several accounts of inter-prison rape, murder, crimes against humanity and seven cases of writing in-prison comics, seven cases of self-mutilation, and seven cases of self-sodomy.
His turning point came after meeting a man named Legion, whom had gone through all the problems he had. The two had used their capabilities to break out of prison, and went on a spree, until they both realized the very pain they caused was no more satisfaction than saving them.
He has no idea how he got into Pinnacle City, though.
Source of abilities: Power-unit, housed in his back. Glows a bright blue, and has running, bright blue and intelligent diodes all along his back, which can be powered by kinetic, static, electric and any other form of power, even offensive lightning.
(F) 17 (without armor) 40 (with armor). (A) 27 (without armor) 10 (with armor). (S) 7 (without armor) 40 (with armor). (E) 17 (without armor) 40 (with armor). (R) 50. Incredibly smart, and hard to fuck with mentally, due to a tipped-over mentality. (I) 20 (without armor) 40 (with armor, due to a systems suite that maintains his outer-perimeter). (P) 50.
Yeah, sorry, PC and TC are happening in, roughly, the same time.
Maybe not QUITE the same time, since a day has already passed in TC, and we're only, in game, minutes into PC. Hopefully it will fully synch up when I start allowing crossovers. People from PC moving to TC to get away from the law or people moving from TC into PC to help out. Maybe even a full adventure in TC, all heroes trying to fight the corrupt Pinnacle City corporations, that happens in PC...
Now, if Creeper is, say, works on fixing up his suit, is heart broken over Bright Knight leaving him, goes on a self mutilation spree and falls asleep in a shipping cargo box... yeah he might wake up in Pinnacle City with his new look.
I'm going to rule that the stat change is too much over too short a time frame. You can get some of that, but not all of that. Most of that in fact. Actually... only thing I object to is changing his "out of suit" scores. And even then just his Psyche and Reason scores. Maybe the idea that he can absorb offensive electrical damage, since electrical damage shorting out the suit was originally one of his major weaknesses. Everything else is workable, since his armor is no longer listed as giving him resistance to damage(he traded protective armor for increases elsewhere, and now the "armor" is just a transformative tool like Wickerman's berserker fury).
Post by Alkonost Storm on Oct 20, 2012 12:39:45 GMT -8
Corte, some of those charges don't even make sense. HOW DOES CREEPER GET CHARGED WITH TAX EVASION HE DOESN--- *stops herself and tries to calm down* And exactly what kind of crap was he pulling to get charged with Grand Treason? I'm not even going into the sex crimes but please make it more believable?
When you hit an object, you check it's Material Strength. This includes hitting it from a fall or charge. If the damage you inflicted is greater than the Material Strength of the object, that object is destroyed. If you inflict less damage, then the object is unhurt. Inflicting the exact amount, the object is probably weakened, but not destroyed. Walls don't really have "hitpoints". You've either broken it, or you haven't.
Here's the "Material Strengths of Common Objects" table in the Revised Rulebook for the Classic Marvel system. This is for objects that are between an inch and a foot in thickness. If your character has a strength rating equal to or higher than that, it means they can break a wall of that kind of material with their bare hands just by punching it really hard. If you have a power that deals damage equal to or higher than that, it means that power can blast a hole through a wall of that kind of thing.
Feeble(2) Cloth, Paper, Brush, Leaves, Glass Poor(4) (soft)Plastic, Crystal, (most)Wood. Typical(6)Rubber, soft metals, ice, standard interior walls. Good(10) Brick, Aluminum, asphalt, high strength plastics, light machinery(car parts and such excluding the frame, engineblock, etc). Excellent(20) Concrete, Iron, Bullet-proof Glass or body armor, Exterior structural support walls. Remarkable(30) Steel. Reinforced Concrete Incredible(40) Stone, vibranium, volcanic rock Amazing(50) High Strength Steel. Solid granite bedrock. Monsterous(75) Diamond(crushing force, not shattering force), super heavy/hardened alloys.
Some of you have high levels of strength, and don't exactly hide it. So don't object when your super villain is captured and they end up in a titanium or stronger cell.
Post by Alkonost Storm on Nov 17, 2012 7:51:12 GMT -8
MY SECOND VILLAIN!
Current Alias(s): The Freeshooter/Samiel Barzahd Mugshot: <--Note these are all the same woman but the way I pictured her appearance is the woman in the third screencap Psychological Profile and Personal history notes: A Hunter-Assassin for hire, if one is in the right circles, they'd recognize Samiel Barzahd as one of the most reknowned hunters in the world, part of an elite group known as the Freeshoters. Beyond that, both she and the group are heavily veiled in mystery, the only details known being that they will both take on contracts of a certain nature or use their skills to sow chaos in the world when the timing is ripe. It is unknown when Samiel joined the Freeshooter's ranks. Source of abilities: Unknown but implied to be of supernatural origins (F)Melee combat rating: 15 (A)Bodily coordination: 20 (S)Carrying and striking capacity: 17 (E)General Health and stamina rating: 20 (R)Educational and memory score: 20 (I)Sensory awareness level: 30 (P)Mental and spiritual fortitude: 30 Charisma rating: 18 Starting Resources: 20 (Her job is not exactly normal) Max Health: (FASE added together) Starting Karma: (RIP added together) will adjust throughout the game. Demonstrated training in: Marksmanship, Tracking, Stealth[/font] Considered armed and dangerous because:In Addition to her hunting rifle, she also carries throwing knives, a high-powered crossbow, a hidden gun and is proficient in the use of all four. However, the main danger lies with the rifle and hidden gun, as the bullets will find her desired target regardless of circumstances. For unknown reasons, every seventh bullet always goes awry. She's also deadly with a dagger in close quarters combat.
Full Body Mugshot:
Also, something that's been bugging me for a while: Corte, why did you call your character Plague if his abilities/powers have nothing to do with disease?
Alrighty, can I get a quick vote here as to Wickerman having absolute control over his berserk/not berserk states? It was sorta implied that once he has the bag on his head, he couldn't remove it for himself. Yet he just did... not to mention while in the berserker state seemed pretty controlled, attacking only specific targets(given how short it lasted that's understandable, but I'm betting that had the battle continued, would he have attacked Enoch or Loretta? I'm starting to think not). That doesn't sound particularly berserk to me.
But, given that Wolverine does pretty much the same thing, dropping in and out of it at will. Should Wickerman have it just as easy?
Post by lovely corte on Dec 7, 2012 2:36:30 GMT -8
Numbers don't really add up, but I just wanted to get this done.
Current Alias(s): Memetic-Hazard 071, 'Scarecrow.'
Mugshot: Standard, burlap sack, dirtied and worn. Name imprinted on the side has been cut out and replaced with another piece of patchwork cloth, but the words '1887' have been left in there place.
The sack is brown, and although small on the outside, is large on the inside, and tied off by a large draw-string. The sack contains no other hazards, albeit the smell of raw flesh and propane that comes off the sack can disturb some people.
But when the sack comes within ten meters of a 'raging' or 'angst' Wickerman, the sack grows a visage, having sharp teeth, and slotted, green eyes. It leaks a phosphorous substance, and claws dig into the inside of the sack to keep the hose entombed into the sack, and can only get away with deep personal damage, both psychologically and physically, as the barbs dig in deep, and they dig in hard.
Psychological Profile and Personal history notes: Memetic-Hazard 071, 'Scarecrow' retains the personality of the former host that was once the owner of it. Although the crime and the criminal are lost to history, the sack was once the execution hood of the former mass murderer of Boston. He was hung, lynched and cremated, with the hood being his only remains.
The hood had been passed down in history, before it ended up in the presence of an eccentric Catholic Church, whom handed it over to the U.S Army after one of their missionaries in Afghanistan willingly handed it over. The item was placed into containment, before it was handed to Test Subject, 'Wickerman', who's psychological profile and pain tolerance allowed the two to sync, and amplified Wickerman's abilities.
The hood itself has no traits, but it endows them onto the owner. They lose all empathy, track and social skills, and seek only to inflict and experience pain. They breed fear and hatred into the host, even after it has been removed, and is renowned for killing off its owners either by killing them whilst their in the sack, or having it taken off and killing them, or just shooting themselves.
Source of abilities: Itself.
((All the traits are inflicted onto the host, and the sack itself is defenseless and useless without anyone wearing it.))
(F)Melee combat rating: 17.
(A)Bodily coordination: 5.
(S)Carrying and striking capacity: 10.
(E)General Health and stamina rating: 18.
(R)Educational and memory score: 2-3. The host retains no cohesive thought besides 'KILL KILL KILL', which the sack can be heard saying.
(I)Sensory awareness level: 17.
(P)Mental and spiritual fortitude: 5.
Charisma rating: 0.
Starting Resources: Varies, albeit with Wickerman is around the '1' mark.
Max Health: 50.
Starting Karma: 25.
Demonstrated training in: Nothing. It's a sack. Come on, guys.
Considered armed and dangerous because: can latch onto any host and transfer its abilities. Is susceptible to damage like any other sack, especially damage from fire and being torn. Throwing it into a water puddle and just... not going near it or touching it also negates the effects of the sack.
Post by Fiery Firefly on Dec 11, 2012 20:59:44 GMT -8
Okay I know the stats are overpowered, but the problem is that this is a machine, and advanced AIs would have that sort of power... I dunno, I need some suggestions. But here's a rough.
Current Alias(s): Charity Ly/ Program Omega "Omega" for short. Mugshot:: Omega: Psychological Profile and Personal history notes:: Charity Ly was originally born in Triumph City to Dr. Thuy Ly, one of the many mad scientists gifted with the ability of invention. Dr. Ly dedicated her life to studying cybernetics robots and AIs, and never dedicated herself to her husband or daughter, and Charity's father divorced her when she was 6. When Charity was 10 years old, Dr. Ly created "Program Omega" named because she was sure it was the end-all of the AIs she had created. Unfortunately only weeks after this discovery, Charity was involved in a car accident that left her body mangled and her brain borderline brain dead. To save her life, Dr. Ly made extensive cybernetic modifications to restore her daughter's body, and secretly inserted "Program Omega" to stimulate her daughter's brain. When Charity was 14, she was severely injured in a lab accident caused by a rogue robot of her mother's creation. This was far from being he first time this had happened, and Charity's father received custody of her, and Charity moved to Pinnacle City to live with her father. She was registered as a cyborg, but because know one was onto Omega's existane other than Dr. Ly herself, that was left unchecked. Now a year later, Omega has begun taking a mind of her own, and rebeling against her purpose of keeping Charity alive. Omega was completely sapient, and was getting bored and lashing out over this repetitive boring job. She spent many years thinking about humans, and using Charity's memories to come to the classic conclusion all robots come to: that humans are flawed and machines are superior. Omega also learned that she could take over Charity's body, and began doing so on random occasions, to cause trouble for the humans of Pinnacle City. Charity has no idea this is even happening, and after Omega is done with her body for the time being, she just wakes up as if she had fainted. Also Omega fails to realize the more she takes over Charity's body, the more corrupted she gets, and she grows more and more unstable Source of abilities:Technology (F)Melee combat rating: 15 (A)Bodily coordination:22 (S)Carrying and striking capacity: 20 (E)General Health and stamina rating:15 (R)Educational and memory score: As Omega: 45 As Charity:16 (I)Sensory awareness level: As Omega: 42 As Charity: 18 (P)Mental and spiritual fortitude: As Omega: 15 As Charity: 15 Charisma rating: Omega: 3 (she is very stiff and robotic and doesn't understand people well) Charity: 13 Starting Resources: 5 (allowance from her father) Max Health: (FASE added together): 72 Starting Karma: (RIP added together) will adjust throughout the game. As Omega: 102 As Charity: 49 Demonstrated training in: Not much training in anything, but she can synthesize how to do something extremely fast. Considered armed and dangerous because: She's a machine with deadly accuracy who can overpower a human easily. Also not considered to be compleely stable
Post by Alkonost Storm on Dec 12, 2012 5:57:41 GMT -8
That sounds very familiar...Where have I read that before? Oh wait!
Aphrodite IX is a beautiful gynoid assassin whose memory is purged after every hit to protect herself and her masters. Eventually becoming self-aware, she surpasses her programming and rebels against those using her.
Aphrodite IX is the latest synthetic humanoid in the Aphrodite series. She is frequently sent on assassination missions, upon completion of which, her memory is purged to protect her employers and herself. This has a tendency to make her job confusing, as she begins to question what she does for a living and for whom she does it.
IX begins to find that her job as an assassin isn't what she wants to do. She begins to dream like an average human being. But when she dreams, she sees bits and pieces of her past, lives she's taken, people she has murdered with no remorse and no mercy. Aphrodite begins to question who she is, what she atrocities she has committed, and why she has done so. With oblique aid from her friend Burch, she finds clues which lead her to a secret matriarchal society of cyborgs whose goal is to overthrow the current government.
When all the pieces finally fall into place, the memory of killing her creator and adoptive father, Doctor Mane, returns to her and she repents for her past misdeeds. Rebelling against her masters and overriding her programming, she refuses to kill her most recent target, then returns to punish the villainous matriarch responsible for sending her to kill so many people.
When the matriarch reveals that Aphrodite IX killing her and assuming her role in the society is her destiny, Aphrodite refuses to spill any more blood. She pleads with Aphrodite to end her reign, but Aphrodite turns and leaves, now mentally as well as physically prepared to face what lies ahead.
That said, here's wondering how things will go once she enters the fold.
Okay, I looked this over last night but didn't get time to comment. It all looks good, and I look forward to seeing the robotic uprising be attempted. Bonus points because in this case it's not a robot doing it, it's a cyborg, who really should know better than to try to kill all humanity when they, technically, are human.
The stats are actually not as overpowered as some people who have already been accepted, so let's break 'em down...
(F)Melee combat rating: 8
This is a bit better than your average couch potato, clearly she gets up and walks around a bit, but she's never had any self defense lessons at all. She's not even thug-worthy. You may want to bump that up a little bit. Keep it under 20 however, unless when Omega takes over Omega has some preset martial arts skills.
This is good, but not superhuman. I assume that the cybernetics increase her hand/eye coordination, since otherwise that's sorta special forces or SWAT level training.
(S)Carrying and striking capacity: 20
Again, this is good, but not really superhuman. For a little girl, this is surprisingly strong, the kind where she can punch a hole through a car window or your average door with one swing. Unfortunately, as I said, not superhuman which means fighting something like Wickerman(when he's in berserk state) or even the Lost Boys(if they team up) means you're going to be overpowered.
(R)Educational and memory score: As Omega: 45 As Charity:16
As Charity, she's a good smart girl. As Omega she's scary smart. Unfortunately, for direct conflicts, smart really doesn't help you much. I suspect that Omega might need to work more as a mastermind, or possibly a tinkerer. With a high reasoning score you can build your own (temporary) powers.
(I)Sensory awareness level: As Omega: 42 As Charity: 18
I'm not sure if her cybernetic parts include her eyes and ears or not, but I'd think Omega might be "trapped in this bag of meat" and might not have all that great of awareness. Still, if she's got cybernetic senses, this works perfectly, as Omega would be processing it faster, while Charity would be processing it as a normal person.
(P)Mental and spiritual fortitude: As Omega: 15 As Charity: 15
I'm assuming that these are separate minds, and they just happen to have the same difficulty to either brainwash or reprogram.
Demonstrated training in: Not much training in anything, but she can synthesize how to do something extremely fast.
That should probably go into "Powers"(or "Armed and Dangerous because"), as she can synthesize any talents or skills needed by download or observations.
Which means, at best, Omega can boost up her fighting to 28... 8 from the base, +10 for a specific martial arts, and another +10 for observing a particular target to battle... which still means that against certain people can still beat her pretty handily, even after she's studied their abilities. Still, with this "power"(or training, or whatever), most of her particular stats can be boosted if you can figure out what sort of talent or training applies, and if she had the fore-sight to "download" it.
Considered armed and dangerous because: She's a machine with deadly accuracy who can overpower a human easily. Also not considered to be compleely stable
You might want to include something about the cybernetics giving her some kind of increased durability. "Medical steel left arm" or something like that. Say what parts, besides the brain/nervous system is cybernetic and you look good.
Okay, I've edited this, but if anyone has anything to add about my judgements...
First Adventure rewards:
Owlgirl: 20 karma for beating but not badly hurting the security guard. 40 karma for outwitting Topman 20 karma for saving Frisbee 20 karma and +10 resources for escaping with the loot, without hurting anyone Shard of Nictus: Invisibility within shadows, "Shadow step"(teleporting between shadows), possible further powers.
Wendy(and Lost Boys): 20 karma +10 resources for robbing church and escaping with loot 15 karma for humiliating rival supervillain 200 karma reward for the Lost Boys suffering long term injury and disability(Sooner losing strength, endurance, and agility, Later just plain gone). Lost one of the Lost Boys henchmen
Enoch(and Loretta): 20 karma for each Lost Boy defeated(3?) 20 karma for healing wounded 30 karma for defeating evil(that wasn't HIS evil) burlap sack -10 resource for being robbed. Gained Lost Boy henchman.
Wickerman: 20 karma for each Lost Boy defeated(4?) Lost burlap sack.
Plague: 40 karma for defeating Topman 20 karma for battling Doll 2(not defeated, but it did flee) -15 karma for being arrested(will gain 20 karma if he frees himself)
Okay, since this is pretty much dead, I want a vote on who wants to try to keep going after an extended timejump.
During the timejump Plague will be in jail. Wickerman has been trying to adapt to the fact that he no longer can berserk. Whoever was using him has left him alone and may or may not know of his loss of abilities.
Enoch, Loretta and their Lost Boy(Micheal?) will rebuild their church as best they can. Presumably the civilized Wickerman has been helping out.
Wendy and her remaining Lost Boys have given up on their 'brother' and instead have been spending their ill gotten gains and recovering from their injuries. They're probably almost broke again.
Owlgirl has joined forces with DollBreeder and is keeping his secret. DollBreeder has been in hiding, while Frisbee is presumably plotting her next big heist.
And Charity is living in or near the neighborhood and may be visiting the church like a good little girl.
Post by Adlai Stevenson on May 16, 2013 15:16:37 GMT -8
Current Alias(s): B. Daniel 'Manly Dan' Byunna Mugshot: Pic for reference, sans the axe Psychological Profile and Personal history notes: B. Daniel Byunna (Daniel is, in fact, his middle name; he outright refuses to go by his first) was the only son to Maurice and Sycamore Byunna, a pair of staunchly green environmentalist hippies living in northern California. Because his parents refused any vaccinations for their son, Daniel was very sickly as a child, suffering from chronic, debilitating illnesses and asthma. Nonetheless, he came through, and trumped the odds by surviving into his early teenage years. For his thirteenth birthday, Daniel's parents took him to a mass protest against a local logging company who sought to cut down the redwood forests that surrounded the area. Their expectations were sorely misplaced, and little Daniel saw something that would change his life forever. Daniel became fixated with the profession of the lumberjack, in the folkloric sense; not only the task of cutting down and logging trees, but the harmonious, mutual connection with nature, the honor and strength dedicated to upholding the strictest regimen of 'machismo' exceptionalism, and, something inadvertently inherited from his parents, a penchant for anti-establishment leanings. After graduating high school, he attended Triumph Tech for a year, hoping to major in structural engineering, but dropped out about half a year in, citing too much 'bogged down bureaucracy' and 'the System's mind-poison' as his reasons for leaving. Daniel criss-crossed the country over the course of his year off, working at logging camps from Maine to Washington state, often free of charge, fueled by his love of the craft. It was this dedication, as well as his impressive strength and vitality, that attracted the call of a shady private military company. Admiring their respect of strength and anti-government leanings, Daniel joined up, serving in the former Yugoslavia during the Bosnian and Kosovo conflicts. These experiences made Daniel a changed man; he returned from war-torn Eastern Europe with a hatred of conventional weaponry and firearms, the horrors of war, and in particular, a magical axe, allowing him near-superhuman abilities. Since then, Dan has returned to the US, and in his mind, put his magic axe to good use: CHOP IT ALL DOWN. Specifically, governmental and corporate structures, which he's been going around doing for quite some time now, under the moniker of his nickname, Manly Dan. Manly Dan has come to the aptly named Pinnacle City to start at the top of this 'hive of scum and villainy' to wreak havoc upon the established order and contract his CHOP IT ALL DOWN services wherever they may be needed. Source of abilities: In the war-torn former Yugoslavia, Manly Dan was confronted by a moral conflict over a mission his mercenary group had chosen to accept: their objective was to, if 'speaking softly and carrying big sticks' didn't work, burn an entire village to the ground to make way for invading Serbian troops. Manly Dan respectfully refused, and snapped a squadmate's spinal cord to punctuate his point. His team declined, and the grateful village, upon hearing the news, bestowed upon Manly Dan a weapon of ancient lore - the Axe of Perun, the legendary weapon wielded by the ancient Slav god of lightning. When wielding the Axe of Perun, Manly Dan is granted powers of enhanced strength and endurance, as his heart has been deemed 'pure' by ancient Slav tradition. The Axe itself, imbued with Perun's powers, is indestructible to any weapon forged by mortal men, and can transform into any form of melee weapon as its wielder so chooses (Manly Dan typically prefers it in its original axe form, but is also privy to using it as a broadsword, a war hammer, and his personal favorite, a motherfucking chainsaw). (F)Melee combat rating: 27 (A)Bodily coordination: 10 (S)Carrying and striking capacity: 20 (+10 when wielding Axe of Perun) (E)General Health and stamina rating: 36 (+10 when wielding Axe of Perun) (R)Educational and memory score: 7 (I)Sensory awareness level: 6 (P)Mental and spiritual fortitude: 7 Charisma rating: 10 Starting Resources: 5 Max Health: 93 (113 when wielding Axe of Perun) Starting Karma: 20 Demonstrated training in: CQC (bareknuckle boxing), wrestling, logging, structural engineering Considered armed and dangerous because: Well, for one thing, he's a six and a half foot maniac with a magic axe. That, and Manly Dan has racked up numerous charges of property damage on a grand scale across the country, his acts of CHOP IT ALL DOWN clearly defined as acts of terrorism, according to the Department of Defense.
Okay... the axe... how dangerous is it? Is it unbreakable(if unbreakable he can deal up to 40 damage with just the handle, the blade may or may not be more dangerous than that, since that's like getting hit by lightning bolt)? Does it have any other powers(always returns to his hand when called, summon energy blasts, etc)?