Showing posts with label Batman Beyond. Show all posts
Showing posts with label Batman Beyond. Show all posts

Saturday, September 15, 2018

Shriek from 'Batman Beyond'






Walter Shreeve

F: TyP (6)/ Ex (20)
A: Typ (6)/ Ex (20)
S: Typ (6)/ Rm (30)
E: Gd (10)/In (40)
R: Rm (30)
I: Pr (4)/Rm (30)
P: Ex (20)

Health: 28/110
Karma: 54/80
Resources: Ex (20)
Popularity: -15

Talents:
Metallurgy
Engineering
Crime
Computers
Electronics
Repair/Tinkering
Acoustics and Auditory sciences
Cybernetics
Battlesuit Design

Powers:
Shriek’s Battlesuit:
Shriek employs a state of the art battlesuit which amplifies/controls ambient sound, allowing him to perform a variety of abilities and stunts. Shriek’s systems allows him to control sound from the ultrasonic to audible white noise over a massive scale. Shriek’s suit allows the following properties:

  • Body armor: Shriek’s suit is comprised of a dense material providing Rm (30) protection from Physical and Energy attacks, although there are key locations that provide only Ex (20) protection from physical attacks. Due to the unique properties of the metals used in the construction, the suit is considered to be resistant to sonics up to Mn (75) intensity.
  • Sonic Control: Shriek possesses Mn (75) sonic control while in his suit, capable of the following power stunts:
    • Generate sonic pulses and kinetic attacks of Am (50) intensity
    • Manipulate ambient sounds to create vertigo fields of In (40) intensity
    • Partial animal control: Through manipulating the ultrasonic frequencies, Shriek can pacify or enrage animals with heightened senses of hearings (IE dogs, cats, etc). Shriek can incite such with Am (50) intensity
    • Sonic force field: Shriek can generate ‘hard sound’ force fields of In (40) intensity
    • Whiteout: Shriek can negate or distort certain sound frequencies, such as human speech, SONAR, or other sound dependent systems with Rm (30) intensity.
    • Increase Range: Shriek can manipulate standard sound-waves to increase his range to a city-wide level. Shriek cannot increase the range of his hard sound or sonic pulses, but can manipulate the other abilities.
    • Absorb Sound: Shriek can absorb and store ‘sound energy’ with Am (50) intensity, allowing him to absorb such attacks and increase his power stunts by one rank. The side-effect is that Shriek must make both a power FEAT and an Endurance FEAT to do so.
    • Carrier Wave: Shriek can create a means to ride Hard Sound waves, allowing him to also affect an area with a RM (30) ability.
    • Remote Sensing: Shriek can ‘listen’ in to any verbal or sound transmitted communication with Rm (30) ability
    • Vibration: Through concentrating his sonic manipulation, Shriek can cause vibration damage with In (40) intensity.
  • Communicate w/ cybernetics : Shriek can interface with standard computers with Ex (20) ability, using carrier signals.
  • Protected Senses: After his accident, Shriek utilizes a device which grants him standard hearing, but also protects his hearing with Rm (30) ability


Contacts:
Shriek has no contacts.

Limitations:

  • Deaf: Without a special set of earphones, Shriek is deaf due to his first encounter with the new Batman
  • Obsessive: Shriek is obsessed with the New Batman since his first encounter.
  • Criminal Record: The authorities of New Gotham are aware that Walter Shreever is Shriek.

Spellbinder from 'Batman Beyond'








Dr. Ira Billings

F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Gd (10)
R: Ex (20)
I: Ex (20)
P: Rm (30)

Health: 36
Karma: 70
Popularity: 0/-5/-15 (As Dr. Billings Prior and Post capture, and as Spellbinder)
Resources: Pr (4) to Ex (20)

Talents:
Electronics
Psychology
Holography
Teacher
Medicine*
Photonics


Powers:
Spellbinder Suit: While it is debated on whether or not Spellbinder's suit was the main source of his hallucinatory powers or gadgets associated. For the sake of this write-up, I'm including the suit as the main source of powers. Spellbinder utilizes sophisticated technology and an incredible knowledge of the human psyche to hypnotize and confuse opponents. Spellbinder can create sophisticated holograms that affect an individual directly, creating realistic hallunicatory effects. Spellbinder's suit has the following abilities:

  • Hallucinations: Spellbinder can create Am (50) intensity hallucinations
  • Illusion Casting: Spellbinder can create realistic illusions with Rm (30) ability
  • Hypnotism: Through use of sensory pods on his outfit, Spellbinder can hypnotize opponents with Rm (30) intensity, granting a +2cs against individuals with heightened senses. With a Power FEAT, Spellbinder can create powerful post-hypnotic commands.
  • Body Armor: Spellbinder's suit provides Gd (10) body armor versus physical and energy attacks.
  • Blending: By altering the photonic aspects of the suit, Spellbinder can render himself nearly invisible with Ex (20) ability

Contacts:
Ira Billings has no contacts.

Limitations:

  • Public ID: As being unmasked to the Neo Gotham PD, The world knows Ira Billings is Spellbinder.
  • Arrogance: Spellbinder often feels himself superior, and will often ignore simple issues based on his 'superior' intellect.

Tuesday, February 16, 2010

Inque from 'Batman Beyond'







Real name unrevealed, believed to have the last name 'Clay'

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Talents:
Crime*
Area Knowledge: New Gotham
Knowledge: Super-villains
Knowledge: Criminals of Gotham
Acrobat
Tumbling
Martial Arts C
Detective/Espionage
Wrestling

Powers:
Body Transformation: Liquid
Inque can transform her body into a viscous black solution reminiscent of india ink, allowing her several advantages:

•Plasticity: Inque can shape her body any way she sees fit, flattening her form or forming simply shapes with finite control. Inque does with with In (40) ability
•Body Armor: Inque's malleable form protects her from many forms of physical damage, including kinetic (Which may temporarily disperse her), slashing, blunt, impact, or striking. Inque is considered invulnerable to those types of damage. Inque is granted Ex (20) protection against toxins and disease while in her 'inque' state.
•Enhanced Strength: Inque's form allows her greater strength, comparable to In (40) strength for the purposes of lifting or slugfest
•Wall-crawling: Inque can adhere to any surface with Rm (30) ability, and as a power stunt can grab objects, holding them fast up to an area away
•Multiple Attacks: Inque gains 3 melee attacks per round due to her ability to control her shape.
•Area attack: Inque can slam an area for In (40) damage, spreading herself out over one area. Inque does not do this often as it requires an Endurance FEAT.

Contacts:
While Inque is in demand as a mercenary and saboteur, it is clearly stated she has no real contacts, having to use her untrustworthy daughter to assistance. Inque has a history of betraying those who would help her, hence no contacts.

Limitations:
Despite Inque's powers, she has several key limitations:
  • Reliance on Mutagen: Inque occasionally needs to 'recharge' her powers through the use of a mutagen that she's had access to. Inque is very reliant on the mutagen to maintain her powers.
  • Vulnerability to Damage: Inque suffers a +1cs to fire, electrical, and Ice damage.
  • Dispersion: Inque can be dispersed while in her liquid state by inclusion of another liquid at high volume (such as water). In layman's terms, if Inque is hit with a liquid attack of Am (50) or greater, she must make an Psyche FEAT to maintain her form.