Very Hot Topic (More than 25 Replies) The New Millennium Universe (Read 17546 times)
dsumner
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The New Millennium Universe
Dec 30th, 2012 at 12:09am
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The New Millennium Universe is something I've been working on since high school. I finally got around to putting some of it down on paper back in the early 2000's and used parts of it as the basis for my old M&M game. Since it was originally conceived as a V&V campaign, reworking it wasn't that much of a problem.

While I've posted some of it on the various V&V message boards, over the years, I'd never really gotten around to putting it all in one place. So after much procrastination on my part, I'm finally doing it.

If you'd like to take a look at it, swing over to This Link, and check it out, and let me know what you think of it.

  

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

"Nemo me impune lacessit"
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Thunderbolt
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Re: The New Millennium Universe
Reply #1 - Dec 30th, 2012 at 7:37am
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LOVE IT! Smiley

[quote="DSumner"]The Upstarts

The Upstarts are my teen villain group, and the primary foes of the teen hero group, the Young Guardians. They operate out of the Connecticut based Lyndhurst Academy for Wayward Youth. While the school masquerades as high priced boarding school, for well to do delinquents, it is in reality, a front used to recruit and train super powered teens. The current student body consists of:

Bolt - A male super-speedster.
Bonfire - Downpour’s older sister. Stuck up and “snotty”, a real bitch. She treat’s Downpour like dirt (along with everyone else for that matter). She has the ability to generate and control fire.
Downpour - A 15 year old English female with the ability to control weather patterns, and fly. She's a little shy, and tends to keep her emotions bottled up, doing whatever her older sister, Bonfire tells her to.
Jolt - A female with the the ability to generate bio-electric energy blasts.
Jump - An African American male with the ability to teleport short distances.
Rebound - A 16 year old black male with elastic like skin, and the ability to stretch various body parts or to reshape his body into simple objects like a ball.
Rough House - A 17 year old male mutant from Newark, New Jersey. He’s  super strong, and highly resistant to most forms of physical damage. He's not that bad of a guy, and if someone would take the time to work with him, they might be able to convince him he's headed down the wrong path.
Scatterbrain - A 15 year old female mutant with the ability to scramble the thoughts of others (Confusion). A former runaway, child prostitute, and drug addict. Her mutant powers emerged after taking an experimental designer drug at an all night rave.
Split - A 17 year old black male with the ability to create exact duplicates of himself. He's from poor family of seven, just outside of Montgomery, Alabama, and has vowed that he'll never to end up like his parents. He's willing to do whatever it takes to keep from going back to his former life. [/quote]

Very cool set of youngsters...too bad they don't exist in the Empire City universe...I could see them trying to recruit Thunderbolt... though at 21 he is a little old for them...plus I could see the schoolmasters only wanting 'troubled' easy to manipulate teens as TB has OBVIOUSLY chosen to take a stand diametric to their goals.

I like Scatterbrain's origin...very similar to Shawn and Sarah's {TB's little sister} power origin! Smiley
« Last Edit: Dec 30th, 2012 at 7:39am by Thunderbolt »  

"...No amount of force can control a free man, a man whose mind is free. No, not the rack not fission bombs, not anything - you can't conquer a free man; the most you can do is Kill him."
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dsumner
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Re: The New Millennium Universe
Reply #2 - Mar 31st, 2013 at 10:29pm
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I've made a few updates, and plan on adding a few more cahracters, and some background info later on in the week. Also, if you've got any questions, and or comments, fire away.
  

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"Nemo me impune lacessit"
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Thunderbolt
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Re: The New Millennium Universe
Reply #3 - Mar 31st, 2013 at 11:01pm
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Cool.  Does the Citadel take umbrage at the Guardian's HQ being called "The Citadel"... ?

Not that it really matters as... were not playing but is this the same universe 'continuity-wise' As the Protectors: Empire City universe?
  

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dsumner
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Re: The New Millennium Universe
Reply #4 - Apr 1st, 2013 at 2:50am
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Thunderbolt wrote on Mar 31st, 2013 at 11:01pm:
Cool.  Does the Citadel take umbrage at the Guardian's HQ being called "The Citadel"... ?

Not that it really matters as... were not playing but is this the same universe 'continuity-wise' As the Protectors: Empire City universe?


No, as one is an organization and the other is a building.
  

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dsumner
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Re: The New Millennium Universe
Reply #5 - Oct 5th, 2013 at 9:28pm
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Just bumping this up, as I've made a few additions. Also, would you guys prefer that I repost all of that stuff over here as well?
  

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Matt
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Re: The New Millennium Universe
Reply #6 - Oct 5th, 2013 at 9:54pm
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Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?
  
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dsumner
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Re: The New Millennium Universe
Reply #7 - Oct 5th, 2013 at 10:33pm
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Matt wrote on Oct 5th, 2013 at 9:54pm:
Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?


Yep. I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.
  

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Re: The New Millennium Universe
Reply #8 - Oct 5th, 2013 at 10:40pm
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dsumner wrote on Oct 5th, 2013 at 10:33pm:
Matt wrote on Oct 5th, 2013 at 9:54pm:
Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?


Yep. I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.


Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.
  
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Re: The New Millennium Universe
Reply #9 - Oct 5th, 2013 at 10:43pm
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Matt wrote on Oct 5th, 2013 at 10:40pm:
Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.


And considering roughly 50% of the population is female, the % of women superheros is extremely small.
  

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Re: The New Millennium Universe
Reply #10 - Oct 5th, 2013 at 10:48pm
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dsumner wrote on Oct 5th, 2013 at 10:43pm:
Matt wrote on Oct 5th, 2013 at 10:40pm:
Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.


And considering roughly 50% of the population is female, the % of women superheros is extremely small.


Except, ironically, on the X-Men.
  
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Re: The New Millennium Universe
Reply #11 - Oct 19th, 2013 at 3:23pm
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dsumner wrote on Oct 5th, 2013 at 10:33pm:
I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.

I agree Dom. I have enjoyed the characters that you have posted.
  
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Re: The New Millennium Universe
Reply #12 - Nov 22nd, 2013 at 12:15pm
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Black Raven

"Someone has to stand against those who would defile nature, and apparently the fates have chosen me."



Identity: John Goodall
Aliases: None
Sex: Male
Age: 32
Marital Status: Divorced
Known Relatives: Richard Goodall (Father), Cybthia Goodall (Mother)
Place of Birth:
Side: Good
Affiliation: Independent Hero
Known Associates: The Guardians
Base of Operations: Mobile
Level: 8
Training: Defense

Powers:
1. Spirit Walking (Astral Projection): Flight speed = 16 mph per turn. Releasing his astral body requires one action, but returning is movement only. PR=12.
2. Special Weapon: Axe/Tomahawk: +3 to hit, HTH+1d8 damage.
a) Call Lightning: Attacks as Lighting Control. 2d8 damage. 12 times per day.
3. Heightened Senses: Danger Sense: 4x Detect Danger. Detect disturbances in the natural order. Doesn’t provide specific details, only a feeling that something is not as it should be.
4. Willpower A: PR=1 per turn when used as a defense.
5. Heightened Endurance B: +18.
6. Animal Control: Woodland Creatures: 41 hit points of woodland creatures (birds, bears, wolves, coyotes, etc.).
7. Special Requirement: Must spend 1 hour per day meditating and communing with nature.

Weight: 170 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 16
Endurance: 34
Agility: 16
Intelligence: 14
Charisma: 18
Reactions from Good: +3 / Evil: -3
Hit Mod: 10.3488
Hit Points: 41
Healing Rate: 4.0
Power: 80
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 572 lbs.
Basic HTH Damage: 1d8
Movement Rates: 56” ground
Detect Hidden: 10%
Detect Danger: 56%
Inventing Points: 11.2
Inventing: 42%
Legal Status: US citizen with no criminal record

Origin and Background: Black Raven is a former game warden from the Northwestern US, who now spends his time defending Mother Earth from various threats, both man-made and supernatural. He's frequently teamed up with members of the Guardians, and been offered both full-time and reserve membership with the group, but has always turned it down, preferring to work on his own.

Combat Tactics: He'll normally summon some sort of animal as an advanced scout to check out an area before entering it. For tougher opponents, he'll use his "Call Lightning" ability to strike them from a distance before moving in.

Personality/Character Traits: Black Raven has a no nonsense personality, having been described by his ex-wife as having no sense of humor. He straight forward and to the point. He won't sugar coat things or bite his tongue if he has something to say. You'll always know exactly where you stand with him.

Rouges Gallery: Dark Cloud, Ghost Bear, The Brotherhood of the Wolf, and Titan Industries.
« Last Edit: Feb 17th, 2023 at 4:34am by dsumner »  

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dsumner
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Re: The New Millennium Universe
Reply #13 - Nov 23rd, 2013 at 9:55pm
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Just wondering if any of you guys are reading over this stuff? Also what do you think of Black Raven?
  

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Re: The New Millennium Universe
Reply #14 - Nov 24th, 2013 at 5:09am
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I like him, and feel he fits the 'Native American' theme pretty well (without being too derivative or stereotyped).  A few questions:

- What does his training in Defense mean?
- What part of the Northwest is he from?  Might be fun to pin down a tribe (even a fictional one).

I really like the art for him, too!  Cool
  
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Re: The New Millennium Universe
Reply #15 - Nov 24th, 2013 at 6:31am
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Outstanding job on the character i agree with Majestic would be net to see what tribe he is from Cool
  
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dsumner
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Re: The New Millennium Universe
Reply #16 - Nov 24th, 2013 at 10:02am
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Majestic wrote on Nov 24th, 2013 at 5:09am:
I like him, and feel he fits the 'Native American' theme pretty well (without being too derivative or stereotyped).  A few questions:

- What does his training in Defense mean?
- What part of the Northwest is he from?  Might be fun to pin down a tribe (even a fictional one).

I really like the art for him, too!  Cool



I allow characters to train in "Defense" granting them a -1 to be hit (up to a total of -4).

I don't want to get to specific with his background, but I could whip something up.
  

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Re: The New Millennium Universe
Reply #17 - Nov 25th, 2013 at 3:19pm
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Oh, no worries.  It's cool to keep things non-specific.  Just curious (being from that area, and all).
  
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Re: The New Millennium Universe
Reply #18 - Nov 25th, 2013 at 4:07pm
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dsumner wrote on Nov 23rd, 2013 at 9:55pm:
Just wondering if any of you guys are reading over this stuff? Also what do you think of Black Raven?


I like him, good job. I also have a Native American that I am working on named Screaming Eagle.
  
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Re: The New Millennium Universe
Reply #19 - Nov 25th, 2013 at 4:14pm
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dsumner wrote on Nov 22nd, 2013 at 12:15pm:
Identity: John Goodall


All I would change is his name - give him a more traditional name.
John Sky Spirit -
John Free Walker -
John Moon Woods -   you get my point.  Smiley
  
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Re: The New Millennium Universe
Reply #20 - Nov 25th, 2013 at 4:16pm
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Majestic wrote on Nov 24th, 2013 at 5:09am:
- What does his training in Defense mean?


I usually term this as Combat Defense.
  
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Re: The New Millennium Universe
Reply #21 - Nov 25th, 2013 at 8:42pm
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Majestic wrote on Nov 25th, 2013 at 3:19pm:
Oh, no worries.  It's cool to keep things non-specific.  Just curious (being from that area, and all).


You know you're more than free to make him a member of whatever tribe fits the bill.
  

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Re: The New Millennium Universe
Reply #22 - Nov 25th, 2013 at 8:44pm
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Free-Born wrote on Nov 25th, 2013 at 4:14pm:
dsumner wrote on Nov 22nd, 2013 at 12:15pm:
Identity: John Goodall


All I would change is his name - give him a more traditional name.
John Sky Spirit -
John Free Walker -
John Moon Woods -   you get my point.  Smiley


I've meet quite a few Native Americans, and their last names have ranged from In the Woods to Smith, so I don't find his last name all that unusual.
  

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Re: The New Millennium Universe
Reply #23 - Nov 25th, 2013 at 11:01pm
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My Great-Grandfather was Native American, and his last name was Staggs.
  
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Re: The New Millennium Universe
Reply #24 - Nov 26th, 2013 at 3:00pm
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Some of the inmates I've run across here have had pretty fun names (and yes, some of them are no different than other, more Americanized names, like Smith and Jones).  Ones that I've chuckled at over the years include Longtimesleeping and Everybodytalksabout.  Grin
  
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Re: The New Millennium Universe
Reply #25 - Nov 26th, 2013 at 4:54pm
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Majestic wrote on Nov 26th, 2013 at 3:00pm:
Some of the inmates I've run across here have had pretty fun names (and yes, some of them are no different than other, more Americanized names, like Smith and Jones).  Ones that I've chuckled at over the years include Longtimesleeping and Everybodytalksabout.  Grin


Speaking of inmate names, some of the ones that stick out in my head are Bubble Johnson (it was a male); two brothers one was I-ron and his little brother was Lil'ron (and yes those are their legal names); Famous Cotton and I could go on.
  

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Re: The New Millennium Universe
Reply #26 - Dec 18th, 2013 at 1:33pm
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Marauder

"Back off hero, or I turn this town into a parking lot."



Identity: Darryl Washington            
Side: Evil
Affiliation: Brute Force
Base of Operations: Mobile
Sex: Male                        
Age: 32
Level: 7                        
Training: Accuracy

Powers:
1. Marauder Battle Armor: Armor B: ADR=120.
a) Sealed Bio-system (Life Support): 18 hours of power.
b) Exoskeleton: Heightened Strength: +25.
c) Natural Weaponry Device: Vibro Claw: +3 to hit, +6 HTH Damage.
d) Heightened Senses: Sensor Array: +4 to hit with his armor’s weapon systems; 4x Detect Hidden.
2. Force Field Device (Defense Screens): 1 charge per 2 points of damage stopped; 20 charges.
3. Disintegration Ray Device (Particle Beam): 1d20 damage, R=16", 18 charges
4. Speed Bonus Device (Jump Pack): +80" ground speed.
5. Heightened Expertise: +4 to hit with his armor's weapons systems.
6. Back Pack Missile Rack: 12 missiles carried in launcher.
a) Homing Missiles: +4 to hit, 1d10 damage, R=120", 2" Blast Radius
b) Scrambler Missiles: R=120", 10" Blast Radius. Disrupts any electronic/electrical device within the blast radius.
7. Automatic Flechette Gun: +2 to hit, 2d6 damage; R=12". 30 shots.
8. Arm mounted Flame Thrower: Attacks as Flame Powers, 1d12 damage, R=13"; 8 charges.
9. Special Requirement: Diabetic: Must use Insulin daily.

Weight: 190 lbs.            
Basic Hits: 4
Agility Mod: -                  
Strength: 34
Endurance: 14                  
Agility: 13
Intelligence: 11            
Charisma: 13
Reactions from Good: -1/Evil: +1
Hit Mods.: 4.732            
Hit Points: 19
Healing Rate: 1.2
Power: 72
Damage Mod.: +1            
Accuracy: +1                  
Carrying Capacity: 3,867 lbs.      
Basic HTH Damage: 2d8
Detect Hidden: 32%            
Detect Danger: 12%
Inventing Points: 5.9            
Inventing: 33%
Movement Rates: 141” ground

Origin and Background: Darryl Leroy Washington is an African American male, originally from Mobile, Alabama. After being kicked out of the Army, he wandered from one low wage job, to another, before landing a gig as some low level muscle for an up-and-coming supervillian, named Marauder. When the villain suddenly died, (due to an undiagnosed heart condition), he took the villain's armor for himself. He now works as a mercenary hiring his services out to the highest bidder. Several criminal organizations, and foreign governments, have made use of his services. He's reportedly put down coups in several African countries, something those governments aren't to keen on advertising to the public.

Combat Tactics/M.O.: Marauder tends to stay along the periphery of the battle, using his long range weapons to engage targets. If he's forced to get in close, he's a more than capable hand-to-hand combatant, and will use his vibro-claws and heightened strength to the best of his advantage. 

Personality/Character Traits: Daryl is bright, and has a knack for tinkering, but, he also has a darker side that continues to get him into trouble with the law. His Marauder identity allows him to indulge his more violent side.
« Last Edit: Jul 21st, 2016 at 2:54pm by dsumner »  

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Re: The New Millennium Universe
Reply #27 - Dec 18th, 2013 at 1:37pm
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Glob

"Glob Smash"



Identity: Glob
Aliases: None
Sex: Male
Age: 3
Marital Status: Single
Known Relatives: None
Side: Evil
Affiliation: None
Known Associates:
Base of Operations: Mobile
Known Grudges: None
Level: 5
Training: Strength

Powers:
1. Chemical Power: Putty like artificially created body.
a) Non-Corporalness (Modified): Glob's putty like body can flow or squeeze through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth, but cannot pass through watertight seals. He can automatically flow out of any restraint - such as a snare or grapple -that is not watertight. For example, he cannot flow out of a bubble completely enclosing him, but anything less wouldn't hold him.
b) Transformation: Shape Change: Inanimate Objects: When he forms weapons, treat as though he has Natural Weaponry: +2 to hit, +4 damage.
c) Invulnerability: 8 points vs. all but cutting, acid, or fire/heat based attacks.
d) Elasticity: As per Stretching, but limited to a maximum length of S+E inches (64"). Maximum area is a square 32 inches on a side. Maximum cubic size is 16 inches in thickness. PR=1 per use as a defense.
2. Heightened Strength B: +23.
3. Heightened Endurance B: +17.
4. Regeneration: Not vs. Flame/Heat based attacks.
6. Adaptability: In addition to adapting to all but high heat environments, glob has no need to eat, drink, or breath.
5. Vulnerability: Fire: 2x normal damage from fire.

Weight: 350
Basic Hits: 7
Agility Mod: -2
Strength: 36
Endurance: 28
Agility: 14
Intelligence: 8
Charisma: 9
Reactions from: Good: -/Evil: -
Hit Mods.: (2.8)(3.4)(0.9)(1.3) = 11.1384
Hit Points: 78
Healing Rate: 5.6
Power: 86
Damage Mod.: -
Accuracy: +1
Carrying Capacity: 8,855 lbs.
Basic HTH Damage: 2d10
Movement Rates: 78” ground.
Detect Hidden: 6%
Detect Danger: 11%
Inventing Points: 4
Inventing: 24%
Origin and Background: Artificially created being
Legal Status: Wanted in the US and Canada

Origin and Background: Glob is an artificially created being composed of a putty like substance. When he discovered his creators intended to destroy him, as he was considered a failure, he escaped, and has been on the run ever since.

Combat Tactics/M.O.: Glob is a hand-to-hand brawler. He likes to form weapons with his shape changing ability, things like hammers, spikes, etc, and use them to bludgeon his opponents into submission. When he does so, GMs should grant him an additional +2 bonus to his normal hand-to-hand damage.

Personality/Character Traits: A bit dim witted, Glob is  a follower more than anything. Easily influenced, he's extremely loyal to anyone who shows an interest in him, following their orders without question.
« Last Edit: Sep 28th, 2014 at 8:23pm by dsumner »  

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

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Re: The New Millennium Universe
Reply #28 - Dec 18th, 2013 at 1:59pm
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Micro Man



Identity: Dr. Jerome Isiah Washington
Aliases: None
Sex: Male
Age: 30
Marital Status: Married
Known Relatives: James Washington II (Father), Sylvia Washington (Mother), Rachael Washington (Wife), Darius Washington (Son),
Place of Birth: Boston, Massachussets
Side: Good
Affiliation: Independent Hero/Reserve member of the Guardians
Base of Operations: The Citadel
Level: 5
Training: Endurance

Powers:
1. Size Change: Smaller (Device): Height Factor: 72, Weight Factor: 0000027.
2. Flight (Device): Rocket Pack: 320 mph max flight speed. 12 hours max flight time.
3. Invulnerability (Device): Force Screen Belt: 12 points damage per turn. 1 charge per hour. Each time the screen takes more than 12 points damage, it shuts down and must be rebooted, expending a charge to reboot. 16 charges. 
4. Heightened Senses (Device): Sensor Helm: Telescopic/Thermal/IR Vision/Night Vision, Enhanced Hearing: 5x Detect Hidden/3x Detect Danger.
5. Life Support: Life Support Suit: 19 hours of life support before the suit's power supply is expended and must be recharged. 

Weight: 170 lbs.            
Basic Hits: 4
Agility Mod: -                  
Strength: 14
Endurance: 16                
Agility: 13
Intelligence: 17          
Charisma: 12
Reactions from Good: -1/Evil: +1
Hit Mods.: 3.3696         
Hit Points: 13
Healing Rate: 1.6
Power: 60
Damage Mod.: +2         
Accuracy: +1         
Carrying Capacity: 352 lbs.      
Basic HTH Damage: 1d6
Detect Hidden: 60%            
Detect Danger: 48%
Inventing Points: 8.5            
Inventing: 51%
Movement Rates: 43” ground, 1,408" Flight

Origin and Background: Jerome is a former research scientist, for an Ivy League university, who's assumed the role of a part-time adventurer and hero. He now acts as a consultant to the university's research department, and still teaches part-time.

Combat Tactics: Jerone is well aware that his abilities aren't geared toward combat. When working with the Guardians, he'll normally act as an advance scout, using his size to remain undetected, and his sensors to gather as much information as possible, before relaying it back to the team. He counts on his force field to protect him from harm, and his flight pack for making rapid escapes.

Personality/Character Traits: Jerome is thoughtful and inquisitive, he's always searching for the answers to the world's problems. When not adventuring, he can usually be found studying in his library, or holding discussions with one of his students.

Rouges Gallery: The Foundry, Prometheus
« Last Edit: Sep 30th, 2023 at 6:10pm by dsumner »  

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Re: The New Millennium Universe
Reply #29 - Dec 21st, 2013 at 3:05pm
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Gotta Love Glob.....
  
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Re: The New Millennium Universe
Reply #30 - Dec 21st, 2013 at 6:26pm
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THE ONI wrote on Dec 21st, 2013 at 3:05pm:
Gotta Love Glob.....


I've got to admit, I've got a soft spot for him as well. He's not really evil, just not to bright, easily persuaded, and doesn't want to be dissected by the company that created him.
  

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Re: The New Millennium Universe
Reply #31 - Dec 21st, 2013 at 7:04pm
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WILDSTAR

"That's it! I'm sick of talking to this clown! BOOM!!!"



Identity: Derrick Washington
Aliases: N/A
Sex: Male
Age: 16
Marital Status: Single
Known Relatives:
Place of Birth: Chicago, Illinois
Base of Operations: Mobile
Side: Good
Affiliation: The Young Guardians
Known Associates: None
Level: 1
Training: Accuracy

Powers:
1. Power Blast: Range=20“, 1d20 damage, PR=1.
2. Heightened Endurance: +12.
3. Flight: 338 mph, PR=1 per hour.
4. Mutant Power: Independence from Atmosphere: Acts as Adaptation,
but only in space/hard vacuum. PR=1 per hour.
5. Special Requirement: Wildstar must be exposed to stellar radiation
to recharge his powers, or they will slowly fade away.

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 13
Endurance: 26
Agility: 14
Intelligence: 12
Charisma: 9
Reactions from Good: - /Evil:-
Hit Mod: 5.148
Hit Points: 21
Healing Rate: 2.8
Power: 65
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 384 lbs.
Basic HTH Damage: 1d
Movement Rates: 53” ground, 1,487” flight
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 1.2
Inventing: 36%
Legal Status: Student, US Citizen with no criminal record.

Origin and Background: Originally from Chicago, Illinois, Derrick Washington the mutant son of two prominent Washington D.C. lobbyists. His parents, both notorious overachievers in their own right, constantly pushed Derrick to excel in every aspect of his life. In addition to his academic success, he was continually on the go, either participating in one of several sporting events, volunteering at any number of community organizations, or organizing charity events.

While returning from one such event, he and a friend were confronted by a group of gang members. Never one to back down, Derrick tried his best to defend himself from the vicious assault. The resulting physical and psychological stress triggered his mutant abilities, allowing Derrick to fight off his assailants.

Rushing home, Derrick informed his family of what had happened, assuming they would be just as shocked as he’d been. Much to his surprise, they weren’t. He learned that unknown to anyone other than his parents, and a few other trusted family members, that his father had been accidentally exposed to a massive dose of stellar radiation in college. The radiation altered his father’s DNA, but at that time, there seemed to be no ill effects, and his father went on with his life, pretty much forgetting about the incident.

Not sure what to do, Derrick at first hid his abilities, hoping to gain some insight into what he should do. But within a few short days, he once again found himself responding to an emergency, during which he managed to save a woman and two small children from a fire. The woman was quoted in the local news media as saying “It was wild, like some kind of star fell from the sky and saved my family.” After reading the article, Derrick figured he liked the idea of helping out, and set out to pick a name that suited him. Taking the name Wildstar, as Derrick thought the name “sounded kind of cool”, a new hero appeared in the skies above Washington D.C. Since then, Derrick’s had a run in with a minor villain, and hooked up with the other members of the Young Guardians.

Combat Tactics: In combat Wildstar likes to be one of the first team members to strike. He’ll usually fly above the battle blasting away with his power blast, taking on any fliers; he’s also quick to challenge anyone who calls him out.

Personality/Character Traits: Derrick is known for being a bit of a hothead, as he tends to be quick-tempered. He’s athletic, and enjoys sports, but he’s got a bit of a wild streak, and tends to rush into things without really thinking them through.While his personality has gotten him into hot water on several occasions, so far things have managed to work out for him.

Rouges Gallery:
« Last Edit: Mar 20th, 2014 at 1:13am by dsumner »  

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Re: The New Millennium Universe
Reply #32 - Dec 25th, 2013 at 4:11pm
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Overmind

"I tire of this, I think I'll end it now."

Identity: Marcus Thane
Aliases: N/A
Sex: Male
Age: 45
Marital Status: Single
Known Relatives: Psion (son)
Place of Birth: Detroit, Michigan
Base of Operations: Mobile
Side: Evil
Affiliation: Independent Villain
Known Associates: None
Known Grudges: None      
Level: 19
Training: Endurance

Powers:
1. 2x Telepathy: see pg. 17 for a full description.
2. Astral Projection: Flight speed = 13 mph per turn. Releasing the astral body requires an action, but returning is movement only. PR=12.
3. Psionics: Mental Domination: Allows him to perform the following:
a) Bio-Manipulation: He can mentally control the physical actions/powers of others by sheer force of will. The victim knows he's being controlled, but can't do anything about it. Attacks as Mind Control. R= C+E inches. PR=8.
b) Mentally Induced Paralysis: Attacks as Mind Control. Movement rate is reduced to 0 inches. Flying characters hover in place. R = I+E; PR=10.
c) Alter Memories: Overmind can mentally alter his victim's memories, erasing them, planting false memories, or distorting them to fit his needs. Attacks as Mind Control. R=C inches. PR=8.
4. Heightened Intelligence: +21.
5. Willpower A: PR=1 per hour when used as a defense.
6. Mind Blast (Modified Paralysis Ray): R=51", PR=7.
7. Illusions A: Visual, Audible, Odor, Taste. PR=4.
8. Physical Handicap: Paralysis: He's unable to walk, and uses his telekinesis to move.

Inventions/Devices:
1) Hover Throne: 120 charges.
a) Force Field: 1 charge per two points of damage stopped.
b) Life Support: Atmospheric Bubble: 1 charge per hour of use, or when used as a defense.
c) Flight: Max speed 300 mph. 1 charge per hour of flight.
d) Devitalization Ray Device: 3d10 damage to Power, R= 36", 1 charge per shot.
e) Sensor Array: 3x Detect Hidden/Detect Danger.

Weight: 160 lbs.                  
Basic Hits: 4
Agility Mod: -                  
Strength: 9
Endurance: 16                  
Agility: 13
Intelligence: 35                  
Charisma: 28
Reactions from Good: -5/Evil: +5
Hit Mods:
Hit Points: 17      
Healing Rate: 1.6
Power: 73                  
Damage Mod.: +5
Accuracy: +1
Carrying Capacity: 186 lbs
Basic HTH Damage:1d4            
Movement Rates: 38” ground
Detect Hidden: 72%            
Detect Danger: 84%
Inventing Points: 68.5            
Inventing: 105%

Origin and Background: The villain, known to the world as Overmind, is rumored to be one of, if not, the most powerful telepaths on the planet. Born to a poor working class Detroit family, Marcus spent much of his youth daydreaming about escaping the dead end life his family seemed trapped in.

Then, in his late teens, he saw a poster for the US Army. Drawn in by the image of the soldier, Marcus eagerly sought out a recruiter. After listening to the recruiters pitch, he accepted, and within a few short months he shipped to Basic Training. Marcus, while a good Soldier, wasn't really anything exceptional, always seeming to fall squaring in the middle of the pack, and never really standing out.

One day an officer, from a unit Marcus had never heard of, came looking for volunteers, and Marcus, swayed by his pitch, once again found himself volunteering. After a few tests, which really didn't make since to him at the time, Marcus found himself part of a small group of recruits shipped off to a remote desert testing facility.

The recruits were administered a series of drugs, that the doctors said, "would help them reach their full potential." At first they seemed to have no affect, other than to give him a really bad headache, that no amount of Aspirin would get rid of. Shortly after that, he fell into a coma that lasted for more than a week.

When he finally awoke, it was as a changed man,

<<< PLACE HOLDER >>>

Combat Tactics/M.O.: Overmind's preferred tactic is to stay out of direct combat, using his telepathic abilities to cause confusion, and disorient his foes. He's fond of making teammates think they're fighting him, when in reality, they're attacking each other. If confronted directly, he'll use his mind blast, or paralysis to incapacitate a foe. 

Personality/Character Traits: Marcus is cold, detached and clinical. He likes to take a long term approach to things, and has a reason for every action he takes.

Plot Seeds:
« Last Edit: Jun 5th, 2019 at 5:41pm by dsumner »  

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Re: The New Millennium Universe
Reply #33 - Mar 15th, 2014 at 10:04pm
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I've got some new artwork I commission to add when I get teh chance.
  

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Re: The New Millennium Universe
Reply #34 - Mar 16th, 2014 at 3:39pm
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Overload

"Listen up chumps, we can do this the easy way or the hard way. I really don't care one way or the other, as long as I get paid."



Identity: Stanly Richardson
Aliases: N/A
Sex: Male
Age: 29
Marital Status: Single
Known Relatives: Elizabeth Richardson (mother)
Place of Birth: Chicago, Illinois
Side: Evil
Base of Operations: Mobile
Group Affiliation: C.R.I.M.E.
Known Associates: None
Known Grudges: None
Level: 8
Training: Accuracy

Powers:
1. 2x Lightning Control: 4d8 damage, R=60", PR=4 per attack. Electrical defense costs one action to set up, and then free to maintain. To take control: PR=4 per attempt. Save vs. INT on d20 to gain control, plus save vs. Agility on ld20 to avoid mishap every time an attempt is made. To short-out: PR=4 per attempt, R=60", 60% chance.
2. Heightened Endurance B: +17.
3. Heightened Expertise: +4 with Lighting Control.

Weight: 180 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 13
Endurance: 30
Agility: 13
Intelligence: 10
Charisma: 11
Reactions from Good: -/Evil: -
Hit Mods.: 5.928
Hit Points: 24
Healing Rate: 3.6
Power: 66
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 468 lbs.
Basic HTH: 1d6
Movement Rates: 56” ground
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 7
Inventing: 21%
Knowledge Areas:

Origin and Back Ground: Stanly Richardson is a former handy man, electrician, and gambler, who dreamed of one day making it big. Unfortunately for him, he couldn’t pick a winner if his life depended on it. But unlike many, he wasn't above paying off his gambling debts by performing a few "favors" for of members of the local  criminal underworld. He would occasionally take jobs disarming alarm systems, rigging electrical systems to short out or equipment to breakdown.. He didn't think it was that big of a deal, as long as no one got hurt. After all the businesses could afford to lose a few bucks, and insurance would cover any damages.

<<< PLACE HOLDER >>>

Combat Tactics/M.O.: In combat he'll normally set up an electrical defense, and save an action until he can determine who he's up against, and what they're capable of.

Personality/Character Traits: Stanly's a thief, not a killer. His primary concern is making a fast buck, and living to enjoy his ill gotten gains.
« Last Edit: Mar 20th, 2014 at 2:20am by dsumner »  

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Re: The New Millennium Universe
Reply #35 - Mar 17th, 2014 at 2:00am
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So what do you guys think of the last few additions?
  

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Re: The New Millennium Universe
Reply #36 - Mar 18th, 2014 at 8:07am
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they are great Dom like all the work i seen you done so far Cool
  
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Re: The New Millennium Universe
Reply #37 - Mar 19th, 2014 at 5:38pm
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I've actually been taking peeks at this thread for the last few days.  I like the write-ups and artwork.  I'm getting the impression Black Raven was based on Tomahawk from the T.O.T.E.M. module (not a bad thing; just a comment).
  

Describe the universe.  Give three examples.
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Re: The New Millennium Universe
Reply #38 - Mar 19th, 2014 at 9:23pm
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Dr. Dave wrote on Mar 19th, 2014 at 5:38pm:
I'm getting the impression Black Raven was based on Tomahawk from the T.O.T.E.M. module (not a bad thing; just a comment).


Correct sir.  Smiley
  

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Re: The New Millennium Universe
Reply #39 - Mar 19th, 2014 at 11:37pm
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In my original V&V campaign, I used most of the old modules.  TOTEM remained one of my favorite organizations, and I found ways to use Bearclaw, Karnage and Gila as recurring characters.  More than that, but one of the players liked Tomahawk so much that I let him "retire" his original character and play Tomahawk instead.

There was some good stuff in TOTEM.  FORCE, too.  In fact, in my new universe, one of the major villains is loosely patterned after Phantasm.
  

Describe the universe.  Give three examples.
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Re: The New Millennium Universe
Reply #40 - Mar 20th, 2014 at 1:59am
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PROMETHEUS
"Knowledge is power"


OVERVIEW

Prometheus is a criminal organization out to control with world's technologies. The more exotic the tech, the better. How they actually acquire the technology is of little to no concern to them. They've had repeated run-ins with The Foundry, a good number of high-tech heroes, and several technology welding villains. It wouldn't be unusual for a battlesuit equipped hero, a gadgeteer, or an alien to pop up on their radar, and at least rate a visit from one of their "tech recovery teams". Interpol believes the group maintains several small "research centers" throughout North America and Europe (where it seems to concentrate most of its activities), but various intelligence reports have stated that they beginning to branch out into Asia, namely Japan, Malaysia, and India. They make extensive use of "Inorganics" (robots) in their operations, and their "Cybernuats" are not to be toyed with. They maintain a small cadre of "research assistants", and security techs to staff their research facilities.

HISTORY

The organization had its origins during the early 1960’s, when a small group of businessmen realized that not only was the world around them changing, but it was changing rapidly. No longer would the control of world’s natural resources assure their continued wealth and power. New technologies were allowing the average citizen to do things their parents had never dreamed of. The group recognized that controlling these technologies would not only allow them to achieve the power the all deeply desired, but to maintain it.

They started off small, buying controlling interests in communications, medical research, or aerospace firms, but they quickly realized that their initial efforts wouldn't be enough. They soon expanded their scope to industrial espionage, sabotage of competitors, or out right theft. They also found that their operations were attracting the attention of law enforcement and organized crime. To counter these threats they created a small "security force" to protect their facilities.

<<< PLACE HOLDER >>>
« Last Edit: Mar 20th, 2014 at 2:00am by dsumner »  

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Re: The New Millennium Universe
Reply #41 - Mar 20th, 2014 at 2:04am
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DAGGER

Dagger is a European based criminal organization formed during the closing days of WWII, by a group of organized crime “families”, several criminal organizations, and the remnants of several of the less scrupulous Allied resistance groups.

With the war in Europe rapidly drawing to a close, the heads of several Western European criminal organizations realized that with the end of the war, there would be power vacuum that could be easily exploited. Pooling their resources to capitalize on the lack of strong central governments, in what was once occupied Europe, the seeds of what would eventually become DAGGER were planted. Within a few short years, the group hand managed to establish a criminal network that rivaled the American Mafia.

Preferring to remain in the shadows, DAGGER primarily concentrates its activities on such as the manufacturing, and distribution, of the latest designer drugs, money laundering, extortion, blackmail, industrial espionage, weapons smuggling, human trafficking, the theft of high-tech equipment.

While Dagger has primarily concentrated its activities to Western European operation, namely Germany, France, Belgium, and the Netherlands, over the last decade they’ve begun to expand outward, branching into many former Eastern Bloc countries, which has brought them into conflict with other organized crime groups in Eastern Europe, and Russia.

DAGGER Operatives:  The typical DAGGER operative tends to range from 4th to 7th level.

Notes: The group’s emblem is a stylized dagger stuck into a map of Europe.
  

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Re: The New Millennium Universe
Reply #42 - Mar 20th, 2014 at 2:07am
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A.E.G.I.S.
Allied Espionage and Global Investigative Service

OVERVIEW

AEGIS is a US government’s paramilitary agency tasked with monitoring metahuman activity within the continental US. Its headquarters is located in suburban Maryland, with offices scattered throughout the US. Agents would be recruited from colleges, universities, other law enforcement, and intelligence agencies (FBI, DEA, ATF, etc.), or former members of the US military (Navy SEALs, Army Rangers, Special Forces, Marine Recon, etc.).

HISTORY

Created in the 1950's, by President Eisenhower, as America's response to the growing number of super humans, AEGIS stands as the primary United States law enforcement agency, dealing with so called "super crimes".

ORGANIZATION

Operations Division
- Field Offices
Research & Development Division - Located Northwestern Virginia.
Training Academy

The Castle - The AEGIS' headquarters complex, located in suburban Southeastern Maryland /DC Metro area.
The Aerie - A secret AEGIS orbital launch facility.

AEGIS Operatives

Deputy Director of Operations - James Cartwright
Special Agent Edward Noy
Special Agent Samantha Gold

Paladin Power Armor - Armored exoskeletons worn by field agents during high-threat situations, such as responding to superhuman threats.
Specialized Light Attack Mecha (SLAM) - Light Mecha Battlesuits worn by specially trained teams of AEGIS field agents. They're heavily armed and armored.

Vehicles

Pegasus - AEGIS VTOL Transport
Valkyrie - AEGIS VTOL Gunship
« Last Edit: Mar 29th, 2014 at 1:19am by dsumner »  

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Re: The New Millennium Universe
Reply #43 - Mar 20th, 2014 at 2:09am
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ARGUS – A US Military intelligence agency tasked with monitoring metahuman activity outside the US.

Project Looking Glass - A secret US Government surveillance program, started in the early 1950's, to detect and monitor metahuman activities, and access whether or not they posed a possible threat to US national security interests.
  

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Re: The New Millennium Universe
Reply #44 - Mar 20th, 2014 at 2:11am
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TRIDENT

OVERVIEW

Trident is a maritime themed criminal organization primarily operating off the coast of Africa, along the Pacific Rim, and in the waters surrounding South East Asia. They primarily engage in piracy, attacking ship carrying hi-tech cargoes, oil, high value goods.

Moray - One of Trident's super powered operatives.

Trident Raider - Trident's shock troops.

The Leviathan - Trident's massive submarine/base of operations.

Piranha Mini-Subs - One man mini-subs used by Trident Raiders.

Robo-Squids

Powers:
1. Robotic Body: +10 Strength; Water Breathing.
2. Squid Powers:
  

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Re: The New Millennium Universe
Reply #45 - Mar 20th, 2014 at 2:11am
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Pandora

OVERVIEW

Pandora is an all female criminal organization whose operatives specialize in industrial espionage, blackmail, and assassinations.

Hemlock - One of Pandora's top field operatives.
  

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Re: The New Millennium Universe
Reply #46 - Mar 20th, 2014 at 4:46am
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The Raven



Identity
: Mark Armstrong
Aliases: None
Sex: Male
Age: 35
Marital Status: Single
Known Relatives:
Place of Birth: Chicago, Illinois
Side: Good
Affiliation: The Guardians
Known Associates: Red Bird
Base of Operations: The Citadel
Level: 18
Training: Defense

Powers:
1. Armor B: Ballistic Fabric Costume: ADR =85.
a) Heightened Senses: Night Vision (Cowl):
b) Glider Cape:
2. Special Weapon: Utility Belt:
a) Smoke bombs: Creates 2” x 2” area of Darkness. (2) Carried.
b) Mini-Flash Grenades: Attacks Light Control. (2) Carried.
c) Tear Gas Grenades: (2) Carried.
d) Mini-Explosives:
e) Lock picks:
f) Electronic Lock Pick:
g) Mini-tool Set:
h) Hand Cuffs & keys: (2) carried. 
i) High-tensile wile: 100’carried.
i) Collapsible Baton:
3. Natural Weaponry: Unarmed Combat Training: +3 to hit, +6 HTH damage.
4. Heightened Expertise: +4 with everything.
5. Heightened Defense: -4 to be hit while conscious and mobile.
6. Willpower A: PR=1 per turn when used as a defense.
7. Willpower B: Through sheer force of will, he’s trained his body to Olympic levels of performance.
8. Training: +4 to hit with HTH attacks.
9. Invention: Carbon Fiber reinforced knuckles on his gloves: +3 HTH damage.
10. Invention: Mini-Gas Mask: Acts as Life Support vs. gases.

Origin and Background:

Combat Tactics:

Personality/Character Traits:

Rouges Gallery: Death Warrant
« Last Edit: Mar 20th, 2014 at 9:20am by dsumner »  

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

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Re: The New Millennium Universe
Reply #47 - Mar 24th, 2014 at 9:32pm
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I like Utility Belt as a special weapon. I wonder if anyone with a Utility Belt has ever used the belt itself as a weapon.
« Last Edit: Mar 24th, 2014 at 9:36pm by Baretta »  
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Re: The New Millennium Universe
Reply #48 - Mar 25th, 2014 at 1:35am
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Baretta wrote on Mar 24th, 2014 at 9:32pm:
I like Utility Belt as a special weapon. I wonder if anyone with a Utility Belt has ever used the belt itself as a weapon.


I can see it being used as a "club" to bludgeon someone in a pinch.
  

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Re: The New Millennium Universe
Reply #49 - Mar 29th, 2014 at 1:17am
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THE CITADEL

OVERVIEW

The Citadel is a paramilitary criminal organization dedicated to world conquest. It's ranks are composed of highly trained soldiers, and several lower level super villains, who're completely loyal to their master. Regulus has managed to outfit them with state of the art weaponry (See Below) and equipment, that is only rivaled in sophistication by weapons produced by the enigmatic weapons producers known as the Foundry. Where her's managed to acquire this technology remains a mystery at this time.

STRONGHOLD

Stronghold is actually a specially designed underground bunker complex, located in Eastern Africa, that serves as Overlord's’ base of operations. In addition to Stronghold, the Citadel also maintains a series of logistic complexes, and weapons/vehicle storage depots throughout its area of operations. While small in size, they allow for quick resupply of troops in the field.

CITADEL SHOCK TROOPERS

A typical Citadel Shock Trooper would be between 2nd and 3rd level (it's rare to find a 1st level Shock Trooper. 4th level Troopers are usually Non-Commissioned Officers (NCOs - Corporals or Sergeants) commanding a squad of 4-5 lower level troops. They'll typically have Strength, Endurance, and Agility scores between 12-14. Citadel Officers usually rank between 5th-7th level, and have Intelligence and Charisma scores of at least 13. They command groups of 20-60 Shock Troops, depending on their rank within the organization.

THE IMPERIAL GUARD

The Imperial Guard are the Citadel's elite shock troops. All are between 7th-9th level, with Strength, Endurance, and Agility scores of at least 14, in addition they're outfitted with specially designed A.R.E.S. (Armored Reconnaissance and Evasion Suit) Battle Armor and energy weapons (see below).

A.R.E.S. Battle Armor

Powers:
1. Armor B: ADR=95.
a) Heightened Strength: +10.
b) Life Support: 12 hours life support.
b) Heightened Senses: Night Vision; 3x detect hidden.
c) Secure communications system: 3 channels: intra/inter-squad, command, emergency.
2. Speed Bonus: Jump Pack: +50" ground speed.
3. Pulse Rifle: (See Below).

CITADEL WEAPONS

- M-22 Energy Pistol:Attacks as Light Control, 1d12 damage, R=15",12 charges per power pack. 2 spare power packs normally carried.
- XM-90 Pulse Rifle: Attacks as Power Blast, 1d12 damage, Range = 25", 20 charges per power pack. 3 spare power packs carried.

VEHICLES

Behemoth Main Battle Tank:
Weight: 80,000 lbs.
Passengers: 4
Cargo Capacity: 7,500 lbs.
Speed: 45 MPH hwy., 30 MPH off road
Hits to Disable: 400
Hits to Destroy: 1,600
Armament:
1) Main Gun: 2,600" Range, HTH+6 to hit target, Explosive Shell as per Large Bomb.
2) Heavy Machine Gun:
3) "Snap Fire" Anti-Tank Missiles: HTH +4 to Hit, Explosive Warhead as per Medium Bomb.
4) "Blowdart" Surface-to-Air Missiles: HTH +4 to Hit, Explosive Warhead as per Medium Bomb.

SUPERVILLAIN CADRE

As part of his schemes for world domination, Overlord has enlisted the aid of several supervillains. This group is lead by the villain Regulus, who acts as Overlord's field commander, and right hand man. If any of the Citadel's villain cadre are encountered, they will tend to be commanding groups of Citadel troops in battle, or supervising one of the organizations logistic/support facilities.
  

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Re: The New Millennium Universe
Reply #50 - Mar 29th, 2014 at 1:18am
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EUROFORCE

OVERVIEW

EUROFORCE is the European Union’s official super team. Based in Brussels, Belgium, the team had its origins in an idea pushed through the European Parliament by the France and Germany, to create a European based super team capable of handling superhuman threats, without having to depend on US based supers. The team's primary mandate would be to respond to incidents of super/metahuman crimes; assist in humanitarian operations; and assist the public. It’s secondary purpose, and one that's not publicly acknowledged, was to offset some of the prestige of the many American super teams currently operating.

As laid out in the group's charter, each member nation would be able to call on the team during an emergency (I'm thinking 10-15 members), a main HQ located in central Europe (the French were pushing for Paris), and 3-4 support bases located at various locations (Several former Eastern Block countries, lead by Poland, want to make sure that they are not left out of the decision making process). Turkey is upset because they were not asked to provide a member, and has asked the US to place pressure on several of it's NATO allies to discuss the matter.

To assist with funding, the team is heavily marketed. In addition to an official clothing line, there's also an extremely popular line of toys, video games, an animated series, and several graphic novels:

<<<PLACE HOLDER>>>
  

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Re: The New Millennium Universe
Reply #51 - Mar 29th, 2014 at 1:21am
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Super Prisons

The Federal Bureau of Prisons (BOP) maintains an agreement with the FBI, US Marshals Service, DHS, and AEGIS to handle transport, confinement, and if necessary execution, of any “supervillains” taken into custody by the US government, or an allied government requesting US assistance.

Other than regular prisons, there are currently four facilities specifically designed and built to house superbeings/metahumans. The first two of these are “Supermax” facilities. One is located in the Nevada desert, near the US Dept. of Energy‘s Nevada Test Site, while the second is located in the Texas Panhandle, near the Gulf Coast. Both are primarily used for the non-powered, or low power level villains. Both facilities maintain large, well trained security staffs. In addition, BOP Special Operations Response Team (SORT), are on standby to respond to any security incidents that may arise.

The other two facilities are, “Ultramax” (nicknamed "The Pit" by both the staff and inmates housed there) and the Special Containment Facility (SCU, or "Deep Freeze"). Ultramax is currently home to some the more powerful villains, while the SCU currently houses a number of classified subjects in "cold sleep". Ultramax is located off the Alaskan coast and the SCU is located on a small atoll in the South Pacific. Both facilities are constructed deep underground as an added security feature.

The Pit was constructed on what was a Cold War early warning radar site. The site is only accessible by air, with all sea passages being monitored by a series of highly sophisticated acoustic and magnetic buoys, surveillance satellites, US Navy and Coast Guard vessels. In addition, several Alaska Air National Guard fighters are maintained on “Strip Alert” ready to respond at a moments notice.

"Deep Freeze" is located on Atuu Atoll, a small island somewhere in the South Pacific, but its exact location is classified. It's a former US government bio-warfare research facility, that was closed down in the early 80's, only to be reactivated in 2001 and converted into a super prison. While most of the facility is constructed underground, the facility has a dozen buildings above ground (Air Traffic Control tower, aircraft hangers, boat dock, maintenance buildings, etc.) along with an airstrip capable of receiving C-17 transport aircraft.

All facility security personnel, at both facilities, have access to the newly developed "Warden" Power Armor, which enhances the wearers strength, and provides protection from hostile environments.

Warden Power Armor

Powers:
1. Armor B: ADR=75.
2. Heightened Strength: +12.
3. Life Support: 12 hours.
4. 5 Points Invulnerability vs. Heat, Cold, Chemical, and Kinetic/Ballistic/Cutting based attacks.
5. Heightened Senses: Helmet comm system w/a 5 mile range; IR visor visor w/image enhancing system. 3x detect hidden.
  

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

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #52 - Mar 29th, 2014 at 1:26am
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Criminal Regime of International Mercenary Elite - (C.R.I.M.E.)

Here's my take on a modern incarnation of Ken Cliffe's C.R.I.M.E. from Alone into the Night & Super-Crooks & Criminals.

The criminal organization, known o the world as C.R.I.M.E., began its existence a little over a decade ago, when the Frenchman Louis de Cotret came up the idea of forming a group of highly skilled assassins and thieves to capitalize on the increasing number of assassinations and spectacular crimes happening on, what seemed to him, an almost daily basis. The group’s primary purpose would be to make money hiring out the services of its members, to anyone willing to meet their price. C.R.I.M.E. would function as a clearing house for super powered criminals seeking to gain employment. Clients wishing to make use of their services will contact them, through a series of cut-outs, a fee is negotiated, of which CRIME will take a 20% cut, and a contract will be cut.


Everything was working exactly as de Cotret had envisioned. Within a few short years, C.R.I.M.E. had grown from what was initially a small group people, to a world-spanning criminal organization, its ranks filled with some of the world’s most dangerous criminals. Then the unexpected happened, de Cotret suffered a massive heart attack, and died, leaving the group without his leadership.

As chance would have it, several of C.R.I.M.E.'s long term members, saw this as an opportunity to not only seize power, but to strengthen C.R.I.M.E.’s position within the criminal underworld. Leadership would now be in the hands of a "council" of five members, with no one member holding absolute power. Each member of the council would receive one "vote", and each member votes on whether or not a particular "job" gets accepted, with a majority of votes needed to perform any particular action. The fee for a job is in direct ratio to its difficulty and danger of the contract. The starting price for any operation starts at the hundred thousand mark in the currency of the group's choice.

Since its inception, C.R.I.M.E.’s membership has varied, as it constantly changing and evolving. As of a few months ago, its membership consisted of the following:

Blaze - An African Amerian villian with various flame/fire based powers.
Brimstone - From Alone into the Night.
Freon - A canadian villain with and armored battlesuit, and implants that allow him to create cold/ice.
Melee - A female French assassin with the ability to literally turn any object into a deadly weapon.
Overload - An American villain with electrical based abilities.
Psi-Lancer - From Alone into the Night.
Python - A Brazilian villain with stretching abilities.
Stallion - From Super-Crooks & Criminals
Siren - From Super-Crooks & Criminals
White Lightning - A female African American superspeedster.

C.R.I.M.E. Cruiser - A transport aircraft used to ferry members of C.R.I.M.E. to and from jobs.
  

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

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #53 - Aug 24th, 2014 at 3:51pm
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Blackheart



Identity: Shamus McCoullough
Aliases: To many to mention
Sex: Male
Age: 1000+
Marital Status: Single
Known Relatives: None, though he is known to have fathered several children
Place of Birth: Alba
Side: Evil
Affiliation: Independent Villain
Known Associates: None
Base of Operations: Edinburgh, Scotland
Level: 17
Training: Agility

Powers:
1. Mutation: Immortality: Shamus never ages.
2. Heightened Strength B: +17.
3. Heightened Senses: Mystic Awareness: Allows him to detect the use of, or presence of mystical energy.
4. Heightened Intelligence A: +14.
5. Heightened Charisma A: +11.
6. Willpower A: PR=1 per turn when used as defense.
7. Magic Spells Device: Enchanted Ring: Allows him to draw on  he ambient mystical energies present in the area, and channel them. 
a) Mystic Bolt: Attack as Powerblast, 1d20 damage, R=Ex2 (38”), PR=3.
b) Mirror Image: This spell creates a mirror image of the spellcaster. Treat as Illusions A. R=Ix2, PR=2+1 per every three additional images additional image created.
c) Thunderbolt: Attacks as Lightning Control, doing 2d8 damage, and serving as a carrier for a Sonic Attack of 1d12. R=INTx2, PR=7.
e) Banshee’s Whale: Attacks as a Sonic attack inflicting 1d12 damage. PR=2, R= INT x 2.
e) Spirit Drain: The victim is affected as though they were hit with a Devitalization Ray attack. R=Ix2, PR=3.
f) When the spellcaster claps his hands, a massive sonic boom is created. Attacks as Sonic Abilities.1d12 damage, R= END, PR=3.
8. Invention: Amulet of Protection: Provides him with 20 points of invulnerability vs. magic and mystical/supernatural creatures.
9. Training: +4 Accuracy w/Magic Spells.
10. Training: +2 to hit with sword cane.
11. Curse: Shamus is cursed with immortality.

Weapons:
Sword Cane: +2 to hit; HTH +1d6 damage
Boot Dagger: +1 to hit; HTH +1d2 damage

Weight: 210 lbs.                           
Basic Hits: 5
Agility Mod:-                        
Strength: 27
Endurance: 19                        
Agility: 17
Intelligence: 27                  
Charisma: 27
Reactions from Good: -5            
Evil: +5
Hit Mods:. 12.3904                  
Hit Points: 62
Healing Rate: 2.5
Power: 90      
Damage Mod.: +4                  
Accuracy: +2                        
Carrying Capacity: 2,266 lbs.            
Basic HTH Damage: 1d12
Movement Rates: 63” ground
Detect Hidden: 20%                  
Detect Danger: 24%
Inventing Points: 28.7                        
Inventing: 81%
Origin and Background: Arcane studies
Legal Status: UK Citizen

Origin and Background: Shamus McCoullough was born in a small village in what would become the Scottish countryside not long after Roman troops first set foot in what would one day become the United Kingdom.

<<<PLACE HOLDER>>>

Combat Tactics/M.O.: While Blackheart prefers not to sully his hands with such mundane tasks as combat, he more than capable of handling himself. He prefers to use his magical abilities to quickly incapacitate an enemy. He likes to lead off with Spirit Drain to weaken his intended target, before quickly following up with either a Mystic Bolt or Thunderbolt spell to test their mettle. When forced t go on the defensive, he’ll use his Shield spell to fend off attacks, and his Mirror Image to either gain the advantage during an attack, or to allow him to beat hasty retreat. He saves his sword cane for those who truly earn his respect.

Personality/Character Traits: While Blackheart likes to portray himself as an aristocratic Scottish gentleman, interested in the arts and culture, he is in reality, nothing more than a common thug with a temper and penchant for alcohol, and mood altering chemical substances. 

BLACKHEART’S CRIMINAL EMPIRE

Over his many years of existence, Blackheart has amassed a sizable criminal empire, accounting for a large portion of the world’s black market trade in rare antiquities, stolen artworks, and mystically themed items. His operatives are continuously scouring the world for items his clients may find of interest.
« Last Edit: Aug 24th, 2014 at 6:13pm by dsumner »  

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Re: The New Millennium Universe
Reply #54 - Aug 28th, 2014 at 11:07pm
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Ajax

Identity: Marcus Williams
Aliases: None
Sex: Male
Age: 33
Marital Status: Single
Known Relatives: Reginald "Reggie" Williams (Father), Shondra Williams (Mother), Calvin Williams (Brother)
Place of Birth: Chicago, Illinois
Side: Good
Affiliation: Reserve member of the Guardians
Known Associates: None
Base of Operations: The Citadel
Level: 9
Training: Agility

Powers:
1. Physical Mutation: Height: 1.25, Weight: x3, Strength: x5.
2. Heightened Endurance B: +18.
3. Body Power: Heightened Recovery: Recovers Endurance at 2x normal rate.
4. Natural Weaponry: Ground Fighting: +2 to hit, +4 HTH Damage.
5. Vulnerability: 2x radiation based attacks.

Weight: 600 lbs.                           
Basic Hits: 12
Agility Mod: -4                        
Strength: 75
Endurance: 31                      
Agility: 11
Intelligence: 10               
Charisma: 12
Reactions from Good: - / Evil: -
Hit Mods:. 20.52      
Hit Points: 246
Healing Rate: 10.8
Power: 127
Damage Mod.: -             
Accuracy: -                      
Carrying Capacity: 127,493 lbs.            
Basic HTH Damage: 6d10
Movement Rates: 117” ground
Detect Hidden: 8%                  
Detect Danger: 12%
Inventing Points: 9                     
Inventing: 30%
Legal Status: US citizen with no criminal record

Origin and Background: Born to a hard working middle class family, Marcus was always big for his age. <<< PLACE HOLDER >>>

Combat Tactics/M.O.:

Personality/Character Traits: Best describeds as a gentle giant, Ajax is kind hearted, ------
« Last Edit: Jul 21st, 2016 at 2:09pm by dsumner »  

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Re: The New Millennium Universe
Reply #55 - Dec 3rd, 2014 at 3:27pm
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Nucleon

Identity: Anatoli Polzin
Aliases: None
Side: Evil
Sex: Male
Age: 32
Marital Status: Single
Known Relatives: None
Place of Birth:
Affiliation: Independent Villain
Known Associates: Nucleus
Known Grudges: The Guardians, The Protectorate, Euroforce
Base of Operations: Moscow, Russia
Level: 9
Training: Endurance

Powers:
1. Absorption: Physical Characteristics: By spending an action, Nucleon can absorbs the physical characteristics of any object he comes into contact with, taking on their properties. Initial PR=0, PR per hour = the SR of the material he's assumed the characteristics of.
2. Non-Corporalness: PR=4 per hour.
3. Heightened Endurance B: +14.
4. Heightened Strength B: +19.
5. Regeneration: Heals max. one action per turn, can't regenerate damage caused by radiation.
6. Density Increase: Nucleon has the ability to control his body’s physical density, becoming super dense. PR=1 for every level change on the chart below. To maintain density at current level: PR=1 per current density level between turns. (So if at level 7, and he wants to stay there, he expends 7 power points between turns. Level -1 costs 1 pp to maintain. Level 0, the norm, costs nothing.) Additional weight raises carrying capacity, but not his Basic Hits.

Density Chart

LEVEL WEIGHT MOVEMENT
0 200 59 Invulnerability: 0 points
1 400 30 Invulnerability: 5 points
2 800 15 Invulnerability: 10 points
3 1,600 8 Invulnerability: 10 points
4 3,200 4 Invulnerability: 20 points
5 6,400 2 Invulnerability: 25 points
6 12,800 1 Invulnerability: 30 points
7 25,600 0 Invulnerability: 35 points

Weight: 210 lbs.
Basic Hits: 5
Agility Mod: -
Strength: 37
Endurance: 27
Agility: 14
Intelligence: 13
Charisma: 13
Reactions from: Good: -1/Evil: +1
Hit Mods.: 13.6136
Hit Points: 91
Healing Rate: 3.2
Power: 72
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 5,602 lbs.
Basic HTH Damage: 2d8
Movement Rates: 59” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 11.7
Inventing: 39%
Origin and Background: Russian, science
Legal Status: Wanted in by US, EU, Russia

Origin and Background: Anatoli Polzin was a lowly research assistant at the secret Russian research facility known as Science City Alpha, where he was a member of team studying fragments of a mysterious meteorite. While testing one of the fragments resistance to pressure, it exploded, into a cloud of fine dust, showering the room with small particles of residue.

Due to shoddy cleanup procedures, not all of the fragment's residue was safely disposed of, and some of it managed to find its way into a cut on Anatoli's hand. Within a few days Anatoli grew sick with symptoms similar to radiation poisoning. He was immediately quarantined, but after a few days, he seemed miraculously get better.

While undergoing a medical checkup, to evaluate his status, something strange happened. When the doctor placed a stethoscope on Anatoli's chest, his skin transformed into a strange mix of plastic and metal. Anatoli, not sure what was happening, panicked and made a run for it. After a prolonged battle, with the base's security forces, Anatoli was finally subdued.

He spent the next several months in a special prison where he secretly developed more control over his new found abilities. On the day of his trial, he attacked his captors, heavily damaging the facility, and injuring several dozen crack FSB Spetsnaz troops providing security for the proceedings, before disappearing. Making his way to Moscow, he made contact with the Russian mob, and negotiated a deal with them. In exchange for them getting him out of Russia, he agreed to perform a number of "jobs" for them, namely the theft of several shipments of military grade nuclear material from the Russian military.

Since then, he's taken the name Nucleon, coming into conflict with several US (The Guardians), European (namely members of Euroforce), and Russian superheroes (primarily members of the Protectorate).

Combat Tactics/M.O.: Nucleon's favored tactic is pick a relatively solid substance, something like bricks, steel, etc., transform his skin, then increase his weight, before striking his opponents for maximum damage.

Personality/Character Traits: Always a petty man, Anatoli is vindictive, and will go out of his way to hold a grudge. He's a heavy drinker, smokes like a chimney, and loves sports, especially Football (Soccer).
  

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"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #56 - Jul 21st, 2016 at 2:09pm
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I added a full color picture of Black Raven. I'll be adding more full color artwork as time and finances permit.
  

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Re: The New Millennium Universe
Reply #57 - Jul 31st, 2016 at 1:40pm
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From Blackheart's profile:

"e) Banshee’s Whale: Attacks as a Sonic attack inflicting 1d12 damage."

It should be Wail.  Although a screaming whale suddenly appearing would be a terrifying attack.
  
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Re: The New Millennium Universe
Reply #58 - Aug 4th, 2016 at 4:16pm
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Phrennzy wrote on Jul 31st, 2016 at 1:40pm:
From Blackheart's profile:

"e) Banshee’s Whale: Attacks as a Sonic attack inflicting 1d12 damage."

It should be Wail.  Although a screaming whale suddenly appearing would be a terrifying attack. 


Embarrassed

I'll make the change, and thanks for the catch.
  

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

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Re: The New Millennium Universe
Reply #59 - Jan 11th, 2022 at 10:38am
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Bump
  

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Re: The New Millennium Universe
Reply #60 - Jan 16th, 2022 at 2:08pm
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dsumner wrote on Mar 25th, 2014 at 1:35am:
Baretta wrote on Mar 24th, 2014 at 9:32pm:
I like Utility Belt as a special weapon. I wonder if anyone with a Utility Belt has ever used the belt itself as a weapon.


I can see it being used as a "club" to bludgeon someone in a pinch.


In older comics, I would also eventually see a hero with a utility belt using it as a strap to tangle enemies and to slide down zip lines.  This usually occurred when the utility belt or web cartridges or whatever were empty.  No particular hero comes to mind (despite my mention of web cartridges.)  However, Batman, Robin, Nightwing, Green Arrow, Hawkeye and all of the various non-powered heroes would be logical candidates for using their utility belt in ways other than its original design.  Even Superman under the influence of Kryptonite might be able to make use of this strategy.  Naturally, well-comic'd players would follow their examples.
  
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