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Author Topic: The Marauders
DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: August 2, 2012, 16:20

Arclight

Image

Identity: Phillipa Sontag
Side: Evil
Affiliation: The Marauders
Sex: Female
Age: ?
Level: 5
Training: Accuracy

Powers:
1. Body Power: Shockwave Attack: Arclight can focus seismic waves through her hands and feet to shatter objects or start earth tremors. Attacks as Vibratory Powers. 2d8 damage. R=STR, PR=3 per an attack.
2. Heightened Strength B: +18
3. Heightened Endurance b: +12
4. Natural Weaponry (Unarmed Combat Training): +2 to hit, +4 HTH damage.

Weight: 130 lbs.
Basic Hits: 3
Agility Mod: -
Strength: 35
Endurance: 25
Agility: 16
Intelligence: 11
Charisma: 11
Reactions from Good:- / Evil: -
Movement Rates: 76” ground
Hit Mods.: (2.6)(3)(1.6)(1) = 12.48
Hit Points: 37
Healing Rate: 2.1
Power: 87
Accuracy: +1
Damage Mod.: +2
Carrying Capacity: 2,949 lbs.
Basic HTH Damage: 1d12
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 5.5
Inventing: 33%
Legal Status: US citizen.

Origin and Background: The mutant known as Arclight, Philippa Sontag used to serve with the American ground forces in Vietnam. The experience proved traumatic for her and she's still haunted by the memories from that place. After returning home she redirected her rage into body building, which further augmented her mutant abilities after which she started to work as a mercenary.

Some time in the past she was recruited by Mr. Sinister to join his group the Marauders, the largest collection of superhuman slayers ever assembled, and has since been part in all the major operations of Sinister (including the Morlock Massacre). Quite soon she became a couple with her teammate Scalphunter, which probably is the only person she cares about. Arclight continues as a henchman of Mr. Sinister and like all the other Marauders she's been brought back from death several times by replacing her with an identical clone of the original. She seems to be on the Marauders team on a permanent basis, much like teammates Harpoon, Malice, Scalphunter and Scrambler.

Combat Tactics/M.O.: From what's been portrayed, Arclight's preferred tactic is to punch solid surfaces, using her "shockwave" to cause her opponents to loose their footing, and fall to the ground.

Personality/Character Traits: Like most of the Marauders, very little of her personality has been revealed.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 16, 2012, 21:38

Riptide

Image

Identity: Janos Quested
Side: Evil
Affiliation: The Marauders
Sex: Male
Age: ?
Level: 5
Training: Accuracy

Powers:
1. Spinning: Riptide is a mutant with the ability to spin his body at an incredibly fast rate providing him with the following abilities:
a) +100" ground speed
b) Heightened Defense: -4 to be hit while conscious and mobile.
c) Heightened Attack: +1 point damage per level (only on HTH attacks), currently +5
2. Natural Weaponry: +3 to hit, +6 HTH damage. Riptide has the ability to generate calcium growth from his bones that protrude through his skin, often taking the form of shurikens and spikes. When he spins, Riptide can release these growths at will from his skin, the additional velocity that comes from his spinning making them lethal missiles.
3. Heightened Endurance A: +8
4. Heightened Agility B: +12

Origin and Background: Riptide is a member of the Marauders, a team of villains brought together by the mutant thief Gambit at the request of Mister Sinister.

Combat Tactics/M.O.: Upon reaching his top speed, Riptide then hurls shuriken and other objects created from calcified masses at such high velocity that they can punch through steel.

Personality/Character Traits:

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 16, 2012, 22:03

Malice

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Identity: ?
Side: Evil
Affiliation: Former Leader of the Marauders
Sex: Female
Age: ?
Level: 7
Training: Endurance

Powers:
1. Non-Corporalness (Permanent): Malice is a psionic entity and has no physical body of her own. She must possess the body of others to interact with the physical world. Those she possesses manifest a cameo-like choker around their neck. It's unknown whether this is a physical artifact or an illusion.In energy form, Malice can move through solid objects and has no need to eat, breathe, or sleep. PR=7 per hour to remain in non-corporal form, when not possessing a host body.
2. Possession: Malice has the ability to possess a human host and force him or her into submission. Once the victim is possessed, Malice makes use of the host's memories and abilities as desired. Malice feds by forcing the host to perform evil actions. Attacks as Mind Control; Victim must save vs. INT or CHR (whichever is higher) on d100 to resist attack; if successful the character physically possesses victims body and can control his victim's physical actions, powers, abilities, etc. R=Touch, PR=20 to take control. PR=1 per hour to maintain control. The victim may try to reassert control once per day, and will regain control of their actions by making a successful save.

STR: 12
END: 14
AGL: 12
INT: 14
CHR: 12

Origin and Background: The psionic entity Malice was recruited by Mister Sinister to join his Marauders. As a member of that organization, Malice body hopped through a number of female X-Men, including Dazzler, Rogue and Storm. But Storm's will was too strong, and she forcibly ejected Malice from her body. During the Marauders attack on Polaris, Malice possessed the powerful mutant. As their two energy matrices interwove, the two women became permanently bound together. Mr. Sinister had known this union would occur, but failed to warn Malice of it because he had specific plans for the now-blended entity.

Combat Tactics/M.O.: Malice's typical form of persuasion was appearing in a mirror and getting the subject to agree that life could be better if they would use evil means to gain the result.

Personality/Character Traits:

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 19, 2012, 22:42

Just out of curiosity, what do you guys think of these so far? At the moment I'm playing around with some power right ups for Prism and Vertigo, and then I need to get cracking on Scrambler. At some point, I also want to see if I can work up the Nasty Boys, as I loved them when they made their debut in X-Facter.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 19, 2012, 22:55

Vertigo

Image

Identity: ?
Side: Evil
Affiliation: Marauders
Sex: Female
Age: ?
Level: 7
Training: Endurance

Powers:
1. Vertigo: Vertigo is an artificially enhanced mutate who possesses the ability to project waves of psionic energy into her environment which affect the nervous systems of other living beings, distorting their physical perceptions and sense of balance. This power induces effects ranging from mild disorientation and vertigo to unconsciousness. Vertigo can focus her power on one or more individuals, or project it outward from herself in all directions, affecting everyone within her range of influence. Note: Vertigo is not immune to her own powers. Attacks as Emotion Control. R=CHR, maximum area affected = <<< Place Holder >>>, PR=5.
2. Heightened Expertise: +4 to hit with her powers.

<<< Place Holder >>>>

Origin and Background: Vertigo is a native of the Savage Land and obtained superhuman powers at a young age by genetic engineering. She was initially a member of the Savage Land Mutates, empowered by Magneto, with whom she first battled the X-Men before joining the Marauders.

Combat Tactics/M.O.:

Personality/Character Traits:

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 23, 2012, 13:48

Harpoon

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Identity: Kodiak Noatak
Side: Evil
Affiliation: Marauders
Sex: Male
Age: ?
Level: 7
Training: Accuracy

Powers:
1. Imbue: Harpoon was a mutant with the superhuman power to transform longitudinal objects into various forms of bio-energy. He can imbue any such object with this energy, but the amount of energy varies with the size of the object. Harpoon must then must throw the object in order to transform it into energy. By throwing it, he can also charge the object with energy without actually transforming it to energy. Depending on the form of energy with which he imbues them, Harpoon's weapons can stun, paralyze, kill, explode, or disintegrate a living victim or inanimate target.
a) Paralysis Ray: Attacks as HTH, Damage as per Paralysis Ray. R=A, PR=7.
b) Disintegration Ray: Attacks as HTH, 1d20 damage, R=A, PR=2.
c) Power Blast: Attacks as HTH, 1d20 damage, R=A, PR=1.
d) Explosive Blast: Attacks as HTH, 1d20 damage, 2" radius, R=A, PR=3.
2. Heightened Expertise: +4 to hit with his harpoons (both ranged attacks & HTH attacks).
3. Invulnerability Device: Body Suit: 6 points Invulnerability. Harpoon's body suit provides some protection from physical and energy attacks.
4. Training: +2 Accuracy
5. Special Requirement: Use of his power require harpoons (or some sort of longitudinal object).

Weight: 175 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 17
Endurance: 19
Agility: 16
Intelligence: 11
Charisma: 12
Reactions from Good: -1 / Evil: +1
Movement Rates: 52” ground
Hit Mods.: (1.4)(2.2)(1)(1.6) = 4.928
Hit Points: 20
Healing Rate: 2.0
Power: 63
Accuracy: +1
Damage Mod.: +2
Carrying Capacity: 597 lbs.
Basic HTH Damage: 1d8
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 7.7
Inventing: 33%
Legal Status: US citizen.

Origin and Background: Not much has been revealed regarding the early life of the Inuit (Eskimo) mutant known as Harpoon. The details of his recruitment by Mister Sinister to the group of assassins known as the Marauders remains similarly unrevealed. During the "Mutant Massacre" Harpoon invaded the Morlocks´ underground tunnels in New York City, intent on wiping out their entire population. Despite fierce resistance from the X-Men, they were merely distractions from the task at hand. While the other Marauders murdered Morlocks, Harpoon plunged his spear into X-Men Angel´s wings, necessitating their later amputation. He also caused Shadowcat to become trapped in a phased state and seriously injured Colossus, temporarily preventing the mutant´s body from turning back into flesh from its steel form.

Combat Tactics/M.O.:

Personality/Character Traits: Relentlessly deadly and fiercely devoted to Mr. Sinister.

Notes: I'm still tinkering with his Imbue power, so it might change at some point.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 23, 2012, 14:22

Prism

Image

Identity: Robbie
Side: Evil
Affiliation: Marauders
Sex: Male
Age: ?
Level: 4
Training: Accuracy

Powers:

Powers:
1. Chemical Power: Crystalline Body: Prism has a crystal-like body that is able to reflect and amplify energy attacks, but making him vulnerable to physical attacks.
a) Energy Reflection: By spending and action, Prism can redirect energy based attacks away from himself, and back at his attacker.
2. Energy Absorption: By spending an action Prism can absorb energy based attacks, storing the energy for later use. Absorbed damage is stored as additional Power. The maximum amount of damage that may be absorbed is = to his Power score. Absorbed damage is stored as Power, and may be used in one of two ways.
a) Energy Blast: Attacks as Light Control. 2d8 damage.
b) Flash Attack: As per Light Control.
3. Vulnerability: Kinetic based attacks and falls inflict 2x normal damage.

Origin and Background: The exact details of his recruitment by Mister Sinister to the mercenary group known as the Marauders are unknown.

Combat Tactics/M.O.:

Personality/Character Traits: Over-confident and blood-thirsty not much more has been revealed about Prism's background or personality.

Notes: Prism literally has a glass jaw, this dude has been killed and has been cloned more times than I change my underwear. He's the Marauder's equivalent of the red shirted security personnel on Star Trek. Part of the reason I only wrote him up as 4th level is that he never hangs around long enough to gain much experience.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: December 28, 2012, 14:21

Scrambler

Image

Identity: Kim Il Sung
Side: Evil
Affiliation: Marauders
Sex: Male
Age: ?
Level: 5
Training: Accuracy

Powers:
1. Scrambling: Scrambler has the mutant ability to disrupt the function of any system with his touch, whether the system be that of a living being or a machine or a field of energy. He must physically touch his target with his bare flesh in order to affect it. He can control his power to vary the effects it has;
a) Paralysis: If he touches a living being, Scrambler can cause immobilization, unconsciousness, or, to an extent, death. Attacks as Death Touch. Two saves are allowed. One vs. AGL and one vs. END. If both saves are failed, then the victim is reduced to 0 HP. If one is failed, then the victim is affected as though struck with a Paralysis Ray attack.
b) Power Negation: If his victims possesses superhuman powers, Scrambler can disrupt the functioning of those powers.
His power works on a 1:60 time ratio. Hence, if he touches something of one second, the effect of his power lasts for a minute (sixty seconds). R=Touch, PR=7.
2. Heightened Expertise: +4 to hit with his powers.
3. Phobia/Psychosis: Sociopath.

Origin and Background: Nothing is known about Scrambler except that he’s from Korea and that he was hired by Mr. Sinister to join the Marauders for different missions, mostly killing mutants. He first appeared during the Marauders slaughter of the Morlocks.

Combat Tactics/M.O.: In combat, he will carry out whatever order he gets from the team leader on hand.

Personality/Character Traits: Scrambler is a loudmouthed and dangerous psychopath who enjoys robbing people of their abilities and then letting his teammates finish them off. He believes his powers make him immune against any opponent. He’s clearly a very disturbed man who attacks the opponents even though there is a clear risk that he will die doing so. He's also probably seen far too many movies, as he always tries to walk and act cool, or give what he thinks cool replies and answers to questions. With the exception of his teammates, life is worth nothing to him.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: March 22, 2013, 20:05

I made a few minor tweaks to a couple of the write-ups.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: The Marauders
on: May 6, 2013, 15:06

Just out of curiosity, what do you guys think of the write-ups so far. I still need to finish fleshing out several of them, but I'd like to know if you think they're accurate.

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