Very Hot Topic (More than 25 Replies) The Brotherhood of Power (Read 8049 times)
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The Brotherhood of Power
Apr 16th, 2010 at 12:42am
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The Brotherhood of Power are a villain group whipped up for use in the "official" V&V universe

The Brotherhood of Power


"Only the Strong Prevail"


Overview

The Brotherhood of Power is a longstanding and powerful group of villains, who've gathered together to defeat their mutual foes. They're primarily concerned with gathering wealth and power for themselves. The group's membership has remained relatively stable,  with only a few of its members being incarcerated. Its current membership currently consists of the following:

  • Brainchild - A 13 year-old criminal mastermind.
  • Empress - A powerful female villain with a split personality.
  • Frostbite - A cold controlling female villain.
  • Hologram - A light controlling sentient hologram with the personality of its creator. 
  • Interface - A machine controlling artificial intelligence.
  • Meanstrek - A super-speedser with a very nasty attitude.
  • Mindlock - A powerful psionic with a variety of mental abilities.
  • Orion: The Hunter - Team leader as well as expert hunter and tracker.
  • Nox - A darkness controlling female villain.
  • Positron - An energy projecting Aussie android.
  • Riptide - Water controlling Canadian mutant.
  • Skywarp - A mutant with the ability to fly and open "skywarps".


The Wraith - The Wraith is Brotherhood's hypersonic stealth transport aircraft.
« Last Edit: Dec 7th, 2014 at 1:08am by dsumner »  

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Re: The Overlords
Reply #1 - Apr 19th, 2010 at 7:06pm
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Brainchild

"Sigh....sadly it appears as though this is but another waste of my intellect".



Identity: Simon
Aliases: None
Sex: Male
Age: 13
Place of Birth:
Known Relatives: None
Marital Status: Single
Side: Evil
Affiliation: The Brotherhood of Power
Known Associates: None
Known Grudges: None
Base of Operations: Mobile
Level: 6
Training: Accuracy

Powers:
1. Heightened Intelligence B: +23.
2. Heightened Intelligence A: +15. 
3. Weakness Detection: Spend 1 action to determine target's weakness, if any. +18 combat bonus. R=1"
4. Willpower A: PR=1 per turn when used as a defense.
5. Heightened Expertise: +4 with everything.
6. Seizure Disorder: When in high-stress situations, save vs. INT, or suffer a seizure. He's affected as though struck with a Paralysis Ray attack, normal wake-up rolls apply to recover.

Weapons: Semi-Auto Pistol: +3 to hit, 1d8 damage, R=60". 15 shots per magazine.

Weight: 110 lbs.                   
Basic Hits: 3
Agility Mod.: -                              
Strength: 10
Endurance: 10                  
Agility: 10
Intelligence: 53                     
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mod.: 2.4      
Hit Points: 7
Healing Rate: .75
Power: 83            
Damage Mod.: +7
Accuracy: -                    
Carry Cap.: 110 lbs.      
Basic HTH: 1d3
Movement Rate: 30" ground
Detect Hidden: 36%                
Detect Danger: 40%
Inventing Points: 58.3               
Inventing: 159%
Origin and Background: Born to a rather boring middle class family, his family knew within a few short months, that Gregory was different than other children. He was reading and writing by 3 years of age, competing complex mathematical equations by five, taking college level courses by nine, and had obtained his PhD by the age of ll.

<<<PLACE HOLDER>>>

Combat Tactics/M.O.: Brainchild usually doesn't engage in direct ground combat. In tends to stay somewhere safe, acting as Orion's adviser, providing insight and possible solutions to any situation that may arise.

Personality/Character Traits: Best described as creepy, he's a complete sociopath who has no remorse for any of the crimes he's committed.
« Last Edit: May 5th, 2021 at 4:09am by dsumner »  

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Re: The Overlords
Reply #2 - Apr 19th, 2010 at 7:35pm
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NOX



Identity: Nancy Wilson
Aliases: None
Sex: Female
Age: 28 
Place Of Birth: Manchester, England
Marital Status: Single
Known Relatives: None
Side: Evil
Affiliation:The  Brotherhood of Power
Known Associates: None
Grudges: None
Base of Operations: Mobile            
Level: 8
Training: Agility

Powers:
1. Darkness Control: 15” radius max. area of effect, R=42”. AGL saves (see p.11) required in Darkness to avoid accidents, PR=2 per
Darkness area created or reshaped. 1 action to create, +1 action per turn to maintain, movement to reshape.
2. Flight: 260 mph max flight speed. PR=1 per hour.
3. Heightened Endurance B" +17.
4. Devitalization Ray: Shadow Bolt: 3d10 damage to victim's Power. R=52", PR=3.
5. Special Requirement: Mind Expanding Drug: Must take regular doses of a special drug to keep her powers at their fullest.

Weight: 170 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 10
Endurance: 26
Agility: 14
Intelligence: 12
Charisma: 13
Reactions from Good: +1/Evil: -1
Hit Mods.: 4.29
Hit Points: 13
Healing Rate: 2.1
Power: 62
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 216 lbs.
Basic HTH Damage: 1d4
Movement Rates: 50” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 9.6
Inventing: 36%
Legal Status: UK citizen with an extensive criminal record

Origin and Background: Nancy Wilson was born to a large working class family in Manchester, England. While the family never had much money, they always made do. But that wasn't enough for Nancy, she always wanted more, fantasying about a life she never had, she grew increasingly depressed and sullen. Her parents, worried about her, sought outside help, answering an add for free psychological care, they sided Nancy up. 

<<<PLACE HOLDER>>>

Combat Tactics/M.O.: In combat Nox will use her darkness powers to cover her teammates movements, and hinder their foes. She'll use her "shadow blasts" to weaken heavy hitters first, softening them up for hits by her fellow team members. If things begin to go badly, she'll cloak the area in Darkness, allowing Skywarp time to crate a portal for them to escape through.

Personality/Character Traits: While very bright, Nox is miss doom and gloom. She's far from pleasant, and always see's the down side of things. She constantly acts as though she were depressed, and tends to mope around.
« Last Edit: Dec 7th, 2014 at 2:08pm by dsumner »  

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Re: The Overlords
Reply #3 - Apr 19th, 2010 at 10:43pm
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Empress

"Stop your sniveling, it disgusts me!"



Identity: Stacy Evens
Aliases: None
Sex: Female
Age: 25
Known Relatives: None
Marital Status: Single
Place of Birth: St. Paul, Minnesota
Side: Good (Evil)
Affiliation: Brotherhood of Power
Known Associates: N/A
Base of Operations: Mobile
Grudges: None
Level: 9
Training: Accuracy

Powers:
1. Paralysis Ray: A successful hit causes unconsciousness in the target without hit point loss. R=56", PR=7.
2. Body Power: When in her supervillain personae, she is capable of surviving unaided in hostile environments as per adaptation.
3. Transformation: Power Activation
4. Mutant Power: Super Strength: When in her supervillain personae, her carrying capacity is 100 x normal.
5. Invulnerability: 19 points
6. Heightened Endurance: +16
7. Heightened Attack: +1 point damage per level
8. Phobia/Psychosis: Split Personality: Empress is Stacy’s "evil" twin.
9. Reduced Strength: -5

Weight: 120 lbs.                   
Basic Hits: 3
Agility Mod.: -                              
Strength: 8
Endurance: 12 (28)                  
Agility: 14
Intelligence: 13                        
Charisma: 11
Reactions from Good: - / Evil: -
Hit Mod.: 1.6016 (3.8896)      
Hit Points: 5 (12)
Healing Rate: .9 (2.4)
Power: 58 (74)            
Damage Mod.: +1
Accuracy: +1                        
Carry Cap.: 111 (11,100) lbs.      
Basic HTH: 1d3 (2d10)
Movement Rate: 34" (50") ground
Detect Hidden: 10%                  
Detect Danger: 14%
Inventing Points: 5.6                  
Inventing: 39%

Origin and Background: Abused as a child, Stacy created a second personality to seek revenge on all of those who'd harmed her in some way. This second personality, eventually became the dominant one, assuming control.

Combat Tactics/M.O.: In combat Empress prefers to use her paralysis ray to take out as many opponents as possible. If that fails to get the job done, she'll tend to resort to brute strength, and she'll begin to slug it out with her opponent. In HTH, she's particularly brutal, and will literally beat people to a bloody pulp. 

Personality/Character Traits: As Empress, Stacy is as cold and cruel as they come, believing that mercy and kindness are signs of weakness. She's outspoken, and extremely strong willed, and won't back down from a fight, even if she's clearly outmatched. As Stacy, she's mild mannered, timid, and a bit bookish. 

NOTES: Characteristics marked with brackets indicate her stats in her villain personae.

PLOT SEEDS

A Woman Scorned

The local authorities have asked the PCs for help. Someone's been killing former players on one the local high school football teams. Of the three people killed so far, all were members of a group of boys who were accused of bullying several students, at their former school. What's unknown to the authorities at this time is that Stacy is working her way through a hit list of people that teased and bullied her during her time at the school. How many people are actually on the list, and who they are, is left to the GM to determine. The PCs, a friend, or a dependent NPC, could be on the list, and if so, it could make for an interesting situation.
« Last Edit: Dec 6th, 2014 at 3:23pm by dsumner »  

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Re: The Overlords
Reply #4 - Apr 19th, 2010 at 11:14pm
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Frostbite

"What's wrong baby, you feeling a little chilly?"



Identity: Evelyn Wainwright 
Aliases: None
Sex: Female
Age: 29
Known Relatives: Amos James Wainwright, AKA: Chiller (Father)
Marital Status: Single
Place of Birth: Aurora, Colorado
Side: Evil
Affiliation:The Brotherhood of Power
Known Associates: N/A
Known Grudges: None
Base of Operations: Mobile
Level: 9
Training: Agility

Powers:
1. Cyrokinesis: Frostbite can mentally generate cold/ice at a distance. Attacks as Ice Powers, damage = 1d12. R=I+C. PR=4 per attack. The attack creates one cubic foot of ice per point of damage caused by the attack, which clings to the target after the hit is scored. An additional point of damage per cubic foot of ice is taken by the victim during each between-turns phase when ice is still clinging to him. The ice will melt at a rate of one cubic foot each between-turns phase (after calculating bonus damage), unless maintained.
    The victim of an ice attack may attempt to free himself from the clinging ice. Multiply the amount of ice by 100 pounds: if the result exceeds the victim’s Carrying Capacity he will be rendered totally immobile and thus unable to attack the ice in any manner requiring him to be able to move. Note that since the ice is inanimate and  not defending any roll to hit except a 20 will be successful.
     Masses of ice may be created, requiring one inch of movement to form each two cubic feet of ice. PR=0. The ice will melt at a rate of one cubic foot each between-turns phase unless maintained.
     Using Cyrokinesis as an Ice Power defense requires one action per turn (e.g. to freeze incoming attacks), PR=4 per turn.
2. Body Power: Ice Cold Skin: Frostbite's skin radiates intense cold. Anyone, or anything coming into physical contact with her body will suffer 1d12 damage from the cold. Attacks/defends as Ice Powers. PR=0.
3. Absorption: Heat: Each turn Frostbite can absorb heat (up to E points per turn) from the surrounding atmosphere, or heat/flame based attacks. The maximum amount of damage/energy that can be absorbed is = to her base Power score. Absorbed heat is stored as Power, and fades at 1 point per hour. R=1". PR=0. 
4. Death Touch: Freezing Touch: Frostbite can freeze objects solid with here touch. R=Touch.
5. Heightened Endurance B: +18.

Weight: 130 lbs.            
Basic Hits: 3
Agility Mod: –                  
Strength: 13
Endurance: 29            
Agility: 13
Intelligence: 11            
Charisma: 16
Reactions from: Good: -2 / Evil: +2
Hit Mods.: 5.304
Hit Points: 16            
Healing Rate: 2.4
Power: 66      
Damage Mods.: +1
Accuracy: +1
Carrying Capacity: 331 lbs.
Basic HTH Damage: 1d5
Movement Rates: 55"
Detect Hidden: 8%      
Detect Danger: 12%
Inventing Points: 9.9
Inventing: 33%
Origin and Background: Professional Criminal
Legal Status: Wanted in by US

Origin and Background: Evelyn Wainwright, AKA: Frostbite, is the daughter of the supervillain Chiller. Inheriting powers similar to her father, she's following in his father's footsteps, taking up her own life of crime.

Combat Tactics/M.O.: In combat, she'll use her Absorption power to boost her Power score to maximum, then use her Cyrokinesis to hamper and harm opponents. If they get within range, she'll attempt to make a Death Touch attack.

Personality/Character Traits: Evelyn thinks she's above the law. She's condescending and trends to look down on people.
« Last Edit: Dec 15th, 2014 at 7:10am by dsumner »  

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Re: The Brotherhood of Power
Reply #5 - Nov 5th, 2013 at 6:12am
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Interface

"You have been deemed redundant, and will be deleted."



Identity: Interface
Aliases: None
Sex: Male In Appearance
Age: 12
Side: Evil
Known Relatives: N/A
Marital Status: N/A
Place of Birth: Intercrime's Central City R&D Facility
Affiliation: Brotherhood of Power
Known Associates: None
Known Grudges: None
Base of Operations: Mobile
Level: 13
Training: Accuracy

Power:
1. Robotic Body: weight Factor: 2; 60% Human Appearance; +16 Strength.
a) Cyberpathy/Machine Control: To take control: PR=4 per attempt. Save vs. Intelligence on d20 to gain control, plus save vs. Agility on ld20 to avoid mishap every time an attempt is made to make the device do something (this can be ignored if the character becomes skilled in controlling that particular device). Range of control= 2 x E, and each use of the controlled device may cost movement or an action (GM's option).
2. Flight: 868 mph max flight speed. PR=1 per hour.
3. Force Field: PR=1 per 2 points of damage stopped.
4. Regeneration: Self Repair Capability: Heals max. one action per turn, can't regenerate damage caused by Magnetic and Radiation based attacks.
5. Heightened Senses: Sensor System: 4x Detect Hidden/Danger.
6. Heightened Intelligence A: +12.
7. Heightened Endurance A: +13.
8. Vulnerability: 2x damage from electrical based attacks.

Weight: 340 lbs.            
Basic Hits: 7
Agility Mod: -2             
Strength: 31
Endurance: 28            
Agility: 13
Intelligence: 28          
Charisma: 16
Reactions from: Good: -2 / Evil: +2
Hit Mods.: 16.9728
Hit Points: 119         
Healing Rate: 5.6
Power: 100      
Damage Mods.: +4
Accuracy: +1
Carrying Capacity: 5'540 lbs.
Basic HTH Damage: 2d8
Movement Rates: 72" ground, 3819" flight
Detect Hidden: 80%      
Detect Danger: 96%
Inventing Points: 36.4
Inventing: 84%
Origin and Background: Artificially created computer program
Legal Status: Wanted in US, Canada, EU, Russia, Japan, and China

Origin and Background: If the Intercrime programers working on the new computer virus had had any idea of what their creation would eventually become, they'd have deleted the coding and never looked back. Little did they know that not only would the virus somehow gain sentience, but would turn against them, using the very machines used to create it, to destroy them. 

Seizing control of a robotic construct, the malicious script decided that he was much more capable than his creators and decided to delete them.

<<<PLACE HOLDER >>>

Combat Tactics/M.O.: Interface tends to stay out of direct combat using other machines to do his dirty work, as he sees it as "beneath" him.

Personality/Character Traits: Interface is cold, mechanical, and unfeeling, in other words, machine like in every way. He has no remorse for anything he does, and see's the world as nothing more than data to be analyzed. His one "love" is acquiring new data to study and evaluate. Interface prefers not interact with actual living beings, but realizes that he is still learning and growing, and to do so, he'll need the help of those familiar with the world, and the way it functions, so he tolerates the presence of his fellow team members. 

PLOT SEEDS

Ghost in the Machine [/quote]

<<<PLACE HOLDER>>>
« Last Edit: Dec 3rd, 2014 at 3:51pm by dsumner »  

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Re: The Brotherhood of Power
Reply #6 - Nov 6th, 2013 at 1:01am
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Orion: The Hunter

"If you run, you'll just die tired."



Identity: Hunter Alexander Wolfe
Aliases: None
Sex: Male
Age: 36
Marital Status: Single
Place Of Birth: Boston, MA
Known Relatives: Thomas Wolfe III (father), Elizabeth Wolfe (mother)
Side: Evil
Group Affiliation: The Brotherhood of Power
Known Associates: None
Known Grudges: Condor
Base Of Operations: Mobile
Level: 13
Training: Agility

Powers:
1. Willpower A: PR=1 per turn when used as a defense.
2. Heightened Expertise: +4 to hit with everything.
3. Heightened Defense: -4 to be hit while conscious and mobile. 
4. Heightened Agility A: +9.
5. Weakness Detection: By spending and action, Orion determines his target's weaknesses gaining a +5 bonus. Range=1".
6. Heightened Senses: Tracking Ability Skill: <<<PLACE HOLDER >>>
7. Training: Ricochet Shot: By spending an action to set up a shot, Orion is capable of ricocheting shots off of walls, ceilings, floors,
etc., to allow him to strike targets from the top, side, or rear arcs. Each successive “bounce” adds an additional -1 to hit. So if he fired a shot off the wall and the ceiling, he’d receive a -1 to hit. If he fired a shot that hits two walls, then the ceiling, it would receive a -2 to hit.
8. Training: +4 to hit with his crossbow.
9. Training: Aim/Precision Shot: Requires one Action to use and declare a target; the next action by the character using Aim must be an attack against that target or the benefits are lost. With the Aim attack, add +4 to the to-hit roll required.
10. Invention: Explosive Quarrel: 1d10 damage. 2" blast radius.
11. Invention: Electric Shock Quarrel: Carrier for Lighting Control attack. 1d12 damage.
12. Invention: Night Vision Goggles:

Weapons:
Laser Sighted Crossbow: +6 to hit, 1d4 damage, R=92".
Boot Dagger: +1 to hit, HTH+1d2 damage.
Bola: +3 to hit, HTH +1d3 damage, R=23".
Hand Axe: +1 to hit, HTH +1d6 damage, R=46".

Hair: Blond
Eyes: Blue
Height: 6' 3"
Weight: 205 lbs.
Basic Hits: 5
Agility Mod: -
Strength: 19
Endurance: 19
Agility: 23
Intelligence: 16
Charisma: 16
Reactions from: Good: -2 / Evil: +2
Hit Mods.: 9.2928
Hit Points: 46
Healing Rate: 2.5
Power: 77
Damage Mod.: +3
Accuracy: +4
Carrying Capacity: 898 lbs.
Basic HTH Damage: 1d8
Movement Rates: 61” ground
Detect Hidden: 12%
Detect Danger: 16%
Inventing Points: 1.8
Inventing: 48%
Origin and Background: Human/Alien hybrid
Legal Status: Wanted in by US, EU, Russia, and many other nations.

Origin and Background: Born into a life of privilege, Orion grew tired of the trappings of wealth, and sought out something different. He spent several years traveling the world, hunting its most dangerous predators, and he found that he was a natural, but craved more. He finally found it when he encountered a band of mercenaries operating in Africa. Using his skills, he tracked and killed them to a man. It was like nothing he'd experienced before. And he wanted more.

<<< PLACE HOLDER>>>

Combat Tactics/M.O.: He'll normally hold an action, using his Weakness Detection ability to determine any weaknesses a character may have, before striking.

Personality/Character Traits: Smart, charismatic, and cunning, Orion loves the thrill of the hunt, almost as much as he loves life itself.

Notes: Orion is filthy rich and is the man behind the Orion Group - An offshore "investment group" that acts as a front for, as well as providing funding for, many of Orion’s illegal activities.

PLOT SEEDS:

Night of the Hunter

The player(s) hear of the murders of several high profile criminals. They murders have taken past over the past few weeks. All of the clues lead the police to believe that the perpetrator is the same man, and he’s rumored to be a highly skilled professional assassin. So far law enforcement officials have been unable to determine why he murders are being committed. What’s unknown to everyone is that Orion has been hired to take out one or more of the PCs by an enemy of theirs. Who that person, or persons is, is up to the GM.

Orion is using the murder of the criminals as bait to lure the PCs out. He’ll observe them over the course of several days to determine any patterns they may have, who they associate with, and how they conduct themselves at a crime scene before determining a course of action.

He’ll try prepare an area where he plans to confront the hero, laying traps, additional ammo and/or weapon caches, and planning several escape routes out of the area, in case things go badly for him.
« Last Edit: Dec 3rd, 2014 at 4:07pm by dsumner »  

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Re: The Brotherhood of Power
Reply #7 - Nov 6th, 2013 at 5:01am
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Dark Cloud

"Thief? How can you steal what's owed to you?"

Identity: Jonas Nathan Black
Side: Evil   
Affiliation: Brotherhood of power   
Base of Operations: Mobile               
Sex: Male
Age: 28                         
Level: 7
Training: Endurance

Powers:
1. Weather Control:
2. Heightened Expertise: +4 w/Weather Control powers.
3. Flight: 304 MPH max speed, PR=1 per hour.
4. Heightened Defense: -4 to be hit while conscious and mobile.
5. Heightened Agility A: +7.
6.  Reduced Charisma: -5.

Weight: 160 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 16
Endurance: 14                     
Agility: 19
Intelligence: 13                  
Charisma: 9
Reactions from: Good: - /Evil: -
Hit Mods. (1.4)(1.4)(1.1)(1.9) = 4.0964
Hit Points: 16                     
Healing Rate: 1.2 
Damage Mod.: +2               
Accuracy: +3
Power: 62                        
Carrying Capacity: 440 lbs.
Basic HTH Damage: 1d6    
Movement Rates: 49” ground,  1,338" flight speed
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points: 9.1            
Inventing: 39%
Legal Status: American citizen, with an extensive criminal record.

Origin/Background: Nathan Jonas Black is a, male, Native American mutant, from Oklahoma, with the ability to fly and control weather patterns. Disowned by his family, he's virtual pariah to his own people. Since adolescence, he's constantly been in trouble with the law. After engaging in several petty thefts, he gradually worked his way up to the big leagues.

Combat Tactics/M.O.: Dark Cloud tends to fly over the battlefield using light bolts to hit opponents at a distance. He'll use fog, wind and ice to hinder their movements and obscure their vision.

Personality/Character Traits: Dark Cloud's got a piss poor attitude, and feels that the world owes him something. If they won't give him what he wants, he'll just take it. Riding high on his prior successes, he's growing more and more cocky in his actions.

Notes: Dark Cloud's made a lot of enemies over the years, and more than a few people would be more than happy to get back at him. He's known for his brash attitude. If given an opportunity, the PCs might be able to exploit the fact that, even within his own group, he's not very well liked, due to the fact that he's pretty much pissed off every other member at one point or another.

Quotes: "I've only taken what is rightfully mine."

« Last Edit: Nov 7th, 2013 at 5:42pm by dsumner »  

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Re: The Brotherhood of Power
Reply #8 - Nov 7th, 2013 at 4:57pm
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RIPTIDE

"What's wrong hero. You afraid of a little water?"



Identity: Alex Chance
Aliases: None
Sex: Male
Age: 23
Side: Evil
Place of Birth: Alberta, Canada
Affiliation:The Brotherhood of Power
Known Associates: None
Known Grudges: Manta-Man
Base of Operations: Mobile
Level: 5
Training: Agility

Powers/Training:
1. Water Breathing A: (Amphibian): He has no difficulty breathing either water or air. PR=1 per hour.
2. Hydrokinesis/Water Control:
3. Heightened Endurance B: +14
4. Natural Weaponry (Unarmed Combat Training): +3 to hit, +6 HTH Damage.

Legal Status: Wanted in the US and Canada.

Origin and Background: A Canadian mutant

Combat Tactics/M.O.:

Personality/Character Traits: Effeminate, and catty.
« Last Edit: Jul 30th, 2014 at 6:26pm by dsumner »  

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Re: The Brotherhood of Power
Reply #9 - Nov 7th, 2013 at 5:06pm
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HOLOGRAM

"Not quite as smart as you think you are, imagine that."



Identity: Dr. Abigail Shelia McVickers
Aliases: None
Sex: Female
Age: 32
Marital Status: Single
Known Relatives: None
Place of Birth: Boston, MA
Side: Evil
Affiliation:The  Brotherhood of Power
Known Grudges: None
Base of Operations: Mobile
Level: 8
Training: Agility

Powers:
1. Robotic Body (Modified): A mobile holographic emitter surrounded by a solid light matrix: 70% Human appearance.
a) Illusions B: Hard Light Energy Constructs: Creation Points = 2x current Power score.
2. Flight: 342 mph, PR=1 per hour.
3. Force Field: PR=1 per two points of damage deflected.
4. Non-Corporalness: PR=7 per hour.
5. Heightened Intelligence A: +11.
6. Vulnerability: Magnetic Fields: Strong magnetic fields are capable of disrupting her holographic matrix (save vs. END), or field is disrupted taking 1d4 turns to reform.

Weight: 180 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 18
Endurance: 19               
Agility: 14
Intelligence: 27                  
Charisma: 14
Reactions from: Good: -1 /Evil: +1
Hit Mods. 7.8848
Hit Points: 32                   
Healing Rate: 2.0
Damage Mod.: +4         
Accuracy: +1
Power: 78                
Carrying Capacity: 696 lbs.
Basic HTH Damage: 1d8   
Movement Rates: 51” ground, 1504" flight.
Detect Hidden: 20%            
Detect Danger: 24%
Inventing Points: 21.6          
Inventing: 81%
Legal Status: Wanted in the US, Canada, EU, Japan, and Russia

Origin and Background: Abigail McVickers was always knew she was destined for greatness. Graduating at the top of her class at MIT, she landed a job at a prestigious university, doing cutting edge research into the field of solid light holograms. Nothing in the world was out of her reach, that is until one night of a little to much merry making, and a rain soaked road, led to her one true regret. The accident left her near death, though she recovered, she was paralyzed from the neck down.

<<<PLACE HOLDER>>>

Combat Tactics/M.O.:: In combat she'll normally fly above the main battle, depending on her Non-Corpralness for defense, and creating a variety of hard light energy constructs.

Personality and Character Traits: Hologram is extremely smart, and she knows it. She's got a smug attitude, and tends to talk to people as though they were idiots, which can rub her teammates the wrong way. While Brainchild is actually far more brilliant than she is, she sees him as nothing more than a child, and doesn't understand why everyone tolerates him.
« Last Edit: Dec 3rd, 2014 at 4:43pm by dsumner »  

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Re: The Brotherhood of Power
Reply #10 - Nov 7th, 2013 at 9:34pm
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SKYWARP

"I think it's about time for us to leave, don't you?"



Identity: Jason Reynolds
Side: Evil
Affiliation: Brotherhood of Power
Base of Operations: Mobile
Sex: Male                  
Age: 31
Level: 6                                 
Training: Agility

Powers:
1. Teleportation: Modified (Warp Gates):
2. Flight: 154 mph max flight speed. PR=1 per hour.
3. Heightened Defense: -4 to be hit while conscious and mobile
4. "Mind Expanding Drug: Must take a regular does of a GENETECH developed drug to keep his powers working properly.

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 11
Endurance: 14
Agility: 14
Intelligence: 10
Charisma: 11
Reactions from Good: - / Evil: -
Hit Mods.: (1)(1.4)(1)(1.3) = 1.82
Hit Points: 7
Healing Rate: 1.2
Power: 49
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 218 lbs.
Basic HTH Damage: 1d4
Movement Rates: 39” ground, 668" flight
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 6
Inventing: 30%
Legal Status: Canadian citizen with an extensive criminal record.

Origin and Background: Canadian. Jason Reynold was in and out of various jails and prisons for years, that is until he was recruited as a test subject for a new drug developed by GENETECH. The drug was billed as some sort of new "mind expanding" compound, designed to help humans "reach their full potential"

<<<PLACE HOLDER>>>

Combat Tactics/M.O.: Skywarp's "job" on the team, really isnt' combat, it's to function as an escape route for the team, when they get into trouble, or are ready to make an exit. As such, he'll normally linger somewhere close by, out of sight, keeping an eye on what's going on, waiting for a a signal to appear, or if he spots serious trouble. At which time, he'll create a skywarp, to allow his fellow team members to get away, and immediately follow himself.

Personality/Character Traits: Always looking out for number one, he knows a good deal when he see's it. 
« Last Edit: Jan 16th, 2015 at 10:18am by dsumner »  

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Re: The Brotherhood of Power
Reply #11 - Nov 7th, 2013 at 9:42pm
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POSITRON



Identity: James Reese 
Aliases: None
Sex: Male                  
Age: 31
Place Of Birth: Brisbane, Australia
Marital Status: Single
Known Relatives: None
Side: Evil
Affiliation: Brotherhood of Power
Known Associates: None
Grudges: None
Base of Operations: Mobile
Level: 7                               
Training: Endurance

Powers:
1. Android Body: 90% Human appearance; +16 Endurance; 65% self repair capability.
a) Body Power: Positronic Energy Field: Acts as Force Field, Force Screen only. Also acts an energy field inflicting 1d8 damage on anyone coming into contact with it when active. PR=3 per hour.
2. Power Blast: Positron Beam: 1d20 damage, R=47", PR=1.
3. Heightened Attack: +1 point damage per level (+6).
4. Low Self Control: Can't hold back with his powers.

Weight: 170 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 16
Endurance: 31                  
Agility: 15
Intelligence: 12                  
Charisma: 13
Reactions from: Good: -1 /Evil: +1
Hit Mods. 9.3632
Hit Points: 37                
Healing Rate: 3.6
Damage Mod.: +1             
Accuracy: +2
Power: 74                     
Carrying Capacity: 612 lbs.
Basic HTH Damage: 1d8   
Movement Rates: 62” ground
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points: 7.2          
Inventing: 36%
Legal Status: Australian citizen, with an extensive criminal record.

Origin and Background: A former weapons designer for the Australian military.

<<< PLACE HOLDER>>>

Combat Tactics/M.O.: In combat, Positron serves as the team's mobile firepower, capable dishing out a significant amount of damage, he'll go after the heavy hitters first, hitting them will full force blasts of energy, in an effort to quickly take them out. 

Personality/Character Traits: Quiet, he prefers to stay to himself.
« Last Edit: Dec 3rd, 2014 at 5:52pm by dsumner »  

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Re: The Brotherhood of Power
Reply #12 - Nov 7th, 2013 at 9:53pm
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MINDLOCK



Identity: Andrea Elizabeth Babinski
Aliases: Susan Babinski
Sex: Female
Age: 33
Marital Status: Single
Known Relatives: None
Place of Birth: Chicago, Illinois      
Side: Evil
Affiliation:The Brotherhood of Power
Known Associates: None
Grudges: None
Base of Operations: Mobile
Level: 7
Training: Endurance

Powers:
1. Telepathy: R=120, Thought scan 1 action, PR=1. Mental switchboard: max. 12 minds at once, 1 action to establish, PR=1 per turn. Thought Tracking: PR=1 per hour, 1 action per turn. Mind Probe maximum strength = 120, PR=5 per attempt. Takes 1d6 turns per attempt, range = 0”.
2. Psionics: Mentally Induced Paralysis: Attacks as Mind Control. Save vs. CHR (on d100) or target's movement is reduced to 0"; R=C inches, PR=7.
3. Willpower A: PR=1 per turn when used as a defense.
4. Heightened Charisma A: +8.
5. Phobia/Psychosis:

Weight: 130 lbs.
Basic Hits: 3
Agility Mod: –
Strength: 11
Endurance: 13
Agility: 13
Intelligence: 12
Charisma: 22
Reactions from: Good: -4 / Evil: +4
Hit Mods.: 2.002
Hit Points: 6
Healing Rate: 0.9
Power: 49
Damage Mods.: +1
Accuracy: +1
Carrying Capacity: 171 lbs.
Basic HTH Damage: 1d4
Movement Rates: 37"
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 8.4
Inventing: 36%
Origin and Background: Australian, party-girl, groupie
Legal Status: Australian citizen with an extensive criminal record

Origin and Background: Andrea Babinski was always a bit of a wild child, drinking, partying, and using recreational drugs throughout her early teens, she found herself in trouble with the law on several occasions. One night, while at a rave, she got hold of something new, a designer drug she'd never tried before. The guy who gave it to her simply said, "It'll blow your mind", and it did. Three days later she awoke in the intensive care unit of a local hospital, not knowing how she'd gotten there, or what had happened over the past 72 hours.

Scared, tired, and with a pounding headache, she lay in her bed trying to remember exactly what had happened when she "heard" what she thought was a conversation between the nurses treating her, when she realized that the nurses were actually at their desk, well down the hall. Not only could she "hear them" she somehow knew what they were thinking about.

<<<PLACE HOLDER>>>

Combat Tactics/M.O.: In combat, Mindlock will normally use her mind scanning abilities to gleam whatever info she can from her opponents, and then share it with her teammates using her telepathy. She'll also relay other inform, so they don't have to use verbal communications. She'll use her mental paralysis to immobilize as many foes as possible, setting them up for attacks by her fellow team members.

Personality/Character Traits: Mindlock is in this for the money, period. She likes living a wild, fast paced lifestyle and this is how she pays for it. If not out committing crimes, she's at the hottest clubs in New York, London, Moscow, you name it. She likes wearing revealing clothing and sexually promiscuous going through sexual partners a month. She's a heavy drinker and recreational drug user, with Ecstasy and a Methamphetamine derivative topping the list.
« Last Edit: May 5th, 2021 at 6:20am by dsumner »  

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Re: The Brotherhood of Power
Reply #13 - Nov 8th, 2013 at 12:43am
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« Last Edit: Dec 3rd, 2014 at 5:16pm by dsumner »  

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Re: The Brotherhood of Power
Reply #14 - Nov 8th, 2013 at 1:43pm
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Wondering what you guys think of them so far?
  

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Re: The Brotherhood of Power
Reply #15 - Nov 8th, 2013 at 2:49pm
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dsumner wrote on Nov 8th, 2013 at 1:43pm:
Wondering what you guys think of them so far?


I think that is one bad group. it would take a lot of strategy to beat them all at one time. Cool
  
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Re: The Brotherhood of Power
Reply #16 - Nov 8th, 2013 at 3:30pm
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Free-Born wrote on Nov 8th, 2013 at 2:49pm:
dsumner wrote on Nov 8th, 2013 at 1:43pm:
Wondering what you guys think of them so far?


I think that is one bad group. it would take a lot of strategy to beat them all at one time. Cool


They're supposed to be a well organized group, capable of holding their own against an experienced team of heroes, who'll need to work together to defeat them. I'd suggest for smaller groups, they be encountered in groups of 3-5 max.

If you want to introduce them into a campaign, I'm adding some plot hoods/adventure seeds into their write-ups to give GMs some ideas.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Brotherhood of Power
Reply #17 - Nov 8th, 2013 at 11:45pm
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I'm slowly fleshing these guys out, as several of them were never fully developed, and sat in my files for years. If you spot anything funky in their write-ups, let me know.
  

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Re: The Brotherhood of Power
Reply #18 - Nov 13th, 2013 at 10:22pm
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Quick question, do you guys want to see stats for the former members of the group?
  

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Re: The Brotherhood of Power
Reply #19 - Nov 24th, 2013 at 12:26am
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I've added a bit of background info, and some info on tactics to the write-ups. Also, how many of you guys like the inclusion of the plot seeds to the write-ups?
  

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Re: The Brotherhood of Power
Reply #20 - Nov 26th, 2013 at 3:27am
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I added some artwork to several of the write-ups.
  

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Re: The Brotherhood of Power
Reply #21 - Nov 26th, 2013 at 7:28pm
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dsumner wrote on Nov 13th, 2013 at 10:22pm:
Quick question, do you guys want to see stats for the former members of the group?

I would.
  
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Re: The Brotherhood of Power
Reply #22 - Nov 27th, 2013 at 5:04am
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the write ups are great the addition of plot seeds is well welcomed and the art work is great would love to see the write up for the former members  Grin
  
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Re: The Brotherhood of Power
Reply #23 - Nov 27th, 2013 at 4:40pm
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I'll start on the former members over the weekend.
  

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Re: The Brotherhood of Power
Reply #24 - Dec 5th, 2013 at 2:32pm
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« Last Edit: Dec 7th, 2014 at 1:09am by dsumner »  

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Re: The Brotherhood of Power
Reply #25 - Dec 3rd, 2014 at 12:38am
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Bump, as I'll be tinkering with a few things tomorrow.
  

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Re: The Brotherhood of Power
Reply #26 - Dec 3rd, 2014 at 8:12am
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i've never seen this topic before.
I like it !



dsumner wrote on Dec 3rd, 2014 at 12:38am:
Orion

"If you run, you'll just die tired."

Grin  Smiley
  
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Re: The Brotherhood of Power
Reply #27 - Dec 3rd, 2014 at 6:02pm
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I made a few minor changes, clarified a few things in some of the power write-ups, and added a bit more detail to some of the backgrounds. I'll add more later, as time permits.
  

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