A M&M concept I want: Mission Impossible/Young Justice/Suicide Squad Supers

Started by TFcommando, September 21, 2019, 11:49:34 PM

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Callie Del Noire



Name: Valerie Hobson (Formerly Victor Hobson)
Aliases: 'Blitz'
Powers: Temporal Speedster/Teleporter
Face Claim: Kristen Kruek
Height: 5'6" Weight: 135 Eyes: Hazel Hair: Brown
Measurements: 34C
Age: Early 20s (Apparent), Actual 38
Nationality: American (Born: Hollywood California)
Religion: Jewish (non-practicing)


History:
It's hard living in the shadow of a father like Victor's. War Hero, genius, business tycoon, former playboy, philanthropist and so on, particularly when it seemed all you inherited was the 'bad parts' of your father's legacy. Victor was one of two sons, the one born after his father gained his powers, and it showed that something deep and ongoing was involved the process that had given Cyclonic aka Harold Hobson Sr. the energy generation powers that allowed him to power the Cyclonic Power armor that he thrashed the Germans throughout Africa and Europe during the war. Harold Jr, his brother, was like a second father too him having been born nearly sixteen years earlier at the beginning of his father's marriage to actress Stephanie Davis. So early into the marriage that some scandal mongers tried to infer that Jr was born far too early to have been a result of the couples honeymoon.

Victor grew up in a loving family that helped him cope with the numerous issues of his sickly body. By the time his father was killed in an industrial accident, Victor had developed a very introverted young boy with weak eyesight, bronchitis and numerous allergies, and a variety of other problems. His bother, Harold Jr, was determined to do what he could to assist his brother and undo the damage that the genetic damage from their father's powers had given him while Victor turned to trying to unravel the issue of making the legendary coilguns of Cyclonic into man portable weapon to assist in the defense of the country since he couldn't serve like his father and brother had done.

With the death of their father, Harold Jr. was in place to take over the company and dove into ensuring that the family legacy continued and encouraged Victor to 'find a way that worked for him'. For Victor that was attending the legendary Caltech campus, like his father, at a young age and showing amazing talent in engineering and scientific enquiry. He was one of the few who understood the power requirements behind his father's legendary Cyclonic armor and the coilgun that had been a tank killer throughout the war. The early guass weapon was decades ahead of anything else but without his father's power generation ability neither the suit or cannon could work. He did develop several electrical advancements from his research, but ultimately decided he simply didn't have the technology yet to effectively generate the power spikes needed to accelerate the five pound penetration round his father used to kill tanks.

While he was working on the mystery of generating sufficient power without creating some sort of atomic reactor for the suit, his brother was quietly filching his power generation research to rebuild the experiment that empowered their father. Harold had found the lost journals that their father had kept on the process and figured out enough to construct a bio-reactor to facilitate readjusting his younger brother's damaged genetics. With the genesample that he found in his father's research vault, Harold set about helping his brother before his deteriorating condition could go further. He slipped Victor a drugged drink after one stock holder's meeting and carried him down to the underground lab that his father had used to create his powers decades earlier.

Needless to say, neither brother was prepared for the radical changes that Victor underwent while the sample was infused into the bio-reactor, or the feedback that literally blew up in Harold's face. He awoke to find Victor had spontaneously changed sex and empowered with an entirely different set of powers than he had anticipated. Whereas their father had been empowered with the ability to generate, she was apparently able to accelerate time around herself and to a lesser extend 'pinch' space/time to teleport herself as well. They also discovered that her powers were more tied to temporal manipulation that outright acceleration as most speedsters experienced. She was able to time travel but without any control on the power's destination or activation. Typically the further she went in time from her current location, the shorter the duration of the trip. She's brought a few 'knick knacks' from the past and future to the present but typically nothing that she couldn't comfortably hold in the palm of her hand. She also has found evidence that she's interacted with her own timeline in the past.

For example she found a picture of her in the team that created her father's powers and that the sample that Harold had assumed was her father's formula was actually a modified version that was based off her new DNA pattern. Harold worked with her to develop a new identity, a distance cousin, and working with their mother brought her into the family business while she experimented with her powers and using them for good and hopefully controlling them one day. She's met several 'alternates' of herself, from various points in her own timeline and/or alternate timelines, each encounter barely lasting more than a second or two as the other fades back into the time stream.

As Valerie, she's resumed her life as an academic with less than expected success as a woman, as well as doing some modeling under the management of her mother with an eye towards pushing her 'niece' into acting rather than academics. 'Valerie' simply reminds herself that both fields aren't exclusive, after all she has met Hedy Lamar. She isn't quite as accepting of the men her mother pushes on her though.



Character Sheet:
Total: 118:  Abilities: +38,  Defenses: +20, Skills: +22,  Equipment: -,  Advantages: 7,  Powers: 27

To hit: strike: bonus, unarmed: bonus   Damage: type and amount
Flurry of Blows: Damage 5, +10 (DC 20)
Grab, +2 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +11 (DC 15)

Will Save: +8, Fort Save: +8
Toughness: +6 Parry +8, Dodge +8
Initiative +3, +27 (w/Superspeed)

Attributes 38 CP
Strength 0 (0)
Agility 3 (6)
Fighting 2 (4)
Awareness 1 (2)
Stamina 6 (12)
Dexterity 3 (6)
Intellect 4 (8)
Presence 0 (0)

Defenses Total CP 20
+8 Dodge 5                   Dodge Defense: +18  Dodge Resistance: +8
+8 Parry  6                     Parry Defense: +18
+8 Fort: 2                                                      Fortitude resistance: +8
+6 Tough:0                                                    Toughness Resistance: +6
+8 Will: 7                        Will Defense: +18     Will Resistance:+8

Skills: 22 CP,  44 skill points
Acrobatics 3 (+6)
Athletics 3 (+3)
Close Combat: Unarmed 8 (+10)
Deception: 0 (0)
Expertise: Physics 7 (+11)
Insight: 0(+1)
Intimidation: 0 (0)
Investigation 4 (+8)
Perception: 0 (+1)
Persuasion: 0(+0)
Ranged Combat: Throw 4 (+7)
Stealth 4 (+7)
Technology 7 (+11)
Treatment 1 (+5)

Languages
English (Native Language)

Equipment Pts: total CP, total EP
name: cost

Advantages 7 CP
Attractive 2 (2)
Benefit, Wealth 3 (millioniare)  (3)
Eidetic Memory (1)
Inventor (1)

Powers: 27 CP  Descriptors: Space/Time
Immortality: Immortality 1 (Return after 2 weeks) (2)
Immunity: Immunity 1 (Aging) (1)
Temporal Awareness: Senses 2 (Temporal) (2)
Temporal Manipulation (18+4) total: 22
- Super-Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round) 6 CP.  Flurry of Blows: Damage 5, 5 CP
Advantages: Evasion 2, Improved Initiative 6, Move-by Action: 7, total: 18 CP
- Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +4 ranks: 12+4: 16 points (alternate power)
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended, +1/rank, Subtle 2: undetectable; 2, Limited to Extended -1/rank
- Quickness: Quickness 6 (Perform routine tasks in -6 time ranks): 6 CP. Super-Speed: Speed 6 (Speed: 120
miles/hour, 1800 feet/round) 6 CP, Total: 12 CP (alternate power)
- Short Range Jump: Teleport 4 (Alternate; 500 feet, carrying 50 lbs.; +2/rank: 8+5: 13 (alternate power)
Change Direction, 1, Change Velocity, 1, Subtle 2: undetectable, 2, Turnabout) 1
-Time Travel: Movement 5 (Alternate; space, time, +2/rank, total: +1rank: 5+2: 7 (alternate power)
Dimensional: Alternate Timelines/History 2: group, 50 lbs., 2 ranks, Time Travel: +/- 100 years 3: past or future, 50 lbs.; 3 ranks
Subtle 2: undetectable; 2 flat, Uncontrolled) -1/rank


Complications
Flashbacks (Chronologically Adrift): Due to the nature of her powers, she is temporally unstable and has a tendency understress to flip back and forth thru time. She can ‘jump’ back and forth in time, though with little to no control. She has been present for specific events in the past and found evidence other events she hasn’t experienced yet.
Motivation (Fixing/Stablizing the timeline): She has a different perspective on the flow of time than most folks, she has an idea of how things are ‘supposed to be’ or how she thinks it should be based on the flurry of histories or timelines she has experienced/seen/remembered.
Quirk (Timeline Knowledge): Due to the runaway events of her origin, she is aware of hundreds of potential times and future events. This could be helpful or it could be hindering as she is aware of the potential future events but not how they are caused, or prevented.
Secret (TG state/New Identify): Her change from male to female and the creation of an alterante identity sometimes comes up. Either from some faux pas she does or the revelation of who she was in the past or something else.



Other Pictures

InnocentSynn



Name:  Joanne Conners
Alias:  Blackout
Powers:  Shadowmancy
Face Claim:  Dayana Crunk
Height:  5'  Weight:  105lbs  Eyes:  Green  Hair:  Varies Heavily
Age:  24
Nationality:  American (Born:  Chicago, Illinois)



Physical Description:  Joanne stands at only 5' tall and sports a tight, firm, athletic body that she is very proud of.  She works hard to stay in shape and loves to show off her body by wearing tight clothing or outfits that show a lot of skin.  She also enjoys dying her hair different colors to keep things fresh and currently sports pure white locks, but that can change at any moment.

History:  Joanne has always been a risktaker even since she was a small child.  When she was young, her mother signed her up for gymnastics classes, hoping that they would help to give her a focus for all her energy, but she continued to get herself into trouble.  When she was a teenager, her powers manifested themselves and she started to learn how to control them and as she did, she grew bold and started to use them to combat crime in the area around her home.  Frustrated by her daughter's refusal to settle down, her mother kicked her out as soon as she was eighteen and Joanne would look for ways to support herself.  And she found exotic dancing, which appealed strongly to her since she got a thrill out of showing off for people and absolutely loves her job, which she splits with her fighting crime.



Character Sheet:
Total: 120:  Abilities: 32,  Defenses: 22, Skills: 23,  Equipment: 0,  Advantages: 13,  Powers: 30

Daggers, Melee: Tohit: +10,  Damage: +6 fortitude save DC 16 (16)
Daggers, Ranged: Tohit: +8, Damage: +4 fortitude save DC 14 (12)
Will Save: +7, Fort Save: +7  (14)
Toughness: +6 Parry +10 (16)
Toughness +6 Dodge +10  (16)
Initiative: +4

Attributes 32 CP
Strength 0 (0)
Agility 4 (8)
Fighting 4 (8)
Awareness 2 (4)
Stamina 2 (4)
Dexterity 0 (0)
Intellect 0 (0)
Presence 0 (0)

Defenses 22 CP
4 Dodge  6/10                 Dodge Defense: 22     Dodge Resistance: +12
4 Parry  6/10                   Parry Defense: 22
2 Fort: 5/7                                                           Fortitude resistance: +7
6 Tough: 0                                                          Toughness Resistance: +6
2 Will: 5/7                       Will Defense: 16        Will Resistance: +7

Skills: 23 CP,   46 skill points (1 CP= 2 skill points)
Acrobatics: 6 (+10) (agility)
Intimidation: 10 (+10) (presence)
Stealth: 6 (+10) (agility)
Expertise: dancing: 6 (+10) (agility)
Persuasion: 10 (+10) (presence)
Perception: 8 (+10) (awareness)

Equipment Pts: total CP, total EP

Advantages 13 CP
Attractive: 2 ranks
Startle: 1 rank
Agile Feint: 1 rank
Skill Mastery: Acrobatics 1 rank
Fascinate: Dancing, 1 rank
Connected: 1 rank
Power Attack: 1 rank
Takedown: 1 rank
Defensive Roll: 4 ranks

Powers: 25 CP  Descriptors: shadow control
cost: effect (cost) and modifiers (cost)
11: Concealment Duration: Sustained,(5 ranks at 2/rank): Spreading shadows: All Visual senses: 4 ranks, 
   normal hearing: 1 rank,
   Extras: Area (burst, 30 ft radius): +1 per rank, Attack: +0, Precise: +1 flat,
   Limited: needs shadows: -1 per rank
2: Darkvision
17 Shadow Daggers: (16 +1, Alternate Effect)
1:Ranged Attack: Affliction: ( 4 ranks at 3/rank): 16
   Fortitude save, 1deg: fatigued, 2 deg: exhausted, 3 deg: incapacitated
   extra: Cumulative: +1/rank, Inc. Range, short range (+1/rank), Accurate 8 (4)
2:Melee Attack: Affliction: ( 6 ranks at 2/rank): 15
   Fortitude save, 1deg: fatigued, 2 deg: exhausted, 3 deg: incapacitated
   extra: Cumulative: +1/rank, Accurate 6 (3)

Complications:
Motivation: Thrill Seeker
Complication: Temper: Men, people disrespecting her profession, people who play the victim card, country music(sorta), people touching her without permission, feeling helpless.

TFcommando

Quote from: Callie Del Noire on November 04, 2019, 07:12:45 PM
Character Sheet:
Total: 120:  Abilities: +38,  Defenses: +20, Skills: +26,  Equipment: -,  Advantages: 7,  Powers: 29

To hit: strike: bonus, unarmed: bonus   Damage: type and amount
Flurry of Blows: Damage 5, +10 (DC 20)
Grab, +2 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +11 (DC 15)

Will Save: +8, Fort Save: +8
Toughness: +6 Parry +8, Dodge +8
Initiative +3, +27 (w/Superspeed)

Attributes 38 CP
Strength 0 (0)
Agility 3 (6)
Fighting 2 (4)
Awareness 1 (2)
Stamina 6 (12)
Dexterity 3 (6)
Intellect 4 (8)
Presence 0 (0)

Defenses Total CP 20
+8 Dodge 5                   Dodge Defense: +18  Dodge Resistance: +8
+8 Parry  6                     Parry Defense: +18
+8 Fort: 2                                                      Fortitude resistance: +8
+6 Tough:0                                                    Toughness Resistance: +6
+8 Will: 7                        Will Defense: +18     Will Resistance:+8

Skills: 26 CP,  52 skill points
Acrobatics 3 (+6)
Athletics 3 (+3)
Close Combat: Flurry of Blows: Damage 5 8 (+10)
Close Combat: Unarmed 8 (+10)
Expertise: Physics 7 (+11)
Investigation 4 (+8)
Ranged Combat: Throw 4 (+7)
Stealth 4 (+7)
Technology 7 (+11)
Treatment 1 (+5)


Powers: 29 CP  Descriptors: Space/Time

- Super-Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round) 6 CP.  Flurry of Blows: Damage 5, 5 CP
Advantages: Evasion 2, Improved Initiative 6, Move-by Action: 7, total: 18 CP (alternate power)


You don't need to take Close Combat skill twice there.  Since the flurry of blows is just "Hitting people more" (and is presumably Strength-based, something to note in the power, it doesn't change the cost any, just the special effects), Unarmed will do.  Or use the points and those from Parry to increase your Fighting and take the Close Attack advantage.  That'd mean you'd be a proficient martial artist all of the time, useful for your other maneuvers.

Also,  you might want dispense with the Dexterity and Throwing skill or get something to throw with it... either Equipment or take the Throwing Mastery power.  Otherwise, that's 8 points that you can't do damage with unless you find someone's throwing weapons around.

You could use the freed-up points to put the Flurry of Blows and/or the super speed advantages outside of the Alternate Power, letting you use them all the time.  As it stands, you can teleport but not do anything else in a turn.  That may or may not be an effect you're after.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

TFcommando

Blackout looks good, in more ways that one! :) 

Though I don't think Precise would do anything on the Concealment Attack... affecting some targets and not others would be the more expensive Selective.  Precise is more for personal Concealment, if you wanted to let people hear your footsteps while you were hidden in shadow, say.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Callie Del Noire

Quote from: TFcommando on November 04, 2019, 11:48:37 PM
Blackout looks good, in more ways that one! :) 

Though I don't think Precise would do anything on the Concealment Attack... affecting some targets and not others would be the more expensive Selective.  Precise is more for personal Concealment, if you wanted to let people hear your footsteps while you were hidden in shadow, say.

And that frees up a few points.. maybe a utility belt or the 'timeline certainly' feature (ie.. she remembers the time line prior to changes)

TFcommando

Another point-saving one for Callie:

The Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 9+11: 20
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended: 4 miles: 7, Subtle 2: undetectable; 2, Limited to Extended -1/rank

is paying a flat 7 points for Extended, when it should be +1 per rank.  Thus:

Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 12+4: 16 points
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended, +1/rank, Subtle 2: undetectable; 2, Limited to Extended -1/rank

That lets her jump 8 miles... four miles would just be two ranks, for a total of 12. 
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Callie Del Noire

Quote from: TFcommando on November 05, 2019, 07:56:59 PM
Another point-saving one for Callie:

The Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 9+11: 20
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended: 4 miles: 7, Subtle 2: undetectable; 2, Limited to Extended -1/rank

is paying a flat 7 points for Extended, when it should be +1 per rank.  Thus:

Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 12+4: 16 points
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended, +1/rank, Subtle 2: undetectable; 2, Limited to Extended -1/rank

That lets her jump 8 miles... four miles would just be two ranks, for a total of 12.

It’s going to be hard tracking this in herolab

You know I think I failed to edit it properly after changing it in HL

keyotess

Quote from: TFcommando on November 05, 2019, 07:56:59 PM
Another point-saving one for Callie:

The Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 9+11: 20
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended: 4 miles: 7, Subtle 2: undetectable; 2, Limited to Extended -1/rank

is paying a flat 7 points for Extended, when it should be +1 per rank.  Thus:

Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +3ranks: 12+4: 16 points
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended, +1/rank, Subtle 2: undetectable; 2, Limited to Extended -1/rank

That lets her jump 8 miles... four miles would just be two ranks, for a total of 12.

Ahh.. I see what I did wrong.  I was reading the wrong Extended. :)

Callie, this also changes which is your base power for Temporal as well.  This what it looks like now and you get 2 CPs back as well.

Temporal Manipulation (18+4) total: 22
- Super-Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round) 6 CP.  Flurry of Blows: Damage 5, 5 CP
Advantages: Evasion 2, Improved Initiative 6, Move-by Action: 7, total: 18 CP
- Long Range Jump: Teleport 3 (Main Power; space, time, Carry 50 lbs.) +2/rank Total: +4 ranks: 12+4: 16 points (alternate power)
Accurate, +1/rank, Change Direction,  1, Change Velocity,  1, Easy, +1/rank, Extended, +1/rank, Subtle 2: undetectable; 2, Limited to Extended -1/rank
- Quickness: Quickness 6 (Perform routine tasks in -6 time ranks): 6 CP. Super-Speed: Speed 6 (Speed: 120
miles/hour, 1800 feet/round) 6 CP, Total: 12 CP (alternate power)
- Short Range Jump: Teleport 4 (Alternate; 500 feet, carrying 50 lbs.; +2/rank: 8+5: 13 (alternate power)
Change Direction, 1, Change Velocity, 1, Subtle 2: undetectable, 2, Turnabout) 1
-Time Travel: Movement 5 (Alternate; space, time, +2/rank, total: +1rank: 5+2: 7 (alternate power)
Dimensional: Alternate Timelines/History 2: group, 50 lbs., 2 ranks, Time Travel: +/- 100 years 3: past or future, 50 lbs.; 3 ranks
Subtle 2: undetectable; 2 flat, Uncontrolled) -1/rank
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

keyotess

Typed out list of untrained skills that everyone can do, even if not very well. ;) Please add to your sheets. :)   
Untrained Close Combat and Ranged Combat can add to any combat actions you might do, again not very good. 
If you are trained, ie have skill levels in it, that supersedes untrained level.

Untrained skills:
Athletics (str)
Close combat (fgt)
Deception (Pre)
Insight (Awe)
Intimidation (pre)
Perception (awe)
Persuasion (pre)
Ranged combat (dex)
Stealth (agl)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Callie Del Noire

Squint: is..blackout literally clipped into that corset? Those look like clips I use on one of my dice box projects