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Post by cosmichunter on Nov 6, 2013 23:54:13 GMT -5
Well, as the name of the thread implies this thread will be dedicated to a few of the character ideas that I have, or have had, or may have.
These will be "original" characters. The quiotations are indeed necessary due to the fact that many of the characters that I tend to create are of a more pastice variety, which is a very post modern, and fancy way of saying that I steal various elements of other characters and try to fit them into some kind of different molding and such.
Most of the characters will probably have a few blurbs or so about various things, like what they are. Or what they are supposed to represent, or some kind of detailed thought process on some of the abilities.
Now, On to the Characters!
Villains: 1. Ampersand 2. Electro-Bolt
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Post by cosmichunter on Nov 7, 2013 0:34:29 GMT -5
1. Ampersand Alias: William Warner Edge: 15 Health: 12 (or 18 depending on how major a villian he is to be in an issue)
Traits: Academics: 3d, Athletics: 5d, Armor: 7d (Item- Image Inducer), Blast: 6d (Energy) (Item- Cane), Command: 3d, Images: 5d (Item-Image Inducer), Omni-Power (Gadgets): (Items), Perception: 6d (Investigation), Science: 3d, Stealth: 3d, Streetwise: 3d, Strike (Blunt): 6d (Item-Cane), Technology: 4d, Toughness: 3d, Vehicles: 3d, Willpower: 4d, (All other mundane at 2d)
Perks: Communicator (Item), Headquarters, Psi-Screen, Vanish (Item- Image Inducer), Wealth
Flaws: Noteriety, Quirk- Cowerdly once overwhelmed, Quirk- Obsessive Compulsive
Bio: William Warner was a study in normalcy growing up. The first born son of a rather average and middle class family from the suburbs, William wanted for little and had even less to complain about. For much of his life he was one of those individuals that stuck to the background, a boy who spent most of his time with things that would jog his mind rather than his body. Becoming a fan of games, puzzles, and other numerous kinds of similar activities that allowed him to escape the monoteny of every day life. As he grew older though he learned that he was less enthused with his lack of direction, his lack of physical abilities, and his lack of social graces put him in the proverbial gutter. He pushed through his problems, and perservered but relaized that although he had become better physically and mentally, he was still not very well known. Convinced that this was due to the lack of intelligence on the part of others, he was more than willing to prove it to anyone, even if it would be done through an alias. His compulsive nature caused him to take on the identity of Ampersand, becuase there is always another trick that he can pull out.
Notes: If it isn't obvious, Ampersand is fairly inspired by the Riddler (copyright and trademarked by DC comics and Warner Bros...Obviously). He is designed to sort of be one of those insane, yet pssibly dangerous individuals that doesn't really have the physical capacity to deal with most heroes, but rather sticks to the background and lets his henchmen do all the more physical labour. My approach to playing the character is more like he is portayed within the great Animated Batman series from the 90's, where he is just as compulsive, but is a lot less traditionally zanny, and more cold in nature.
His image inducer is sort of like a special utility beltand wrist watch combo. Where the actual device is the belt, but the watch is sort of the controller. Essentially the inducer allows him to sort of add elements to the area, though he tends to use the power more in a way to show elements that would be obvious for the room: a few more henchmen, a wall that appears slightly more to the left, and other such properties. The inducer is also capable of producing a series of mirror images that form a sort of "armor" for Ampersand, in the sense that if he is attacked, the degree of success or failure determins if the heroes have actually clocked the masked mastermind, or if they hit one of his mirror images instead. His cane is just that, his weapon of choice that includes a "diamond" at the top that can fire an energy bolt, sort of like a lazer, and it is reinforced to allow him to strike most opponents rather hard. His omni-power trait is really more for show, as he is usually capable (as a villain) of having some extra traits before a scene starts depending on how much or how little he knows about those that are trying to foil his plans at the time.
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Post by LakeSide Len on Nov 8, 2013 18:58:09 GMT -5
Love the idea of a non-combat villain that stays out of the action and lets his devious machinations and less-than-devious mooks to the work for him.
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Post by cosmichunter on Nov 11, 2013 1:40:07 GMT -5
Thank you so much! Now onto #2......... 2. Electro-Bolt! Alias: Cole Williams Edge: 15 Health: 12 (usually) Traits: Athletics: 5d, Blast (electrical): , Charm: 1d, Command: 4d, Energy Field (Electricity): 4d, Flight: 5d, Might: 4d, Perception: 3d, Ride: 1d, Streetwise: 5d, Strike (Electrical): 5d, Toughness: 5d, Willpower: 4d, Perks: Lightning Reflexes
Flaws: Noteriety, Quirk- Extremly Blunt, Frenzy
Bio: For as long as Cole could remember he had been on the lower end of the totem pole. Not very bright, he usually tried to make his way through everything withh is fists. When that didn't work out he was usually the one taken down for the count. Though he often found himself on the wrong side of any sort of scrap, he never really gave up and would always be the one to come back swinging. While this would be an admirable trait of a man with a powerful spirit, Cole used his "never say die" attitude to work his way through one crime after another. He "learned" long ago that if he couldn't rise through the ranks in a clean fashion to be famous, he was going to do it by being infamous. As such Cole often found himself on one job after another, and as the Supervillains started their casual return, he soon found his way into the rather unflattering shoes of the average henchman. One such "mastermind" in a stroke of destructive show of ability caught Cole in the practice fire of one of his doomsday machines. Cole, even more so than others, was sure that he was dead. However he was supprised to find out that he was not in fact dead, but instead had been imbued with electrical powers as a result of the device. He instantly knew what he could do. Armed with superpowers of his own, Cole became the villain Electro-Bolt to prove his worth. He would become infamous, even if he had to destroy the entire city in order to do it.
Notes: What can I really say...Electro-Bolt was heavily inspired by the art found witihn the core P&P book. Since I said that I am making a formal apology for stealing like an Artist. The artwork is just fantastic, that I couldn't resist. In any case, Electro-Bolt was designed to be sort of simple, but to also sort of make a character that was both an up and coming supervillain, but one that could also be easily seen with other villains within some kind of evil Super team to oppose the heroes. What better way to show that then with the bruiser energy blaster?
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Post by LakeSide Len on Nov 12, 2013 0:49:30 GMT -5
Thoughts: This is a villain, but if you were going for a 36 point character, I think you have a few points left to spend. If this were a hero, my comments would be ... You have 2 weak traits (Charm and Ride). If I were your GM, I'd ask you to pick only one. However, I'd also tell you to drop Strike because your Energy Field trait has the same effect. That would net you 2 hero dice that you could use to raise Energy Field to 5d. Flight 5d is very slow. You may want to boost that. Also: 5d Athletics, 5d Toughness, and no other real physical defense makes Cole somewhat vulnerable. I'd consider finding a way to raise his Athletics, or his Toughness, or -- the most expensive option by far -- his Energy Field and give it the Defensive pro. Otherwise, he's not going to last long in a straight up fight. Consider this: Traits: Athletics: 4d, Blast (Electrical): ![8D](//storage.proboards.com/forum/images/smiley/insane.png) , Charm: 1d, Command: 4d, Energy Field (Electricity): 5d, Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: ![8D](//storage.proboards.com/forum/images/smiley/insane.png) , Willpower: 3d, Perks: Lightning Reflexes or Traits: Athletics: ![8D](//storage.proboards.com/forum/images/smiley/insane.png) , Blast (Electrical): ![8D](//storage.proboards.com/forum/images/smiley/insane.png) , Charm: 1d, Command: 4d, Energy Field (Electricity): 5d, Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: 4d, Willpower: 3d, Perks: Lightning Reflexes or Traits: Athletics: 4d, Blast (Electrical): ![8D](//storage.proboards.com/forum/images/smiley/insane.png) , Charm: 1d, Command: 4d, Energy Field (Electricity): 6d (Defensive), Flight: 7d, Might: 3d, Perception: 3d, Streetwise: 3d, Toughness: 4d, Willpower: 3d, Perks: None
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Post by adunaphel on Nov 12, 2013 1:51:15 GMT -5
In fact I've seen that Blast supersedes Strike.
As you can attack at close and up to distant range with Blast, it does the same thing as Strike with a bonus on top of that.
So blast (electrical) 8 D and Strike (electrical) 5D makes the Strike useless.
My 2 cents.
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Post by LakeSide Len on Nov 12, 2013 11:58:35 GMT -5
Agreed.
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