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This is the official thread for charactersubmission. To submit a character for approval, post the character in the thread, and a LivingSupers Judge will review the character.
Character Creation Guide Lines:
Players in the LivingSupers Campaign World are allowed two characters.
The Characters are to be built with the following: Character 1) Power Level 10, 150 Power Points Character 2) Power Level 8, 120 Power Points
These powers are officially Banned Powers:
Dimensional Movement
Temporal Movement
These Powers are officially Limited Powers:
Summoning (Capped at 5 Minions; Heroic Extra Banned)
Duplication (Capped at 5 Duplicates; Heroic Extra Banned)
Note: Please read the uniform notes in the Approved Rules Content thread for the uniform description.
A few notes on posting your character:
the more math you show the sooner We'll review it. So, if you would be
so kind as to make our lives a little easier by posting things such as
how many skill points you spend on each skill, We'll get to your character
faster. If you don't post your math, We'll still review it as promptly
as possible, but showing your math insures a speedy response.
Approved Characters will be kept in the approved character list which will be updated as new characters are approved. The list will note the PP that character was last approved for.
Whenever your character advances PPs and wishes to spend them, the character should be reapproved. Please send a link in e-mail to the Character
Judges so they may check it out. Please, use an sblock ( [ sblock ]
without the spaces) to put all your advancement notes in a single
section on the bottom of the page, which will make reapproval much
easier. Awarded PPs will also be listed in the Character Tracking Thread.
To submit a character, or get changes approved, please e-mail a link to the sheet to the character judges. Characters are welcome to enter the HQ thread, but only approved characters are allowed on Missions. A character
than begins a mission before it is approved will not earn anything for
participating in that mission. Approval and advancement will be handled
as quickly as possable. If you have earned PP that you have not spent,
you do not need to submit yourself for approval. You only need approval
for spending PP.
E-Mail:
When Sending an e-mail, please put LivingSupers in the title, so the judges will know what you are e-mailing them regarding.
Current Character Judges: (E-mail all for character submitions)
Bront - bront20 at gmail dot com
If you have only the 1st edition, you can find the conversion guide here.
Most of the information needed for the conversion is included, but the
versions are not complete and the conversion guide does not replace the
book. We encourage you to procure yourself the second edition book.
2 Prefered character forms have been uploaded. You can use those, or any other sheet, as long as we can read it and understand it.
LSForm1 Preview
Code:
Name:Size:Gender:Str: 10 +0 (XX PP) PowerLevel: 10 PP: 0
Dex: 10 +0 (XX PP) AB: +0 (XX PP) XP: 0
Con: 10 +0 (XX PP) Grapple: +0 HP: 0
Int: 10 +0 (XX PP) Speed: 30'
Wis: 10 +0 (XX PP) Init: +0
Cha: 10 +0 (XX PP)
Base Power Feat Total
Defense: +0 +0 +0 10 (XX PP)
Dodge: +0 Flatfooted: 10
Base Mod Feat Power Misc TotalFort: 0 +0 +0 +0 +0 +0 (XX PP)
Ref: 0 +0 +0 +0 +0 +0 (XX PP)
Will: 0 +0 +0 +0 +0 +0 (XX PP)
Toughness: 0 +0 +0 +0 +0 +0
Attack Attack Damage Save Type Type
Unarmed +X DC X Tough Bruise
Power +X DC X Will NA
Movement Types:Feats: (XX PP)
Skill Points: X (XX PP)
Skills Ranks Mod Misc Total
XXX 0 +0 +0
XXX 0 +0 +0
XXX 0 +0 +0
XXX 0 +0 +0
XXX 0 +0 +0
XXX 0 +0 +0
Languages:Equipment:Powers:
Power (XX PP/Rank + XX PP = XX PP)
Complications:Disadvantages: Lgt Med Hvy Lift PushMax Weight: xxx xxx xxx xxxx xxxx
Appearance:
Personality:
Background:
Notes:
Abilities XX + Skills XX (XX ranks) + Feats XX + Powers XX + Combat XX + Saves XX - Disadvantages XX = XXX / XXX
LSForm2 Preview
CODENAME
Concept/Archetype:
Power Level:
Power Points:
Experience Points:
Hero Points:
ABILITIES
STR XX(XX) +XX(+XX) (XX PP)
DEX XX(XX) +XX(+XX) (XX PP)
CON XX(XX) +XX(+XX) (XX PP)
INT XX(XX) +XX(+XX) (XX PP)
WIS XX(XX) +XX(+XX) (XX PP)
CHA XX(XX) +XX(+XX) (XX PP)
SAVES
TOUG +XX (XX Con + XX Feat + XX Power)
FORT +XX (XX Base + XX Con + XX Feat + XX Power) (XX PP)
REF +XX (XX Base + XX Dex + XX Feat + XX Power) (XX PP)
WILL +XX (XX Base + XX Wis + XX Feat + XX Power) (XX PP)
COMBAT
INIT +XX
BASE DEF +XX (XX PP)
DEF XX (10 + XX Base + XX Feat + XX Power)
FLAT-FOOTED XX
BASE ATT +XX (XX PP)
ATTACK
Melee:Attack +X (DC XX SAVE, CRIT, TYPE)
Ranged:Attack +X (DC XX SAVE, CRIT, RANGE, TYPE)
SKILLS XX SP (XX PP)
Skill +XX (XX Ranks + XX Atb + XX Feat + XX Power)
LANGUAGES (XX Ranks)
Language
MOVEMENT
SPEED XX/XX/XX
LEAP XX/XX/XX
OTHER XX' MPH: XX
FEATS (XX PP)
Feat XX
POWERS Power XX [DESCRIPTORS](XX PP/Rank + XX PP = XX PP)
FR: Name XX (XX)
PF: Name XX (XX)
EX: Name XX (+XX)
FL: Name XX (-XX)
Power XX [DESCRIPTORS](XX PP/Rank + XX PP = XX PP)
FR: Name XX (XX)
PF: Name XX (XX)
EX: Name XX (+XX)
FL: Name XX (-XX) Alternate Power XX [DESCRIPTORS](XX PP/Rank + XX PP = XX PP, XX PP Net)
FR: Name XX (XX)
PF: Name XX (XX)
EX: Name XX (+XX)
FL: Name XX (-XX)
Deviceescription [XX DP] (XX PP/Rank + XX PP = XX PP)
FR: Name XX (XX)
PF: Name XX (XX)
EX: Name XX (+XX)
FL: Name XX (-XX) Device Power XX [DESCRIPTORS](XX DP/Rank + XX DP = XX DP)
FR: Name XX (XX)
PF: Name XX (XX)
EX: Name XX (+XX)
FL: Name XX (-XX)
ATTRIBUTES:
The first number is the enhanced value. The number in () is the innate value. If both are equals, the () can be ignored.
SAVES:
The first number is the enhanced value, sum of all applying. The number
in () is the value if you cannot apply all your modifier. The note is
the situation where the number in () apply (ex: Flat-Footed, Without
device...)
MOVEMENT:
Write down your base movement here, for each type you have. Note, 1 MPH is approximately equal to a Base movement of 10 feet.
Move for Base is Standard/Double(x2)/All Out(x4). Leap is Running/Standing/Vertical
SKILLS
The first number is the total with all modifier. The second is the number of rank you have in the skill.
POWERS:
DESCRIPTOR: All power have at least one Descriptor, his source Write down all applicable descriptor there.
FR: Free power that come with the basic power (Ex: Alternate Form, Device, Super-Sense...)
PF: Power Feat
EX: Extra
FL: Flaw
Alternate powers are listed next to the powers they are alternates of. The net PP is the ultimate cost of buying the power.
DEVICE: Devices have their own self contained points, labled DP for purposes of keeping them notiably seperate from PP
Sblocked to save space. Free for all to read, though not all of it is public knowledge.
Appearance
Gun Monkey resembles a normal human most when he stands, and walks
upright. He has short brownish black hair over his body, except for
parts of his face, hands, and feet that are hairless, where they show
his brownish skin.
Since he has joined the Task Force, he has begun wearing navy blue
spandex pants that stop just below his calves and have a hole for his
tail, and a navy blue spandex mid-sleeve top. He has a black belt where
he carries any gear he has with him, including his 2 pistols. The
holsters for the pistols are oddly designed, that while holding them
secure, allow him to draw the pistols with either his hands or his
feet, or even occasionally his tail.
When in disguise, he wears a trench coat with a hat (think the Thing),
a white t-shirt, and a pair of jeans with a hole for his tail. He
almost always carries his pistols with him, even when in disguise.
Personality
Gun Monkey tends to be fairly reserved. He seems to be a bit awkward
and mistrusting around men. Around Women, he is a bit more trusting and
at ease, since the only woman he’s had extended contact with was
generally nice to him. He has a bad temper, which, when triggered, will
usually result in him taking it out on some object, or if provoked
enough, the object of his rage. Despite all of this, Gun Monkey is
fiercely loyal and extremely curious. The only issue he is truly well
versed on is current technology, otherwise he’s been extremely out of
touch. He generally avoids discussing his past, particularly because he
doesn’t remember it.
Background
Journal Entry: Day 1
I don’t know how I got here. I don’t remember anything before waking
up. All I know is my whole body aches, even my tail. Someone is sliding
food in through a portal in the door, but they won’t talk to me or
anything. I found this journal and a pen, so I figure I should write
out what I’m thinking. Were my hands always like this?
Journal Entry: Day 3 They finally let me out. 2 large
men brought me into a room, where a voice asked me to do various
physical activities in them. I argued at first, but there didn’t seem
to be any harm, and I did feel like I needed to stretch my legs. I hope
I did well, I just wish the ceiling was a bit higher. The men don’t
look quite like me, not enough hair, and their tail is tucked up in
front of their legs. That must be awkward.
Journal Entry: Day 10 I’ve met the woman behind the
voice, Dr Elizabeth Strap. She’s much more pleasant in person. After my
daily exercise, they brought me into a class to teach me electronics
and mechanics. It seemed quite simple, though I was assured that it was
quite advanced. They want to have me in some kind of class every day
now. This should be fun.
Journal Entry: Day 20 I’m writing this with my feet.
It seems I can use them like hands. I’m learning to deal with my tail
better too, seems I can use that like an extra hand if I need to,
though I don’t have any fingers. The pain is finally gone, though I
feel like I’m changing somehow.
Journal Entry: Day 30 I took target practice today
with some throwing stones. I missed the bulls-eye once. Everyone was
staring at me, I think I disappointed them. Later, I was so upset; I
ended up throwing the chair in my room. I’ll have to do better.
Journal Entry: Day 38 Apparently they were happy with
my target practice. They are teaching me how to build this device they
call a pistol, and have had me test with a sample. It’s a strange
device, but I’ll probably understand more once I learn how to build my
own. I still haven’t seen anything like me. I guess they don’t have
tails, or at least that’s what Elizabeth tells me.
Journal Entry: Day 60 I’ve mastered this pistol
thing. I even made a few tweaks they appear to be surprised with. It
seems awfully dangerous, and it’s obvious they don’t trust me, sending
guards to watch me while I put it together and take it apart. Beth
won’t tell me why I’m here, just that it’s important and for a good
cause.
Journal Entry: Day 61 I’m beginning to see and hear
better. I heard some people talking about the other experiments down
the hall, a Dr Shue and Dr Wagner, or at least that’s what their name
tag said. But they were so almost at the other end of the hall from the
medical exam room. I’ve gotten pretty good and locating where a sound
is coming from.
Journal Entry: Day 77 Apparently, I’m designated
number 7. I think that means there are at least 6 other experiments
going on. I’m beginning to not like what’s going on here. They’re
watching me closer, and I’m seeing less of Beth. I heard someone call
me a monkey in the distance. I wonder what that is?
Journal Entry: Day 81 They let me watch this thing,
they call it TV. I found some channel where you can discover all kinds
of things. I finally saw what a monkey is, and I do kind of look like
one, but I look more like the others I see here at the lab.
Journal Entry: Day 95 I finally got an answer from
Beth. Apparently I’m special, one of a kind. She admits there are
others, but they don’t function like I do. She seemed proud of me,
which was good, but there was a bit of sadness in her eyes.
Journal Entry: Day 102 That guard had it coming. He
shouldn’t have been making fun of me like that. I don’t know what the
big deal is, he’ll wake up with a headache, nothing more. Beth was mad,
and told me to be careful for my own safety. That didn’t make sense, am
I not safe here?
Journal Entry: Day 110 They let me out again. I guess
they figure a week was enough punishment. Beth keeps on looking at me
strangely, and now they’ve started to teach me some geography. I think
I’ll be learning why I’m here very soon.
Journal Entry: Day 131 They finally let me out of the
restraints. Do they think because I’m not human I don’t have feelings?
Why would I want to kill people? I hope I didn’t hurt anyone too much,
particularly Beth, who seemed quite upset as well. I guess they’ll
remember that for a while though.
Journal Entry: Day 135 I met the others. Numbers 1-5
were all monkeys or apes of some kind, but seemed a bit different. They
all could communicate using sign language, and seemed to chatter with
each other a lot. Number 6, who looked like a more upright Gorilla, was
a different story. He couldn’t speak, but seemed to understand Beth’s
hand movements as well as the others. She handed him two guns similar
to mine, and he followed us along to the target range. She said I
should call him “Gun Monkey”, a nickname he’d been given by some of the
guards. I shrugged and decided not to argue. He’s a pretty good shot,
and seems like a nice fellow. Shame he can’t talk.
Journal Entry: Day 145
I’ve been on the run for several days now. It was horrible; I don’t know where to begin.
Beth came to me late about 4 nights ago. She said it was time to go.
She handed me my guns, and tried to lead me out. I got the feeling she
didn’t intend to come back, so I told her we should take the others
too. I found number 6, who she quickly armed as well and then lead us
to the others. There was a doctor in the room with number 5, giving him
some kind of injection, and number 5 quickly dropped. In anger, I shot
the doctor, not sure what setting, but he didn’t look good.
Beth, Gun Monkey and I ran, hoping to escape the compound. The guards
came at us quickly, but Gun Monkey and I seemed to work well together.
One of the guards caught us from behind, and shot at me, but he was a
poor shot, and hit Beth right in the eye, the tranq dart sunk straight
into her head, and she convulsed and collapsed. I grabbed her badge and
went with Gun Monkey, and we quickly got outside the compound through a
window. He hoisted me over the fence, which I cleared with a leap that
surprised even me, but before he could jump, the guards tore into him
with the mounted turrets. Cursing them, I ran, and quickly lost any
pursuers. I knew if I had turned, I would have killed them, and there
had been enough death.
I’ve been hiding since. It seems I’m somewhere in Mexico, and besides
strange looks I get from most of the natives, they don’t speak English.
I’m making a break for the U.S. boarder, perhaps I can make a life
there.
Journal Entry: Day 150. I’m in the US now. I’ve
managed to disguise myself well enough that I can pass for an ugly man,
but I can’t get too close. They say this is the land of opportunity, so
let’s see what opportunity they have for a 6’ tall monkey.
Journal Entry: Day 162. This new UN Task Force sounds
interesting. A place where I might actually fit in and be normal. I
just hope I can make it there.
Journal Entry: Day 198 I’ve been accepted to the task
force. I’m using the moniker “Gun Monkey” to honor number 6. I think
Beth would have been proud. I hope that I can avenge her someday, but
until then, I will carry her card with me.
Notes
Gun Monkey has prehensile feet, as well as a prehensile tail that he is
able to grab onto things with, and keep his balance. When moving in
combat, he often will flip, roll, or hang, and fire with any of his
prehensile appendages. He has no off-hand.
Gun Monkey can swing freely and quickly if the conditions are right for
it, such as available swinging line, vines, or even handrails. He has
increadable natural jumping ability enhances by his acrobatic skills.
Combined with his prehensile feet and tail, he is extremely surefooted
and can maneuver over obsticles freely and easily.
Gun Monkey has precice vision and hearing, able to use both senses at
an extended range, and for targeting. He also has an uncanny ear for
danger that makes him increadably hard to sneak up on.
Gun Monkey is quick, maneuverable, and hard to pin down. He is
extremely hard to catch off guard, even if snuck up on. He is good at
dodging and rolling with blows. Gun Monkey is a crack shot with any
ranged weapon, with uncanny aim and precision.
Gun Monkey has two custom blaster pistols that he is fully capable of
builing and repairing. While they rest in holdsters on his hip, they
are easily accessable by his legs and tail as well, and are likely to
be fired, in tandem, from just about any limb. The Pistols are
reinforced, durable, capable of being used in Melee if needed, and only
function for Gun Monkey himself.
The pistols have several modes, which can be changed at an instant:
-Standard - A high rate of fire energy blast
-Penetrating - A penetrating sonic blast
-Stun - A stunning beam
-Firebomb - A firely explosive blast
-Flashbomb - A visualy dazling blast
-Charge - The pistol is charged with a penetrating electricity that works much like a super charged taser.
Gun Monkey doesn’t know much about his origin, other than the fact that
Beth told him he was different. Of the experiments, he was the only one
who was originally human, though he is unaware of this fact, and a DNA
test won’t help at this point given his splicing with other primates as
well as some natural mutations. All of his powers are mutations, except
for his gun, which is a technological device.
Name: Monique De Lorme "Psyren"
Size: Medium
Gender: Female
Str: 8 -1 (-2 PP) PowerLevel: 8 PP: 120
Dex: 12 +1 (2 PP) AB: +5 (10 PP) XP: 0
Con: 12 +1 (2 PP) Grapple: +4 HP: 1
Int: 14 +2 (4 PP) Speed: 30'
Wis: 16 +3 (6 PP) Init: +0
Cha: 18 +4 (8 PP)
Base Power Feat Total
Defense: +4 +0 +2 16 (8 PP)
Dodge: +2 Flatfooted: 12
Base Mod Feat Power Misc TotalFort: 4 +1 +0 +0 +0 +5 (4 PP)
Ref: 4 +1 +0 +0 +0 +5 (4 PP)
Will: 0 +3 +0 +8 +0 +11 (0 PP)
Toughness: 0 +1 +0 +0/8 +0 +1/9 (Force Field)
Attack Attack Damage Save Type Type
Unarmed +5 DC 14 Tough Bruise
Mental Blast(Perc) - DC 23 Will Bruise
Mind Control(Perc) - DC 20 Will Control
Mind Reading(Perc) - PC +10 Will Mind Read/Sensory Link
Audio Dazzle(100') +5 DC 20 Ref Dazzle (50' Blast)
Telekinetic Grapple +15 DC 25 Tough Grapple/Bruise
Telekinesis +5 - - Trip/Disarm, STR +10
Movement Types:
Base: 30/60/120
Leap: 9/4/2
Flight: 10 MPH:100'
Feats: (5 PP)
Accurate Attack
Dodge Focus R:2
Fascinate R:2 (Diplomacy, Perform)
Attractive R:2
Skill Points: 32 (8 PP)
Skills Ranks Mod Misc Total
Bluff 4 +4 +8(16)*
Diplomacy 8 +4 +12(20)*
Perform: Sing 8 +4 +12
Perform: Dance 3 +4 +7
Sense Motive 6 +3 +9
Languages +3
*Bonus applies to anyone influenced by her looks.
Languages: French, English, Spanish, German
Equipment:
Communicator
Powers:
Mental Blast R:8 (4 PP/Rank= 32 PP) [Mental, Psionic]
AP: Mind Control, PE:Consious(+1), PF: Mental Link(1) R:10 (3 PP/Rank + 1 PP = 31 PP, 1 PP*)[Mental, Psionic]
AP: Telepathy, PE: Sensory Link(+1) R:10 (3 PP/Rank = 30 PP, 1 PP*)[Mental, Psionic]
AP: Sonic Control R:10 (3 PP/Rank = 30 PP, 1 PP*)[Psionic]
AP: Telekinesis PE: Damaging(+1) R:10 (3 PP/Rank = 30 PP, 1 PP*)[Psionic]
*Purchased as an Alternate Power for 1 PP
Supersense: Precognition F:Uncontroled(-1) ( 1/2 PP/Rank = 2 PP)
Flight R1 (2 PP/Rank = 2 PP)
Force Field R:8 - PF:Selective ( 1 PP/Rank + 1 PP = 9 PP)
Mental Defense R:8 (1 PP/Rank = 8 PP)
Complications
Famous
Disadvantages
None
Tradeoffs:
-Att: -2, Save: +2
-Def: -2, Tough: +2
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Appearance:
Personality:
Monique De Lorme has been used to a public life, and is familiar with
how to be open yet guarded in public. In private, she compassionate and
empathic, even without her psionic powers. She is generally not one for
direct confrontation, and would prefer a more peaceful approach. She is
supportive of her friends and teammates, in both a task force roll and
that of a friend and companion.
Background:
Monique De Lorme was born in Bordeaux, France, and lived a somewhat
normal child hood till she was about 12. Singing in a class choir, a
scout singled her out and offered her entry into a fine arts boarding
school in Parris. There, her talent for singing and entertaining was
honed. She was a background singer on a few albums, and even had a spot
appearance on a US TV show as an exchange student. Under the guidance
of her music teacher, Mr. Phillip Bisset, who had risked his personal
savings, she released an album at the age of 16 with moderate success.
Deciding that she had best finish her schooling, she graduated early
and put herself through a performance arts advanced school, graduating
at the young age of 20, and working with Mr. Bisset on a new project.
Deciding to change her image a bit, and having a little more creative
input, she released her first album as Psyren. With a hipper beat,
better vocal range, and certainly her looks didn’t hurt, she soon was
known around the world. She toured, created music videos, and released
a second album, which met with slightly less success, but had become a
general pop culture icon till early 2004, when she mysteriously dropped
out of public view after walking off stage in the middle of a concert.
Monique had somehow mysteriously connected to the mind of one of her
audience members, and it scared her enough to flee off stage. She hid
for a while before eventually talking to Phillip about what had
happened. Phillip encouraged her to explore this a bit, and tried to
help when he could. She learned some of the extent of her powers, and
also learned of the deep love Phillip had harbored for her, even as a
child. Flattered but unable to see him in the same light lead to some
awkward moments between the two, and soon she had to back away from the
only confidant she’d had. She’d had a falling out with her parents over
money, and had simply let them work their way out of her life rather
than confront them, and she had no siblings that she knew about.
Phillip, wanting to help her, did some research on the new UN Task
force being formed, and came to her with an idea. There was only so
much help he could give her, but perhaps she could find more help with
the Task Force, as well as make a difference. Seeing the sense in this,
she applied, offering the name Psyren to use as her code name, and
hoping the publicity would help the new Task Force, now being called
the Resolutes.
She later thanked Phillip, and told him that perhaps, in time, her
feelings might change, but she needed time to deal with her powers now.
Phillip continues to write songs for her to sing, and occasionally
visits her, but the two are simply close friends. Meanwhile, she has
been able to explore her powers better at the UN, though she needs to
develop some more mental discipline before she can tap into them
further.
Notes:
Psyren was always the consummate professional entertainer, and has been
skilled at holding the attention of an audience well before she
discovered her psionic powers. And since her youth, she had had dreams
or visions that would seem to come true or provide a glimpse into the
future, though these were few, far between, and rarely very long or
detailed.
He mental powers allow her to fly using a fairly basic telekinesis
requiring little concentration on her part. She has learned to shield
her mind from attacks and probes, and how to shield her body from harm
with a projection of power. These feats are all fairly simple for her,
and she can do them almost reflexively.
Her visions still come at random, but they are longer and more vivid
now. It is one of the few things she has not been able to learn to
control, though she has much discipline to learn yet.
When she actively concentrates, she can meld her psychic powers to her
will and do several things. First and foremost, she can strike down
someone with a blast of mental energy, and need only be able to see her
target. She can exert her will on someone else, who will act for her as
she directs them, leaving them confused about their actions once she
releases them. She has a strong telepathy, allowing her to communicate
with anyone within 200,000 miles mentally, and read the minds and
senses of those within her perception. She can control and distort
sound, dazzling those in an area. She also has great telekinesis,
allowing her to lift 24 tons, or move up to 60 tons, and can crush
others with her great mental strength.
While she has learned to control her powers, she still lacks some
mental focus that would help her tremendously, and has not yet learned
how to tap into her mental senses fully yet. However, she is patient
and dedicated to learning.
Name: Aika Hyuga "Kunoichi"
Size: medium
Gender: female
PL: 10 (trade off +2/-2 Attack Bonus/Damage)
Abilities:
Str: 10 +0 PowerLevel: 10 XP: 0
Dex: 16 +3 AB: +4 (+8 Melee)
Con: 14 +2 Grapple: +8
Int: 12 +1 Speed: 100'
Wis: 14 +2 Init: +3
Cha: 10+0 HP: 4
Base Power Feat Total
Defense: +6 +0 +4 20
Dodge: +7 Flatfooted: 13
Base Mod Feat Power Misc Total
Fort: 6 +2 +0 +0 +0 +8
Ref: 10 +3 +0 +0 +0 +13
Will: 6 +2 +0 +0 +0 +8
Toughness: +2 +0 +8 +0 +10
Attack Attack Damage Save Type Type
Unarmed +8 DC 16 Tough Bruise
Precision Strike +12 DC 23 Tough Bruise
+ Paralyze (linked) --- DC 18 Fort Paralyze
Disintegration +10 DC 18 Fort Toughness Drain
+ Damage --- DC 23 Tough Lethal
Power Drain +8 DC 18 Fort Power Drain
Movement Types:
Base Speed 100/200/400, 10 MPH
Water Walk, Wall Crawling, Swinging
Leaping(3) 50/25/12
Feats:
Assessment, Acrobatic Bluff, All out Attack, Attractive(1),
Attack Focus(4) Melee, Defensive Attack, Dodge Focus(4),
Evasion(2), Luck(3), Uncanny Dodge
Skill Points: 15(60 ranks)
Skills Ranks Mod Misc Total
Acrobatics 12 +3 +15
Bluff 0 +0 +4* +5
Diplomacy 3 +0 +4* +8
Concentration 8 +2 +10
Medicine 8 +2 +10
Notice 13 +2 +15
Sense Motive 12 +2 +14
Stealth 7 +3 +10
*attractive (1)
Languages: English, Japanese (1 Skill Point)
Equipment:
Powers:
joukei[super vision] +12 (effects: X-ray(4), radius(2), Darkvision(2),
Danger Sense(1), Detect Life(3); Flaw: Action[Move](-1); AP shouten Joukei;
.5pp rank; 6pp) [Mutant]
shouten joukei [focused super vision] +10 (X-ray(4), Extend(1),
Darkvision(2), Detect: Life(3); Flaw: Action[Move](-1); 5pp total;
cost 1PP as Alt Power) [Mutant]
Speed +1 (1pp/rank; 1pp) [training]
Chakra Control (Super Movement) +2 (Wall Crawlinging; AP:Swinging,
Water Walking, Leaping +3; 2pp/rank; 7pp) [Mutant, Training]
Morph +3 (2pp/rank; 6pp) [Mutation]
Chakra Burst (Protection) +8 (Modifiers: continuos(+1),
Sustained(-1) [+1]; 1pp/rank; 8pp) [Mutant] [Reaction]
Gentle Strike (disintegration) +8 (modifiers: Autofire(+1),
Range [touch] (-1), limited [must be using Super Senses](-1); PF: Slow Fade,
Accurate(1); 3pp rank; 26PP) [Training]
Precision Strike (strike) +8 (modifiers: Linked Paralyze(+2), Autofire(+1),
limited [must be using Super Senses] (-1); PF: Accurate(2);
26pp; 1pp as Alt Power) [Training]
Chakra Disruption (Drain All Powers) +8 (Modifiers: Autofire(+1),
Action[Full Round](-1), limited [must be using Super Senses] (-1);
PF: Slow Fade x2(1/min); 26pp; 1pp as Alt Power) [training, mutation]
Lgt Med Hvy Lift Push
Max Weight: 33 66 100 200 500
16(Abilities) + 16(Skills) + 19(feats) + 57(Powers) + 20(Combat)
+ 22(Saves) = 150
Appearance: *see attached picture
Personality, History, and Power description
Spoiler:
Personality: Aika is incredibly shy, and lacks confidence in her
abilities, due to a life time of being looked down on by her family for
not being as perfect as her brother. She is a warm and kind person, but
mostly her timidity wins out. She is trying to change herself, trying
to become more assertive, but it is rather easy to fade back into the
crowd, much more then to stand out at any rate. While shy, Aika is also
driven to excel at everything she does, hoping that her parents, and
the people around her well recognize her abilites.
History: Aika has always been a good little girl, obeying her parents,
kind, smart, and generous, she is shy to a fault. The thing that has
shaped her life most, is her parents' approval, and her struggle to
earn it in the shadow of her brother, the super everything. He has
talent, mutant powers, looks, grades, he was the example held up to
her, one that no one ever thought she could meet.
Since her childhood Aika has worked tirelessly to improve herself.
Always alone, always trying her hardest to win approval, she has
trained her body, honing her abilities in secret, there are days when
she trains for over a dozen hours straight, past her endurance, where
only her will to become better has kept her going. She has yet to tell
her parents about her own mutation, wanting to earn everyones' respect
before she reveals herself.
Fighting Style: Aika's combat style is entirely dependent on her joukei
to anyalyze her opponents and find their body's weak points and nerves,
which she strikes with precise amounts of force, she calls her style
'yasa dageki' or 'gentle strike', because it doesn't rely on any great
amount of strength to injure the opponent, something she doesn't have.
Power Description: Aika's power is to control her body's energy, her
chakra. She can manage a lot of tricks with it due to long hours of
training. When she focuses chakra into her eyes, she gains super human
visual abilities. She can see perfectly in the dark, she can detect
other living
people by seeing their body energy, she can even see through solid
objects(but not lead), and in a 360 degree circle around her, stoping
her from being caught unawares. If she chooses she can focus her vision
even further in one direction increasing her visual range by a factor
of 10.
To defend herself, she has trained her body to let out a burst of
Chakra to slow down and weaken incoming attacks greatly. Her precision
control of Chakra that allows her to let out bursts to stop attacks
also allows her to walk on walls, and even on water. Aika can let out a
burst from her feet as well to increase her leaping abilites. She can
also use her precision chakra control to alter her appearance, into any
humanoid form that she might need.
Aika can also use her Joukei in combination with her attacks, giving
her pin point accuracy, and the ability to strike directly at her
opponents internal organs, a truly deadly form of attack that she is
loath to use as its possible to kill with a single touch of her hand to
her foe. Instead of striking her opponents organs, she prefers to use
her Joukei to strike at their nerves, paralyzing them, a much more
temporary solution to problems, though even that can hurt quite a bit.
Another combination of fighting techniques and her Joukei is disrupting
her opponent's energy flows, draining away their powers.
Codename: Sergeant
Name: Sergeant Patrick O'connor
Size: Medium
Gender: Male
Trade-Off: (Att:+4/Dmg:-4)(Def:+2/Tou:-2)
Str: 12 +1 PowerLevel: 8 PP: 120
Dex: 12 +1 AB: +6
Con: 14 +2 Grapple: +7
Int: 16 +3 Speed: 30'
Wis: 14 +2 Init: +1
Cha: 18 +4 Hero Points: 5 Luck(4)
Base Power Feat TotalDefense: +10 +0 +0 20
Dodge: +5 Flatfooted: 15
Base Mod Feat Power Misc TotalFort: 1 +2 +0 +0 +0 +3
Ref: 1 +1 +1 +0 +0 +3**
Will: 4 +2 +0 +0 +0 +6
Toughness: +2 +1** +0 +3* +2/+5*/+6**
*Undercover Vest (Equipement)
**Defensive roll cannot be use on both save
Attack Attack Damage Save Type Type
Unarmed +6 DC 16 Tough Bruise
Heavy Pistol +12 DC 19 Tough Lethal/Bruise
Feats:
Attack Focus (Range) 2 +2 attack bonus to all range attack
Attack Specialization (Heavy Pistol) 2 +4 attack bonus with Heavy Pistol
Benefit (Security Clearance) Easier acces to classified info and ressoucres
Connected Gain favor with successfull Diplomacy roll
Contact Gather Information take 1 minute to use
Defensive Roll +1 Toughness or +1 Reflex against area attack
Eidetic Memory +4 bonus to remember, can use Knowledge untrained
Equipement 5 25 points worth of equipment
Fascinate (Bluff) Can fascinate target with oppose Bluff roll
Improved Pin -4 opponnt's grapple check to escape
Improvised Tools Do not suffer -4 penalty for not having tools
Inspire 5 Give bonus to allies for an HP
Leadership Can remove some condition for an HP
Luck 4 +4 HP
Power Attack (-AB/+Dmg)
Precise Shot 2 Reduce penalty for Cover and shooting in melee
Well-Informed Can roll Gather Information to learn about a groupSkill Points: 100
Skills Ranks Mod Misc Total
Bluff 9 +4 +13
Computer 2 +3 +5
Concentartion 2 +2 +4
Craft (Visual Art) 2 +3 +5
Diplomacy 9 +4 +13
Disable Device 5 +3 +8
Drive 2 +1 +3
Gather Information 9 +4 +13
Intimidate 5 +4 +9
Investigate 9 +3 +12
Knowledge (Behav. Sc.) 5 +3 +8
Knowledge (Civics) 2 +3 +5
Language 2
Notice 9 +2 +11
Profession (Pol. Off.) 5 +2 +7
Search 9 +3 +12
Sense Motive 9 +2 +11
Stealth 5 +1 +6
Languages:
French, English, Spanish
Equipment:
Binoculars (1) -1 visual Notice every 50ft
Camera (1)
Cell Phone (1)
Digital Audio Recorder (1) Pick sounds at 10 feet
Flashlight (1) Light at 30ft, 15ft wide
Handcuff x2 (2) Disable Device (DC:25) or Escape Artist (DC:35) to escape
Heavy Pistol (8) Dmg: +4, Range: 40ft
Mini-Tracer (1)
Multi-tool (1)
Parabolic Microphone (1) -1 audio Notice every 50ft
PDA (1)
Stun Ammo (1) Allow bruise damage with firearms
Supressor (1) Subtle PF on firearms
Undercover Vest (4) +3 ToughnessLgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Attributes(26) + Skills(25) + Feat(31) + Combat(32) + Saves(6)
Background:
Spoiler:
My name is Patrick O'connor. I've been in the police for now... I was
in 77's promotion. That's almost thirty years. I've seen a lot. I've
been on traffic, on patrol, on bureaucracy, In SWAT, in criminal. I've
been in the criminal for over fifteen years, both in New York and in
the FBI. I liked it. Not much stress. It is more like a chess game. The
criminal do his crime and set his pieces. I must play with what he
gives me. It is hard to do something when you have only your king and a
few pawn and your opponent have a few queen. I havn't solve every crime
I've pass on. Forget it, it's impossible, except on TV. But I've
maintain the best average in the country for the last five years, since
that old Sergeant White retired.
But since that blasted comet came on earth, my job description changed.
It is one thing to have to catch a man, someone whose limits, both
physical and mental, are the same as yours, or at least limits you can
understand. But with the apparition of those Supers,
my task have been a lot much harder. The chess game is now in 3D, with
new pieces and new rules. You must be quick thinking, you must have the
good connection, the good influence, the good ressrouces and most of
all, you must have them quickly, as you never know what sh*ts those Supers will throw at you.
I've been working on Super case since the first one. I've arrested the
greatest numbers of them. Don't confuse, those as strong as that Rocky
are out of my range, but there is a few powerfull enough to get on a
SWAT team that I have arrested. Most of them have the firepower of a
pistol in there eyes,, hands or place you dont, want to know. The main
trick, find there weak point. Not an easy job. If you can't find one,
well, put a bullet between his eyes... they will survive but they will
sleep for enough time to contain his powers. I can't believe how tough
they can be.
My retirement is in less than ten years, but I start to think I won't
have it. The government wanted someone of experience on that team of Supers
that is supposed to stop all those freaks that the police can't handle.
Instead of asking a military, they asked me. Promised me a good
retirement. I must be a masochist, but I accepted. Now, I'll have to
keep those kids in ranks and make sure they don't abuse of there new
toys they call powers. I hope they will understand fast enough what
await them, that they can't predict what sh*ts will fall on them next,
or it might be the last.
Codename: CPU
Name: Cedric Purkiss
Size: Medium
Gender: Male
Trade-Off: (Att:+0/Dmg:-0)(Def:-2/Tou:+2)
Str: 10 +0 PowerLevel: 10 PP: 150
Dex: 12 +1 AB: +10
Con: 14 +2 Grapple: +10
Int: 18 +4 Speed: 30'
Wis: 14 +2 Init: +5
Cha: 10 +0 HP: 1
Base Power Feat TotalDefense: +8 +0 +0 18
Dodge: +4 Flatfooted: 14
Base Mod Feat Power Misc TotalFort: 3 +2 +0 +0 +0 +5
Ref: 3 +1 +0 +0 +0 +4
Will: 2 +2 +0 +0 +0 +4
Toughness: +2 +0 +10* +0 +12*/+2
*Force Field bonus
Attack Attack Damage Save Type Type
Unarmed +10 DC 15 Tough Bruise
Aura +10 DC 25 Tough Bruise
Blast +10 DC 25 Tough Bruise
Blast(Area) DC 20/25 Refl/Tough Bruise
Stun +10 DC 20 Fort Stun
Stun +10 DC 20 Fort Stun
Stun(Area) DC 20/25 Refl/Fort Stun
*Reduce by Blast(Area) Reflexe saveMovement Types:
Teleport 300ft./1000ft.
Feats:
Evasion 2 Reflexe save give (No damage/Half Damage)
Improved Initiative +4 Initiative
Improvised Tools Do not suffer -4 penalty for not having tools
Invention Can create inventions
Second Chance (Computer) Can reroll Computer rolls
Second Chance (Disable Device) Can reroll failed Disable Device rollsSkill Points: 56
Skills Ranks Mod Misc Total
Computer 8 +4 +12
Disable Device 8 +4 +12
Notice 4 +2 +6
Knowledge(technology) 4 +4 +8
Craft(Electronic) 4 +4 +8
Craft(Mechanic) 4 +4 +8
Craft(Structure) 4 +4 +8
Craft(Chemical) 4 +4 +8
Concentration 8 +2 +10
Search 8 +4 +12
Languages:
English
Equipment:Powers:Animate Object 5 (Mutant, Psychic, Electric - 2pp/rank + 3pp) 13pp
Flaw: Limited - Machine only (-1/rank)
Power Feat: Progression(Range) 1 (1)
Power Feat: Progression(Animation) 2 (2)
Comprehend 2 (Mutant, Psychic, Electric - 2pp/rank) 4pp
Free: Speak with machine (0)
Free: Understand machine (0)
Datalink 3 (Mutant, Psychic, Electric - 1pp/rank + 1pp) 4pp
Power Feat: Machine Control (1)
Electrical Control 10 (Mutant, Psychic, Electric - 2pp/rank + 5pp) 25pp
Extra: Penetrating (+1/rank)
Flaw: *Limited - Power source needed (-1/rank)
Power Feat: Alternate Power 5 (5)
Alternate Power: **Aura (Mutant, Psychic, Electric - 1pp/rank) 10pp (Free)
Extra: Penetrating (+1/rank)
Flaw: *Limited - Power source needed (-1/rank)Alternate Power: Electrical Control 10 (Mutant, Psychic, Electric - 2pp/rank) 20pp (Free)
Extra: Penetrating (+1/rank)
Extra: Area(Burst) (+1/rank)
Flaw: Range(Touch) (-1/rank)
Flaw: *Limited - Power source needed (-1/rank)Alternate Power: Stun 10 (Mutant, Psychic, Electric - 2pp/rank) 20pp (Free)
Extra: Range (+1/rank)
Flaw: *Limited - Power source needed (-1/rank)Alternate Power: Stun 10 (Mutant, Psychic, Electric - 2pp/rank) 20pp (Free)
Extra: Area(Burst) (+1/rank)
Flaw: *Limited - Power source needed (-1/rank)Alternate Power: Stun 10 (Mutant, Psychic, Electric - 2pp/rank) 20pp (Free)
Extra: Aura (+1/rank)
Flaw: *Limited - Power source needed (-1/rank)ESP 3 (Mutant, Psychic, Electric - 1pp/rank) 3pp
Flaw: Medium: Visual Sensors (-1/rank)
Force Field 10 (Mutant, Psychic, Electric - 1pp/rank) 10pp
Immunity 5 (Mutant, Psychic, Electric - 1pp/rank) 5pp
Free: Electricity Immunity (0)
Teleport 3 (Mutant, Psychic, Electric - 1pp/rank) 3pp
Flaw: Medium: Powerline (-1/rank)
*Limited(Electrical Source):
To use any power with this limitation, a power source must be in line of sight
of the hero and within power rank*50ft, or the hero must touch the power
source. For the area effect, the source must be within the area range.
**Aura:
Aura alone is simply Strike with Aura Extra and a flaw Limited - Aura Only.Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Attributes(18) + Skills(14) + Feat(7) + Power(67) + Combat(36) + Saves(8)
Background:
Spoiler:
"I see here that you have been in the army."
"Yes, I've been minesweeper for three years. I've
learned everything on bomb disabling, and a few trick to build one too.
During that time, I also learn a few tricks about figthing. I was
pretty good. I could have made the special forces, but I decided to
leave instead, as my military service was ending. I wanted to have a
fixed job."
"And you worked in a construction business? For only one year."
"Demolition business would be more precise. I was
responsible to set all the explosive in the big building. A lot less
stressfull and well paid as my knowledge is not a common one."
"What is you interests?"
"Electronics and computers. I'm memeer of a small
devloping group. We are working on freeware, mainly Linux OS, trying to
make it more convivial and popular. My task in the group is to make
sure there is no security breach. So when I'm not working on that, I am
working on my computer, upgrading it. You should see the latest thing
I've done. My friends wanted to build a home-made super-computer. The
CPU was creating so much heat that we had to put it in liquid nitrogen.
The electricity bill double, but it work better than anything we can
find on the market. We can only use it for about 24h, but for teh tasks
we need to do, it is more than enough."
"So, why have you left and want to join the Task Forces?"
"I liked my military experience. It is once it was
finish that I saw it. But the problem with the military experience, it
is the meaning of those war we fought. We have gone in Irak to find
weapon of mass destruction, and what have they found. Nothing! But they
left the country in the desolate state than they have taken it. The
only difference, it is civils against civils instead of a tyran against
his country. Capturing Sadam was a good thing, but I'm really not sure
the cost worth it. The task force is a UN organisation. An army of a
country defend teh interest of teh country only. The UN protect all
country. They are not perfect, but the at least, there objective are
the best I know. What I will do will make more senses."
"And what make you a Super?"
"I can control technological objects. They may be
computers or machine. I can comunicate with them, hack them, control
them. I think it's come from the fact I can control electricity. I can
create ligthning as long as I have a source of electricity near... not
that good in the forest, but for urban mission, that's quite good."
"You have any family members?"
"My parents and a sister. Why do you need to know that?"
"The member of the task force will face many dangers. If something happen, we need to know who we have to warn."
"Does it mean I am in?"
"We will call you as soon as we have taken our decision. Thank you."
Cover Name: Kid Dinosaur
Real Name: Arthur “Chip” Diggs
Size: medium
Gender: male
PL: 10
Abilities:
Str: 8 -1 PowerLevel: 10 XP: 0
Dex: 14 +2 AB: +1
Con: 14 +2 Grapple: +0
Int: 14 +2 Speed: 30’
Wis: 12 +1 Init: +2
Cha: 14 +2 HP: 2
Base Power Feat Total
Defense: +1 +0 +0 11
Dodge: +0 Flatfooted: 10
Base Mod Feat Power Misc Total
Fort: 0 +2 +0 +0 +0 +2
Ref: 1 +2 +0 +0 +0 +3
Will: 1 +1 +0 +0 +0 +2
Toughness: +2 +0 +0 +0 +2
Attack Attack Damage Save Type Type
Unarmed +1 DC 14 Tough Bruise
Movement Types:
Run 30/60/120
Feats:
Fearless, Luck
Skill Points: 7(28 ranks)
Skills Ranks Mod Misc Total
Bluff 4 +2 +6
Computers 2 +2 +4
Intimidate 6 +2 +8
Knowledge:
(prehist. creatures) 8 +2 +10
Notice 6 +1 +7
Profession:
(acting) 2 +2 +4
Languages: English
Equipment:Powers:
Shapeshift +20 (extra: linked to Healing [0]; flaw: Prehistoric animals only [-1];
flaw: action (full action) [-2]; power feat: can speak in human voice in
all forms [1pp]) (5pp/rank - 101pp) [Mutant]
Healing +9 (extra: linked to Shapeshift [0]; extra: total [+1];
flaw: range (personal) [-1]) (2pp/rank – 18pp) [Mutant]
Lgt Med Hvy Lift Push
Max Weight: 26 53 80 160 400
Complications:
Age 13 (minor)
16(Abilities) + 7(Skills) + 2(feats) + 119(Powers) + 4(Combat)
+ 2(Saves) = 150
Personality, History, and Power description
Spoiler:
Personality: Chip’s powers have allowed him to cast aside his shy
nature. He is inquisitive, friendly, and over-eager to demonstrate and
use his powers. He can get annoyed (pout) when reminded that he’s still
just a kid.
The lack of a strong family structure does leave him a little bit
lonely, though his powers are still new enough that he hasn’t had much
time for introspection. Seeing strong family units can stress him out.
History: Chip spent most of his first thirteen years bouncing through
the Illinois foster care system, an unremarkable and immediately
forgettable ward of the state. He was terminally shy, making few
friends in each new school and almost going unnoticed by his foster
families. Though shy, Chip was quite intelligent and spent a
considerable amount of time reading. His greatest fascination was with
dinosaurs – reading books, watching television documentaries, and going
to natural history museums (one of the few things he’d ask of his
foster families).
Shortly before his thirteenth birthday, as a geeky junior high student,
Chip was subjected to a bully’s machinations. He was repeatedly pushed
and tripped on the playground. Humiliated and fighting back tears, Chip
intensely wished he could defend himself. And then it happened – he
transformed into a full size Tyrannosaurus Rex in the middle of the
crowded playground. Chip loomed over the bully and unleashed a roar not
heard by any living
creature in the last 65 million years. The bully fainted dead away and
the rest of the study body either cowered in fear or ran.
Chip found himself caught between terror and exhilaration. The raw
power of his new form was liberating, and as he got used to the idea,
he began to like it. Clever as he was, he figured he must be one of the
new super-powered humans. Three hours later, after terrorizing the city
in over a dozen different forms, the police finally talked him down and
he returned to human form.
The trauma inflicted on several of the children, and subsequent
clamoring of the parents, forced the school district to ask him to
remain at home. His foster parents were almost equally frightened.
Chip, however, was having the time of his life. Anthropologists were
clamoring to see him and he even landed a gig with the Discovery
Channel to act in a dinosaur documentary. (He’s secretly hoping
Spielberg invites him to star in the next Jurrasic Park.)
About a month later, the answer to both the school district and the
foster care system’s problems came knocking. Seth Sharpman and Major
Nueworth couldn’t miss the news coverage that the kid had generated.
All parties agreed (including the budding super hero Chip) that it
would be in everyone’s best interests that he be placed into the
custody of the Resolutes with only occasional oversight by the State of
Illinois, provided that they made arrangements for his continued
education.
Power Description: Chip has the ability to transform himself into
nearly any prehistoric creature - everything from dinosaurs (his
favorite) to more recent creatures such as the sabre-toothed tiger. He
can assume forms ranging from a few inches long to the massive
Brachiosaur – over a hundred feet from head to tail. When he
transforms, his body restructures itself, healing some degree of damage
in the process.
The anthropologists that have studied him learned that his very DNA
seems to change when he undergoes the transformations. However, they
can’t conclusively show that it’s actual dinosaur DNA. Regardless,
they’ve deemed him an invaluable tool for study.
Psychiatrists have surmised that his restriction to prehistoric forms
is likely a psychological block. Whether he can ever grow out of it
remains to be seen. Chip, for now, could care less. What’s more cool
than being a dinosaur?
Player note: I’ll be statting up a number of “common” forms. Any others can be developed as needed.
Frequently used forms (more to come, time and need pending):
Ankylosaurus
Spoiler:
Ankylosaurus – (huge, space 15’, reach 10’) 4’ tall, 6’ wide,
25’ long; 3.5 tons. Low frame with heavily armored plates fused into
its back. Heavy club-like tail useful for bashing.
Velociraptor – (small) 3’ tall, 6’ long, 30lbs. Smaller than
portrayed in Jurassic Park. Very fast and nimble with razor sharp teeth
and sickle shaped toe-claw for holding prey.
NOTES
I know this isn't complete. Unfortunately I don't have access to the
books atm since I was using a friends copy who is now away on holiday
for another month! I've done most of this from memory and so if anybody
could please help I would appreciate it.
STONEWALL Concept/Archetype:Rock Elemental
Power Level: 10 Power Points:150
Experience Points: Hero Points:
Real Name: Unknown
Gender: Male (apparent)
Age: Unknown
Size: Medium
Height: 7’ 10”
Weight: 1500
Hair: None
Eyes: Black
Nationality:
Ethnicity: Undetermined
DESCRIPTION
7’10 tall, 6' across the shoulders , Stonewall is a massive creature composed of living
rock. Usually grey-white in colour his colouring does alter according
to the material he was most recently merged with. Most people find
Stonewalls appearance disturbing and that’s why he mainly remains
concealed within the stonewalls of the city from which he takes his
name.
POWERS
Stonewall is comprised entirely of living
rock giving him superior strength and endurance. He is able to merge
into any object made of rock (including brick, concrete, pavement,
marble, mountainsides and other rocky substances ) and whilst merged is
able to move to any point within the rock (teleport) before emerging.
He can also stay emerged within rock indefinately.
HISTORY
Spoiler:
On the Night of the Comet, Stonewall emerged and where or what he had
been before that he has no idea. He has flashes of memory and even
dreams, about fighting in the streets, about young men being stabbed
and shot and killed, the stain of their blood on the pavement and
against the concrete walls of the city. Whether they are his memories
or the accumulated memories of the city he doesn’t know. What he does
know is that on the Night of the Comet he tasted blood upon his lips
and pushing himself out from the brickwall of a dark alley emerged in
time to witness a shooting. The Shooter tried to slay him too but
Stonewall acted without thought and the shooters skull was crushed in a
giant hand. That was how Stonewall was born.
Afterwards he fled the scene and eventually made his way to the back
streets of the ghetto. He saw himself reflected in the window of a
store, a monstrous creature, standing just under eight feet tall and
almost as wide, a creature of living
rock. At first he hid using his ability to merge with the concrete and
brick walls around him to remain concealed, and as he lurked he watched
and listened and sometimes he dreamed.
Thus it was that he begun to watch the coming and goings of the people
around him and to feel a sense of belonging, a protective instinct
which prompted him to intervene where he could, always in secret and
always slipping away before he was seen. Of course the stories began
circulating about the walls coming to life and it wasn’t long until
Stonewalls existence was linked to the Comet and the new mutants being
identified. That’s why Stonewall has come here, hopefully to discover
his true identity and learn exactly what it is he has become….
ABILITIES
Spoiler:
Code:
STR 20 +5 DEX 14 +2 CON 20 +5 INT 10 +0 WIS 14 +2 CHA 10 +0 (-2 PP)
SAVES
TOUG +17 (5 Con + 2 Feat + 10)
FORT +20 (3 Base + 5 Con + 2 feat+ +10 Amazing Save: Fort) (3 PP)
REF +5 (3 Base + 2 Dex) (3 PP)
WILL +14 (2 Base + 2 Wis+10 Amazing) (2 PP)
COMBAT
INIT +2
BASE DEF +6 (12 PP) DEF 18 (10 + 6 Base + 2) FLAT-FOOTED 16
BASE ATT +7 (14 PP)
ATTACK
Melee:Attack +12 Ranged:Attack +7
SKILLS
Balance 7/5+2, Hide 5/3+2, Intimidate 6/8-2, Listen 5/3+2, Spot 5/3+2, Sense Motive 5/3+2,
FEATS
Imp. Grapple (can grapple one-handed), Chokehold, Rapid Strike, Power Attack ((- attack), (+ dmg bonus), 5 max) Greater Fortitude (+2 fort save) Toughness (+2 to damage saves)
POWERS
Alternate Form: Solid 10 (flaw Rock only)
flaw: Permanent
Super Strength
Immunity (Cold, Heat, Poison, Pressure, Starvation, Critical Hits and Suffocation)
Protection
Immovability
Amazing Save - Fort [Extra: Will]
Super Movement: Permeate (Rock only)
Super Movement: Teleport 5 (flaw requires medium (Rock))
WEAKNESSES
Disturbing Appearance
One
of the really cool things about the mixed PL is the ability to have
sidekicks and such. So, does someone want to do an interwoven backstory
with me? Let me know, I don't have an idea for my PL 8 charachter yet.
Thanks.
I guess, I'll reserve this space for the uncreated SIDEKICK!
Name: DominusSize: MediumGender: MaleStr: 10 +0 [0pp] PowerLevel: 10 PP: 150
Dex: 16 +3 [6pp] AB: +10 [20pp] Unspent: 0
Con: 20 +5 [10pp] Grapple: +10 HP: 1
Int: 16 +3 [6pp] Speed: 30'
Wis: 20 +5 [10pp] Init: +3
Cha: 14 +2 [4pp]
Base Power Feat Total[6pp]
Defense: 3 +0 +0 13
Dodge: +2 Flatfooted: 11
Base Mod Feat Power Misc Total[6pp]
Fort: 3 +5 +0 +0 +0 +8
Ref: 0 +3 +0 +0 +0 +3
Will: 3 +5 +0 +0 +0 +8
Toughness: 0 +5 +0 +5 +0 +10
Attack Attack Damage Save Type Type
Unarmed +10 DC 15 Tough Bruise
Hellfire Blast +10 DC 25 Tough Bruise
Eruption (HF Blast) Percep. DC 25 Tough Lethal
Disintegration Percep. DC 14 Fort Drain 4 Tough
-Secondary Effect DC 19 Tough Lethal
Hellfire Strike +10 DC 25 Tough Lethal
Movement Types:Feats: [7pp]
Accurate Attack
Attractive
Fearless
Improvised Tools
Power Attack
Ritualist
Uncanny Dodge: Mental
Skill Points: 8 [2pp]
Skills Ranks Mod Misc Total
Concentration 4 +5 +9
Notice 4 +5 +9
Languages: English
Equipment:Powers:Hellfire Control 10 (Mystic, Divine - 2pp/rank + 8pp) 28pp
Power Feat: Innate 1
Power Feat: Alternate Power 7
Alternate Power: Blast 10 (Mystic, Divine - 2pp/rank + 1pp) 21pp (Free)
Extra: Range- Perception (+1/rank)
Flaw: Action- Full Round (-1/rank)
Power Feat: Innate 1
Alternate Power: Boost 4 (Mystic, Divine - 3pp/rank + 8pp) 20pp (Free)
Affects all Skills at once, raising them to 15(16) ranks (3/rank)
Extra: Total Fade (+1/rank)
Flaw: Range- Personal (-1/rank)
Power Feat: Innate 1
Power Feat: Subtle 2
Power Feat: Slow Fade 5
Alternate Power: Disintegration 4 (Mystic, Divine - 5pp/rank + 1pp) 21pp (Free)
Extra: Duration- Concentration (+1/rank)
Extra: Range: Perception (+1/rank)
Flaw: Distracting (-1/rank)
Power Feat: Innate 1
Alternate Power: Strike 10 (Mystic, Divine - 2pp/rank + 1pp) 21pp (Free)
Extra: Penetrating (+1/rank)
Power Feat: Innate 1
Alternate Power: Telekinesis 6 (Mystic, Divine - 3pp/rank + 2pp) 20pp (Free)
Extra: Range- Perception (+1/rank)
Power Feat: Precise 1
Power Feat: Innate 1
Alternate Power: Telepathy 8 (Mystic, Divine - 1pp/rank + 4pp) 20pp (Free)
Mental Senses, 200,000 mile range (Earth to Moon)
Comprehend- Anyone Understands 2
Power Feat: Innate 1
Power Feat: Subtle 1
Alternate Power: Teleport 9 (Mystic, Divine - 2pp/rank + 3pp) 21pp (Free)
Range of 20,000 Miles (Anywhere on Earth)
Extra: Accurate (+1/rank)
Flaw: Long-Range (-1/rank)
Power Feat: Change Velocity 1
Power Feat: Easy 1
Power Feat: Innate 1
Immunity 9 (Training, Preternatural - 1/2pp/rank + 1pp) 6pp
Life Support 9 ranks
Flaw: Half Effect (1/2 DC or x2 Time) (-1/rank)
Power Feat: Innate 1
Leaping 4 (Training, Preternatural - 1pp/rank + 0pp) 4pp
Protection 5 (Mystic, Divine - 1pp/rank + 0pp) 6pp
Power Feat: Innate 1
Regeneration 9 (Mystic, Divine - 1pp/rank + 3pp) 12pp
Recovery Bonus 4 4 ranks
Resurrection 5: Every 20 Minutes, Stopped by Cremation 5 ranks
Power Feat: Innate 1
Power Feat: Persistent 1
Power Feat: Reincarnation 1
Super Movement 2 (Training, Preternatural - 2pp/rank + 1pp) 5pp
Slow Fall, Trackless 2 ranks
Power Feat: Alternate Power: Permeate 2 1
Super Senses 10 (Trainingg, Preternatural, Mystic, Divine - 1pp/rank + 2pp) 12pp
Blindsight (Mental)- Acute, Radius 6 ranks
Danger Sense (Mental) 1 rank
Low-light vision 1 rank
Tracking (Mental) 1 rank
Ultra-Hearing 1 rank
Power Feat: Innate 1
Power Feat: Subtle 1
Complications
Enemy
Reputation
Disadvantages Lgt Med Hvy Lift PushMax Weight: 58lb 116lb 175lb 350lb 875lb
Appearance:
Spoiler:
A tall man in his early forties, Dominus appears to weigh about 200lbs.
His dark hair is flecked on the temples with grey showing his age, his
eyes show a great wisdom, and his lips are in a near constant
half-smile. Dominus likes to wear black suits and conservative but dark
sunglasses, even indoors. His shoes are always well polished and the
laces are neatly knotted and tucked in. When in the field he likes to
wear a black trenchcoat on top of his suit. He wears his hair with a
part to the left and keeps it fairly short on the sides with a little
extra length on top, the hair is always gelled and well groomed. His
teeth are remarkably white and his skin is slightly tanned.
Personality:
Spoiler:
Dominus has a rather odd personality considering his background. He
always tries to remain joyful regardless of the situation. Sometimes he
maintains this joy at rather inappropriate times, which leads to one of
three possible conclusions. One, he could be someone who takes joy in
others suffering, although this is unlikely. Two, he is attempting in
his own way to keep everyone's spirits high due to his empathic powers.
Three, he is slowly slipping from sanity and positive emotions such as
joy and hope are all that keep him from sliding past the brink.
Whatever the cause he maintains a rapier wit and constantly needles
opponents in the midst of combat. In addition he is something of a
ladies man, there is something strangely alluring about him though he
does not say what it is.
Background:
Spoiler:
The first memory of his own Dominus had was of rising with a shroud
covering his face. Someone was screaming to one side and he felt cold.
Removing the shroud he saw that he was dressed as a priest and had
taken a gunshot through the heart. The wound had closed itself and as
he stood the coroner shrieked in the corner because the dead man had
risen. Dominus felt his head pounding and he could barely recall a
previous life. In him he could sense memories of thousands of
lifetimes, the collective memories of humanity dating back to the
begining. He felt scared and alone and he ran out of the morgue. As he
ran several police cars chased him, with a hard rain stinging his flesh
he was driven into an alley that had no escape. The police men were
shouting and through the storm Dominus could barely hear them. He felt
his body warming and looked at the officers, they blocked his escape
and he could not pass them. He raised a hand and it felt like part of
his body reached out to attack the officers, they were struck with blue
flame and lay on the ground unconcious. The power felt completely
natural and seemed an outgrowth his own inner will.
Dominus felt memories come bubbling to the surface, they were of a
middle aged man, a father, whose home had been invaded and he killed.
Dominus followed the memories to the door of the home and recalling the
memories of an expert burglar he picked the lock. He freed the two
children of the dead man and found the man's wife dead. Dominus then
awaited the killer, when he came Dominus grappled with him and was
brought to the ground, the killer choking Dominus. Dominus felt the
warmth within his body and called it to the surface, the killer was
torn asunder in the hellfire. Dominus had a vision there, laying in the
ashes of the murderer. He learned that he was gifted with the
collective memories of those who were, are, and are yet to be. Dominus
had gained the powers because of a great sin of his past. He said a
prayer and took up a crucifx as if by habit, he then went forward into
the night to attempt to redeem himself for a sin he did not know.
Notes:
Spoiler:
Dominus's Hellfire is light blue.
Dominus can only access the memories of males, he has postulated this may be because a female exists with powers similar to his.
__________________
Hank Venture: What happened? I thought I picked rock.
Dean Venture: So did I!
Dr. Thadius Venture: And I picked two beautiful kidneys! I feel amazing!
Turret
Concept/Archetype:Mecha Pilot
Power Level: 10
Real Name: Timothy Zaron
Gender: Male
Age: 28
Size: Medium (Large in Suit)
Height: 5'10" (9'1")
Weight: 150 lbs (823 lbs)
Hair: Black
Eyes: Green
Nationality: USA
Ethnicity: Caucasian
ABILITIES (18 pp)
STR 12(+1) +20(+5)
DEX 14(+2)
CON 14(+2)
INT 12(+1)
WIS 14(+2)
CHA 12(+1)
SAVES (11 pp)
TOUG +14 (+12 Force Field) Note - 12 ranks Impervious
FORT +6 (+2 Con + 4 purchased)
REF +5 (+2 Dex + 3 purchased)
WILL +6 (+2 Wis + 4 purchased)
MOVEMENT
INIT +2 (+2 Dex)
SPEED- 100 MPH
Leaping- Running 375 ft, Standing 187 ft, High 93 ft
COMBAT (22 pp)
BASE DEF +5
DEF 14
FLAT-FOOTED 12
BASE ATT +6
Melee: +5
Ranged: +8
Rail-Gun/Grenade Launcher: 12 (Size Modifier Included)
SKILLS (24 pp/92 ranks)
Climb +10 (5 ranks)
Computers +5 (4 ranks)
COncentration +4 (2 ranks)
Craft(Electronics) +11 (10 ranks)
Craft(Mechanical) +16 (15 ranks)
Drive +4 (2 ranks)
Know(Physical Sciences) +6 (5 ranks)
Know(Technology) +15 (14 ranks)
Know(Tactics) +6 (5 ranks)
Medicine +5 (3 ranks)
Notice +10 (8 ranks)
Profession(Teacher) +8 (6 ranks)
Sense Motive +7 (5 ranks)
Stealth +5 (3 ranks)
Survival +5 (3 ranks)
Swim +4 (2 ranks)
LANGUAGES 0 pp
English
FEATS 14 pp
Accurate Attack
All-out Attack
Attack Focus(Ranged)-Rank 3
Defensive Attack
Improved Aim
Move-by Action
Power Attack
Precise Shot- Rank 1
Equipment- Rank 1
Improvised Tool
Inventor
Ultimate Effort(Craft Mechanical)
POWERS
Battle Suit(Device(Hard to lose) 17) [Technology / Cost: 66 (4 pp/rank - 2 pp)]
Total points used in Mech: 9+36+28+6+5=85
Growth 4[Technology/ Cost: 9 pp (2 pp/rank+ 1 pp)]
Extra: Continuous
Flaw: Permanent
Flaw: No Constitution
Power Feat: Improved Overrun
Force Field 12[Magnetic-Technology/ Cost: 37 pp (3 pp/rank +1 pp)]
Extra: Impervious
Extra: Continuous
Power Feat: Selective
Chain Rail Gun - Blast 7 [Magnetic-Technology/ Cost: 28 (3pp/rank+7)]
Extra: Autofire
Power Feats: Accurate x2, Split Attack, Improved Critical x2, Range Increase
Alternate Power:
Grenade Launcher- Blast 7
Extra: Area
Power Feats: Split Attack, Range Increase
Sensor Array - Super-Senses 6 [Technology/ Cost: 6 (1 pp/rank)]
Direction Sense - 1 ranks
Distance Sense - 1 ranks
Infravision - 1 ranks
Radio - 1 ranks
Time Sense - 1 ranks
Ultravision - 1 ranks
Speed 4 [Technology/ Cost: 5 (1 pp/rank + 1pp)]
Alternate Power: Leaping 4
Power Drawbacks:
Vulnerable(Magnetism) (Moderate, Uncommon): -2
EQUIPEMENT (5 ep):
Wheel chair (1 ep), Cell Phone (1 ep), PDA (1 ep), Multi-Tool (1 ep), Lap top (1 ep)
Drawbacks (-5 pp):
Normal Identity - Powerless w/o Mech (Common, Major): -4 pp
Disability- Parapalegic (Uncommon, Minor): -1 pp
Trade-offs:
+2 attack/ -2 DC
-4 defense/ +4 toughness
COST
abilities [18]
base att [12]
base def [10]
saves [11]
skills [24]
feats [14]
powers [66]
drawbacks [-5]
total [150]
unspent [0]
NOTES:
The listed numbers for the attacks include the -1 for size. Because of
the Normal Identity drawback, the trade-off's include a permanent +1.
If you have any questions, feel free to ask.
DESCRIPTION:
Timothy is a lean hawkish looking man that wears basic buisness casual
most of the time. He moves about in his clean and kept but entirely
plain wheelchair. He keeps his hair in a short buzz cut.
His mech looks kind of like those in the Matrix movies. Although his
mech is slightly smaller and keeps him in a standing position. A visor
fits over his eyes allowing much increased accuracy as well as projects
the information from the sensor array. A slight wavering can be seen
around the mech when the force field is active.
HISTORY:
Sergeant Timothy Zakon had served with distinction for over 7 years in
the Army Rangers when he stepped on a land mine in Mogadishu on October
3, 1993. The explosion ripped apart his legs changing his life forever.
He had just turned 25.
After his honorable discharge from the army, Tim struggled to cope with
the loss of his legs and the new pace of civilian life. He eventually
found peace in teaching children how the world worked. Tim was just
starting his 11th year as a high school physics teacher when he woke up
one morning his mind filled with an understanding of every mechanical
and electrical thing he saw. He suddenly knew ways to make things
better. He iron out the inefficiencies in his home electric use and
created a 70 time more efficient battery all in the first week using
only home appliances.
For the last year, Tim has been feverishly searching for a way to
create a set of new artificial legs. All of his designs have to this
point have demanded too large a battery and too many computer parts for
any normal human to carry. He created a bulky exoskeleton to support
all of the enhanced weight and tension.
When word came down that the Resolutes were being formed, he quickly
got to inventing again. Taking the base exoskeleton, Tim added a
multi-cylinder rail chain gun with sidecar grenade launcher, a complex
sensor package, and an encompassing bubble of a magnetic force field.
Tim was ready to head back into action as Turret.
Last edited by Gideon : 12-03-05 at 04:31 PM.
Reason: Removed the power drawback (Power Source), Fixed Skill Ranks + Power Feats per Bront, I like spelling
Name: HighBrow
Real Name: Hughbert Rowe
Size: Medium
Gender: Male
Str: 10 +0 (0 pts) PowerLevel: 10 PP: 150
Dex: 10 +0 (0 pts) AB: +5(10pts) XP: 0
Con: 10 +0 (0 pts) Grapple: +5 HP: 6
Int: 24 +7 (14 pts) Speed: 30'
Wis: 20 +5 (10 pts) Init: +0
Cha: 10 +0 (0 pts)
Base Power Feat Total
Defense: 10 +0 +15 25 (0pts)
Dodge: +15 Flatfooted: 10
Base Mod Feat Power Misc TotalFort: 5 +0 +0 +0 +0 +5(5pts)
Ref: 10 +0 +0 +0 +0 +10(10pts)
Will: 5 +5 +0 +0 +0 +10(5pts)
Toughness: 0 +0 +5 +0 +0 +5(0pts)
Attack Attack Damage Save Type Type
Unarmed +5 DC 15 Tough Bruise
Blaster Pistol +10 DC 23 Tough Bruise
Movement Types:Feats: (52 pts)
Accurate Attack,
Assessment,
Attack Focus (ranged) +5,
Beginner's Luck,
Benefit (wealth),
Defensive Roll +5,
Dodge Focus +15,
Eidetic Memory,
Equipment +5,
Evasion 2,
Inventor,
Jack-of-All-Trades,
Luck +5,
Master Plan,
Power Attack,
Seize Initiative,
Teamwork +3,
Uncanny Dodge,
Well-Informed
Skill Points: (26 pts 104 ranks)
Skills Ranks Mod Misc Total
Computers 13 +7 +20
Craft: Electric 3 +7 +10
Craft: Mechanic 3 +7 +10
Disable Device 13 +7 +20
Gather Info 10 +0 +10
Investigate 3 +7 +10
Know: Tactics 13 +7 +20
Know: Tech 3 +7 +10
Notice 15 +5 +20
Search 13 +7 +20
Sense Motive 15 +5 +20
Languages:
English
Equipment:
variable; current: Polarized Sunglasses (as Flash Goggles 1 ep), Laptop (1 ep),
PDA (1 ep), GPS (1 ep), Multi-tool (1 ep), High-Powered Blaster (as Blaster Rifle 16 ep),
Monocular (as Binoculars 1 ep), Flashlight (1 ep), Handcuffs (1 ep), Cellphone (1 ep)
Powers:
Super-Senses: Communication Link [extra: Affects Others, power feat: Progression x3, 5pts]
Super-Senses: Distance Sense, Time Sense [2pts]
Luck Control: 1May Spend HP for others [extras: Area, Selective, flaws: Free Action,
Limited-Must be able to communicate with subjects, 3pts]
Super-Senses: Danger Sense. Precognition [5 pts]
~AP: Datalink: 5 [1pt]
~AP: Comprehend: 5 [flaw: Free Action, 1pt]
~AP: Quickness: 5 [flaw: Mental Actions Only, 1pt]
Complications
TBA
Disadvantages
None
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Appearance:
HighBrow appears to be a non-descript looking man in a well tailored
business suit. He is usually found carrying a briefcase of laptop of
some sort. Personality:
High-Brow is rather haughty, and has a blunt way of speaking his mind.
He sometimes has a habit of “thinking” aloud. This however is just his
way of proving his intellectual superiority over his inferiors. Background:
Hugh was always something of a prodigy. Only after the Comet of ’99 did
his true genetic potential realize itself. He is really only “heroing”
for the challenge, as he finds super-villains rather unpredictable. Notes:
HighBrow is a tactical savant. He excels at assessing combat situations
and immediately coming up with effective options. However his relative
fragileness and lack of firepower usually finds him in a support
situation, aiding his allies. A position which he excels at due to his
ability to achieve a neural link with anyone he touches (Communication
Link). His Hyper-Tactical Ability is such that he can accurately
predict opponents next moves (Danger-Sense, Precognition) and help his
allies counter them (Luck Control, Master Plan, Teamwork).
His "savantism" is not only limited to tactical situation, having
perfect recall (Eidetic Memory), and Computer like mind, allows him to
draw upon myriad skills (Beginner's Luck, Jack of All Trades) and
abilities (Comprehend, Datalink, Quickness, Distance Sense and Time
Sense.)
[Note -- this character is written to M&M v1 rules. Any help in converting him to v2 would be greatly appreciated.
I've listed his powers in order from most-wanted to least-. If some of
the unimportant things need to be dropped in order to make everything
work, that's fine.]
Character
Concept: A relatively-normal guy ended up incorporeal. Maybe he fell
into a dimensional gateway, maybe he "died", maybe he just faded away.
I'm not sure. In any case, he's now permanently incorporeal. He can
still communicate telepathically with people, though, and he can
interact with the physical world if he possesses / mind-controls
someone.
"Permanently incorporeal" is really the hook on which everything else hangs.
Code:
Superhero: Wraith
Concept: Shadowy Intrepid Psi-Spirit
Power Level: 8
Powers:
Incorporeal: base cost +2 (pg 73)
-Vulnerable to Energy Blasts
-Extras:
-Float +1
-Ghost Touch +1
-Immunity +1 :
-Aging
-Critical Hits
-Disease
-Suffocation
-Starvation
-Exhaustion
-Poison
-Sleep
-Phase Attack +1
-Flaw: Permanent -1
Cost per rank: +5. Ranks: 8. +40 points.
Telepathy: base cost +2 (pg 87)
-Extras:
-Group Link +1
-Mind Control +1
-Illusion +1
Cost per rank: +5. Ranks: 8. +40 points.
Abilities:
Wisdom: 20. +10
Intelligence: 15. +5
Charisma: 15. +5
Constitution: 15. +5
Dexterity: 15. +5
Strength: 15. +5
Abilities subtotal: +35
Skills:
[Edit]1pp = 4 skill ranks, apparently, which gives me 20 ranks
to allocate. I'll allocate them at some later point.[/Edit]
Maximum Skill Rank: 11
Skills:
Concentration
Sense Motive
Bluff
Diplomacy
Hide
Move Silently
Skills subtotal: +5
Character point total: 120
NOTES
Real Name: Cherry Blake
Gender: Female
Age: 17
Size: Medium
Height: 5’7”
Weight: 123
Hair: Black and Purple (normally blond)
Eyes: Purple (contacts, normally blue)
Nationality: American Citizen
Ethnicity: Anglo
Tradeoffs: -2 Defense +2 Toughness
DESCRIPTION:
Cherry is a tall athletic girl, with purple and black hair, that is
actually dyed away from her Nordic Barbie doll looks. She also wears
violet contacts that hide her blue eyes. Most of the time she wears
punk chic, dressing like you’d expect someone from a female rocker,
leathers, jeans, and tight tops.
HISTORY:
The Blake’s are a stereotypical old money family, Stay at home wife who
runs charities like a business, a high power lawyer doing business in
$10,000 suits. Naturally their children went to the best private
schools in the nation, and just as naturally, their daughter took to
teen rebellion with a passion. She was given Violin lessons and an
exquisite Violin, she traded it for a guitar. She was taught to sing
classical and choral music, so she started a punk rock band. She
graduated from high school in June and is using the Resolutes as a way
to avoid going to school full time. Cherry is currently living in loft paid for by her parents, so long as she takes at least a class every semester.
Name: Ali “Alex” Kassem - Hummingbird
Size: medium
Gender: male
Str: 10 +0 (0 PP) PowerLevel: 10 PP: 150
Dex: 30 +10(20 PP) AB: +15 (30 PP) XP: 0
Con: 13 +1 (3 PP) Grapple: +19 HP: 1
Int: 13 +1 (3 PP) Speed: 30'
Wis: 10 +0 (0 PP) Init: +14
Cha: 10 +0 (0 PP)
Base Power Feat Total
Defense: +10 +0 +0 20 (20 PP)
Dodge: +5 Flatfooted: 15
Base Mod Feat Power Misc Total
Fort: 0 +1 +0 +0 +0 +0 (0 PP)
Ref: 0 +10 +0 +0 +0 +10 (0 PP)
Will: 5 +0 +0 +0 +0 +5 (5 PP)
Toughness: 0 +1 +0 +9 +0 +10
Attack Attack Damage Save Type Type
Unarmed (Strike) +15 DC 20 Tough Bruise
Tradeoffs:
Att: +5, Save: -5
Def: 0, Tough: 0
Movement Types:
Flight (500mph)
Feats: (7 PP)
Defensive Attack
Improved Initiative
Improved Trip
Instant Up
Move-by Action
Animal Empathy
Elusive Target
Skill Points: 16 (4 PP)
Skills Ranks Mod Misc Total
Acrobatics 1 +10 +11
Escape Artist 1 +10 +11
Stealth 1 +10 +11
Gather Information 1 +0 +1
Handle Animals 1 +0 +1
Perform: Comedy 1 +0 +1
Ride 2 +10 +12
Sleight of Hand 7 +10 +17
Languages: English, Arabic
Equipment:
Powers:
Super Movement – Permeate 3 [Mutant, Teleportation] (Can move full speed through solid objects) (2pp/rank = 6pp)
Flight 6 [Mutant, Teleportation] (500mph) (2pp/rank = 12pp)
Strike 5 [Mutant, Teleportation] (Plus Rapid Attack from Super Speed description…2pp/rank extra…make melee attacks on all in 5’/rank radius) (3pp/rank = 15pp)
Protection 9 [Mutant, Teleportion] (Extra: Impervious 8) (2pp/rank = 17pp)
Super Strength 4 [Mutant, Teleportation] (2pp/rank = 8pp)
Complications: Claustrophobic, Honor Code
Disadvantages:
Lgt Med Hvy Lift Push
Max Weight: 532 1064 1600 3200 8000
Personality, History, and Power Description
Spoiler:
Backstory: Ali "Alec" Kassem always loved magic. From the time he saw
his first game of "Three-card Monte" on the boardwalk in Atlantic City
during a family vacation, Alec wanted to be a magician. Not that he
thought "three-card Monte" or the shell game was magic. He knew that
when David Copperfield made the Statue of Liberty disappear that THAT
wasn't real magic. But he knew magic existed. It was rare, but it was
out there.
He went in search of true magic, but being young and naive, was quickly
taken in by conmen and grifters. He worked for them for free, each one
promising to teach him true magic, magic they said they reserved for
true believers, not the suckers who attended their shows. But each one
lied. Soon he was disillusioned and returned home to Allentown, PA.
Until the comet swept across the world. Then, he knew, he had seen real
magic. He knew that the comet heralded the beginning of an age of true
magic, and discovering its nature was his destiny.
He again went on a quest, hitching his fortunes to yet another string
of carnival magicians. One in particular proved to be the mentor he was
looking for. Rotundo the magnificent was the most skilled sleight of
hand artist Alex had ever seen. His size belied his speed, and when he
worked a mark, he could strip him down to his shorts on the stage
before the mark even knew Rotundo had moved. He had magic. He gave Alex
hope and confidence. His constant advice was not to stop in his search
for magic. He told Alex that his magic had come to him recently, after
years of searching. He had hoped, he had searched, he had believed, and
finally, on the very day he had been about to give up, he had done it.
During a game of three-card monte he had shuffled the cards through the
air so quickly they had caught fire. After that, he worked at honing
his craft, for sleight of hand was his passion. Alex thought it was a
vulgar way to waste Rotundo's magic, but Rotundo was satisfied with it.
The point he drove home to Alex was that he must believe and never stop
trying. Alex took that to heart.
Perhaps it was appropriate, then, that Alex's breakthrough came during
a round of the shell game. Rotundo knew his distaste for grift, but
Alex really had no choice if he wanted to remain with Rotundo, so he
worked his cons with him. During this session of the shell game, the
mark was amazingly lucky, winning every round again and again, until
Rotundo and Alex were within one more guess of owing the mark
$10,000.00. Alex wished harder than he ever had for the magic to come
to him, and it happened. During the shuffle, he lost his grip on the
shell and faltered. The mark laughed at him, sure that he would be able
to follow the ball now. What he didn't know was Alex's hand had gone
THROUGH the shell, and pushed the ball through the bottom of the table.
Alex finished his shuffle and the mark guessed. When Alex lifted the
shell -- nothing. The mark was furious, but the presence of so many
well-muscled carnies persuaded him that now was not the time to settle
the matter. He took his party and left.
Rotundo was proud of Alex and together they planned their future, using
their abilities to put together a magic show like none before -- Ale
all the while continuing the quest for TRUE magic. It was a good plan,
until the mark from the day before came back to get what he felt was
the money to which he was entitled. All of Rotundo's speed couldn't
help him evade the bullet he didn't know was coming. Alex woke up in
their trailer as the gunshot rung out, tearing Rotundo's sleeping head
from his shoulders.
Shocked, Alex dropped through the floor of the trailer and ran to
nearby trailers shrieking for help. His fellow carnies quickly
surrounded the trailer and the murderer emerged. At the sight of the
gun, the rest of the carnies backed up, but Alex, enraged, charged at
the man, screaming. The murderer emptied his clip into Alex, whose
screams turned to shrieks of pain, but he kept coming, moving so fast
he was a blur to the assembled crowd. He charged into -- and through --
the man, who collapsed dead without a word. Alex stopped, bleeding and
crying, and collapsed to the ground himself.
The carnies rushed forward and treated his wounds as best they could,
amazed that he was still alive and frightened of what they just saw,
but loyal to their friend all the same. Alex woke up in an unfamiliar
trailer, where the head of the carnival was waiting for him to regain
consciousness. His boss told him that while they couldn't keep him with
them -- he was too much of a liability -- the least they could do is
allow him to escape and not tell the police of his existence. Grateful
for what he knew was an awful risk for his friends to be taking, Alex
fled, ending up in New Jersey, where he got work as a sleight-of-hand
magician in a comedy club, renting an apartment over the club to help
cut his expenses.
Since then, he has been working to find the magic Rotundo encouraged
him to seek, as well as trying to forget that he was, provocation or
not, a murderer. This realization has prompted him to seek a peaceful
solution whenever possible, even if it puts his own life at risk.
Power Description: Alex is a teleporter of minimal proportions…about
half-an-inch, to be exact. However, he can teleport that distance
instantly…and incessantly. His powers are all based on this
teleportation ability, but they manifest themselves in deceptive ways:
Flight – he teleports instantly a half-an-inch over and over, giving
him the ability to move straight up, sideways, changing directions
instantly, etc.
Permability – he can pass through solid objects – the atoms of his body
are assembling themselves loosely in between the atoms of the solids
through which he’s passing…he’s all there, and it all still works, but
it’s not necessarily all him all at the same time (thank you, comic
book physics)
Rapid Strike – He zips around so fast that he can attack everyone within range of his movement abilities
Protection – Again, he is moving so fast and in actual space for so
little time, that what isn’t missing him completely tends to pass
through him…and what is in the same space at the same time as he is is
again being passed through as if it were a solid object (i.e. -- a wall
or a dinosaur)
Super Strength – He can carry immense loads for someone so puny. This
is because he’s moving it by teleporting it, not by lifting it with his
physical strength…he still only uses a 15 pound ball when he bowls
Name: Roughneck
Size: Medium
Gender: Male
Str: 24 +7 (14 PP) PowerLevel: 8 PP: 120
Dex: 10 +0 (0 PP) AB: +5(10 PP) XP: 0
Con: 24 +7 (14 PP) Grapple: +12 HP: 1
Int: 14 +2 (4 PP) Speed: 30'
Wis: 10 +0 (0 PP) Init: +0
Cha: 16 +3 (6 PP)
Base Power Feat TotalDefense: +0 +0 +4 14 (0 PP)
Dodge: +4 Flatfooted: 10
Base Mod Feat Power Misc TotalFort: 0 +7 +0 +0 +0 +7 (0 PP)
Ref: 0 +0 +0 +0 +0 +0 (0 PP)
Will: 0 +0 +0 +0 +0 +0 (0 PP)
Toughness: 0 +7 +0 +5 +0 +12
Attack Attack Damage Save Type TypeMelee:Unarmed +9 DC 22 Tough Bruise
Movement Types:Base: 30/60/120
Feats: (17 PP)
All Out Attack
Attack Specialist-Unarmed 2
Diehard
Dodge Focus 4
Endurance
Evasion 2
Fearless
Interpose
Power Attack
Startle
Takedown Attack
Ultimate Effort-Toughness
Skill Points: 32 (8 PP)
Skills Ranks Mod Misc Total
Drive 5 0 0 +5
Gather Info 2 3 0 +5
Intimidate 12 3 0 +15
Notice 5 0 0 +5
Profession: Bouncer 5 0 0 +5
Search 3 2 0 +5
Languages: English
Equipment:
Task Force Comunicator
Powers:
Immunity (Non-Lethal Physical, Non-Lethal Energy, Lethal Physical, Lethal Energy, Flaw: Limited ½ Damage Only, Power Feat: Subtle, 41 PP)
Protection 5 (Power Feat: Subtle, 6 PP)
Complications:
Power Complication: Roughneck is starting to lose his sense of touch and taste.
Disadvantages:
None
Lgt Med Hvy Lift PushMax Weight: 233 466 700 1400 3500
Appearance:
Nick is a large bald man who stands around 6' 6". The breadth of his
shoulders and chest are akin to an great African gorilla. His heavily
muscled arms end in huge shovel-like hands which can easily envelope a
pool ball and crush it into powder.
Background:
Nick Rhodes was a very tough individual well before the Comet made him
metahuman. Born to an poor unwed mother. He grew up the only white kid
in the Projects of Campaign City. He had to learn to defend himself at
an early age and eventually garnered the respect and fear of the local
thugs. Despite his surroundings Nick enjoyed reading often and scored
very well on IQ tests. However he dropped out of school at 16, and
after some years of being hired "muscle", he became a bouncer to the
local strip clubs. He entered and won several toughman competitions and
even was awarded "World's Toughest Bouncer" 3 years in a row.
His metahuman abilities came upon him gradually, he might not have ever
known he had them save for an accident where he was hit by a bus. When
the bus turned out somewhat worse then he did, it didnt take Nick long
to figure things out.
Notes:
Roughneck can take one hell of a beating. The Subtle feat on his
Protection makes it appear less obvious that he is unhurt. Stab
Roughneck, he bleeds, beating him leaves bruises, he just appears to
shake it off and keep going, ignoring all injuries. Nick's strength and
size however are all his, naturally. His only meta-abilities are his
unholy toughness.
DESCRIPTION
Konrad is of average height and weight. He has long
brown hair that is greying. He sports a small goatee also greying. He
typically wears a stylish white long coat and white gloves with a black
suit underneath. While he doesn't like violence he has been carrying a
pistol for protection ever since coming to the United States several
years ago.
His brother Ben is slightly taller and were he still alive had a much
darker, healthier complexion, he is however dead. Not that that stops
him from bonding with his elder brother. Ben has become a ghost who
haunts Konrad often occupying the same body. While seperated Ben is a
whispy figure with equally long hair that is thin.
HISTORY
Konrad and Ben, brothers and doctors, they had both
moved together to New York City from their homes in Hamilton, Ontario
after having completed univerity. Both top of their class, Konrad a
heart surgeon and Ben a psychiatrist the two enjoyed life best of
friends.
On Christmas 1999, the two of them were at a huge function in a
fasionable neighbourhood in NY. Ben, tired of the falscity of the
function and wanting to be with family decided to leave early, hoping
his brother would follow. Konrad was getting somewhere with the woman
he was speaking to and waves off his brother not really expecting he
would leave. Ben skulked out, sad on Christmas. As he walked down the
street a drunk driver skiped a curb and plowed into him, driving him
into the wall of the building just outside. Konrad was unable to save
his brother that day, 6 days later Ben dies in the hospital.
That night a comet wrapped the world in a cloak of evolution, warping
some and healing others. Konrad woke to find his hands scarred
completely. Heading to the hospital in pain he tripped over a patient
just rushed in with a knife wound. He felt a sudden heat as his hand
passed over the man's cut and the wound closed immediately, the man
totally healed.
For the next two or three years Konrad kept his ability secret,
experimenting, working hard to both use his powers and not reveal them.
He was worried that sometimes his skills while one of the leading
surgeons in the world, were unequal to some of the patient's that came
across his way. Subtle uses honed he was able to heal small wounds to
help the greater surgeries he preformed.
When news started coming out about supers,
he knew that he was one. He watched as prejudice and persecution
followed especially after that incident in Switzerland. In one
particularly difficult case where a patient had been hit by a car,
Konrad stood by as the man died. Something struck a nerve right then
and he rushed to the man's side and brought him back, resurrected the
man.
That night wandering in the dark drizzle his tears mingled with the
rain as he dwelled on his brother's death. Did he have the power then?
Could he have actually saved his brother? Questions swirled as his mind
wandered. Out of the blue a mugger came at him and finding him
unresponsive knocked Konrad to the ground waving a gun at the stunned
doctor. Konrad watched as Ben reached out from inside Konrad's own body
and took the mans hand throwing it back.
"Brother?" Ben whispered in Konrad's head.
From that point on he had his brother back. Ben had become a ghost,
bonded to his brother ever since that fateful night. It was the attack
on Konrad that sparked Ben's transformation or rather manifestation,
where it had been Ben's death that had awakened Konrad's.
The two worked together for three months helping those in need, healing
people and resurrecting a few car accident victims. A simple white
letter on high impact paper was delivered in a plain blank envelop to
their door.
Task Force HQ, Kingston, NJ.
Recruited by the Resolutes when discovered that they was raising car
accident victims killed by drunk drivers, the brothers have been given
a chance to use their powers in larger profile cases, joining the
Resolutes to counter the attacks by supers on the innocent populace.
~~~~~~~~~~~~~
Body
Body
Concept/Archetype: Gestalt healer half
Power Level: 10
Power Points: 75
Experience Points: 0
Hero Points: 1
ABILITIES
STR 12 +1 (2 PP)
DEX 10 +0 (0 PP)
CON 16 +3 (6 PP)
INT 14 +2 (4 PP)
WIS 14 +2 (4 PP)
CHA 10 +0 (0 PP)
SAVES
TOUG +3 (3 Con)
FORT +4 (1 Base + 3 Con) (1 PP)
REF +1 (1 Base) (1 PP)
WILL +4 (2 Base + 2 Wis) (2 PP)
COMBAT
INIT +0
BASE DEF +2 (4 PP)
DEF 12 (10 + 2 Base)
FLAT-FOOTED 12
BASE ATT +1 (2 PP)
ATTACK
Ranged:Attack +1 (+3 damage bonus CRIT 20, RANGE 30', TYPE balistic)
NOTES
Real Name: Konrad Tobin
Gender: Male
Age: 34
Size: Medium
Height: 5'9"
Weight: 150lbs
Hair: black with lots of grey
Eyes: brown
Nationality: Canadian
Ethnicity: Anglo-saxon/Northern European
Tradeoffs: 0
~~~~~~~~~~~~~
Spirit
Spirit
Concept/Archetype: Gestalt ghost half
Power Level: 10
Power Points: 75
Experience Points: 0
Hero Points: 1
ABILITIES
STR - - (-10 PP)
DEX 10 +0 (0 PP)
CON 10 +0 (0 PP)
INT 14 +2 (4 PP)
WIS 14 +2 (4 PP)
CHA 20 +5 (10 PP)
SAVES
TOUG +0 (0 Con)
FORT +0 (0 Base + 0 Con) (0 PP)
REF +0 (0 Base) (0 PP)
WILL +2 (0 Base + 2 Wis) (0 PP)
COMBAT
INIT +0
BASE DEF +0 (0 PP)
DEF 10 (10 + 0 Base)
FLAT-FOOTED 10
BASE ATT +0 (0 PP)
NOTES
Real Name: Ben Tobin
Gender: Male
Age: 28
Size: Medium
Height: 5'7"
Weight: - lbs
Hair: whispy white
Eyes: white
Nationality: Canadian
Ethnicity: Anglo-saxon/Northern European
Tradeoffs: 0
Jeanine Travis has no powers of her own, other than the gift of her
bloodline's ability to wield the powers of the mysterious box. Jeanine
has fondly, but likely inaccurately, named the object Pandora's Box.
The box itself always appears as a container of some sort, though
Pandora can alter its shape, size, and appearance at will. It could
just as easily be a can, jewel box, purse, fanny pack, or cookie jar.
Pandora can pull any of a number of items from the depths of the box,
including ordinary objects, weather and fog, dazzling bursts of light,
and a swarm of stinging imps (nauseate). By gazing inside the
container, Pandora can view any place on Earth.
The box also acts as an amazing container. Pandora can store massive
numbers of objects inside without regard for their size or weight. She
can instantly withdraw any item that she has placed inside.
Additionally, Pandora can step inside the box and close it from within.
When doing so, the box vanishes from the "real world", and only returns
when Pandora reopens it. While inside, she has no ability to see
anything other than the contents of the box. [This is the new Inversion
extra I created for the Dimensional Pocket power.]
Pandora's Box can also summon forth a powerful guardian, the Bronze
Serpent. It is a magically animated snake, constructed of enhanced
metal with a bronze hue. While lacking intelligence of its own, the
serpent can follow simple instructions and is quite adept at
intercepting attacks directed at its master.
Background/Personality:
Spoiler:
Jeanine Travis, age 26, is a stunningly attractive woman - tall and
athletic with long black hair and deep blue eyes. She is warm and
friendly, always looking out for others and willing to lend a hand. She
is more perceptive than brainy, more intuitive than calculating.
Jeanine was raised in upstate New York in a middle-class household, her
father running a small electronics store and mother working a variety
of part time retail jobs after the children were in school. She has two
brothers and a sister, all older and all now married with families.
Jeanine attended Penn State University, eventually settling on a major
in Political Science. She never had a passionate drive for any one
specific career, but rather was mostly interested in doing work that
would allow her to interact with others and perhaps do some good in the
world. Degree in hand, she landed a job working for the State
Department in Washington, DC, in a liason position between her
department and the Pentagon. While not nearly as exciting as it might
sound, Jeanine liked the job and got to meet many interesting people in
both departments. Her good looks and knack for knowing how to deal with
people allowed her to cut though a fair amount of red tape, leading to
a quick promotion and good work reviews.
Following the passing of the comet, work picked up considerably. There
was a constant buzz between nations on how to deal with the new super
humans - everything from tracking, rules for traveling internationally,
and so on. Jeanine had no personal opinion on most of the issues - the supers were a mixed bag, deserving of the same treatment under the law as anyone else.
A couple years after starting the job in DC, Jeanine was back at her
parents' house for the holidays. The extended family celebrated
Christmas and then her parents left for a long-awaited vacation in
Hawaii. Jeanine had graciously agreed to house-sit their dogs while
they were gone.
Late on a bitterly cold, snowy night, Jeanine received a frightening
phone call. Her grandmother, who lived only a short drive away, was
gasping into the receiver, pleading for help. She raced through town as
quickly as she could on the snowy streets, calling 911 along the way.
She managed to beat the police there and found the front door ajar.
Inside, the house appeared to have been thoroughly ransacked. Her
grandmother was on the kitchen floor, unconscious, bruised and
bleeding.
Jeanine was able to revive her grandmother, though only for just a few
moments. "Jeanie, dear," she said. "They wanted the cookie jar. I
wouldn't talk, though. They never found it. Take it; keep it safe. It's
your responsibility now."
Bewildered, Jeanine looked up on the counter for the cookie jar that
had always been there. It was gone. Only a collection of empty soda
cans occupied the counter top. "But Gran, it's gone!"
"No dear," she said. "All the stories I told you about that cookie jar,
the ones my Gran told me about the magic...they're true! The jar was
too clever to be stolen. It's the Big Red." And with that, her
grandmother lapsed back into unconsciousness.
The police and ambulance arrived moments later, and Jeanine busied
herself with answering the officer's questions and getting her
grandmother safely off to the hospital. To Jeanine's relief, her
grandmother wasn't in too bad of shape - a few lacerations and a
concussion. Jeanine waited out the night at her Gran's side, pondering
the strangeness about the cookie jar.
As a young child, Gran had told Jeanine and her siblings fantastic
tales about the magical things that could be pulled from the cookie
jar. Truly, it was a strange artifact in the house - a metallic
container with red lacquer patterns and gold trim. Jeanine and the
others always laughed at the stories of how Gran's grandma used to pull
snowstorms and snakes from the jar in order to get out of going to
school. Of course, there was always a cookie or two at the end of the
tale.
Jeanine assumed that it must have been stolen, perhaps having some
antique value, and that her Gran was suffering delusions from the
concussion. Beating up an old woman for a trinket, however, seemed
excessive, particularly in the quiet neighborhood in which she lived.
With the doctors' assurances that her grandmother was in good condition
and resting well, Jeanine decided to go check over the house.
She started in the kitchen, looking for the cookie jar. The empty can
of Big Red soda, tucked in among several other empty cans, seemed to
draw her attention. Jeanine reached out for it and as her hand made
contact, it transformed back into the cookie jar that she had grown up
knowing. She gasped and jumped back, only retaining some degree of
composure due to the all the super human stories she’d heard over the
last couple years.
Jeanine cautiously touched the jar again. On a whim, she imagined a
coffee can, and it instantly matched her mental image. Then she
pictured her favorite purse, and again it transformed. A little bit of
experimentation later, she concluded that it could change into almost
any type of smallish container that she could imagine: can, jar, box,
bag, purse, and so on.
With it back in the familiar cookie jar shape, she peered inside. It
was disappointingly empty. After a moment, however, the inside grew
foggy, then coalesced into an image of her grandmother lying in the
hospital bed. A nurse was standing beside her, checking blood pressure.
Jeanine was fascinated with the cookie jar’s powers. She tried to
picture her parents and was confused by the darkness it displayed,
until she realized that Hawaii was still in the middle of the night.
She pictured her sister, her office back in DC, and several other
places – each appearing instantly and in perfect detail.
With the jar posing as her purse, Jeanine returned to her grandmother’s
side. Gran told all she knew of the jar, but it was little more than
the tales her own grandmother had passed down. Gran had never known it
to have real powers and she had no idea who would know of it and try to
steal it.
Gran insisted that Jeanine keep the jar. The two of them spent some
time exploring its powers and trying to determine its origins and very
reason for existence. Few answers were forthcoming, but they grew much
closer for their efforts.
In the year since, Jeanine has developed a small paranoid streak. She’s
worried that someone in the government will learn of Pandora’s Box, as
she and her grandmother eventually came to call former cookie jar. When
the Resolutes started recruiting, Jeanine decided to give them a shot
and try to use the box’s powers for good…under a secret identity, of
course. She figured it would be safer to be proactive in deciding how
to use it rather than risk letting some darker part of the government
decide for her.
Bronze Serpent (minion):
Code:
Name: Bronze Serpent (construct minion)
Size: Huge (appx 30’ long, 2’ diameter, 12k lbs; 15’ space, 10’ reach)
Gender: construct
Str: 26 +8 (growth) PowerLevel: 8 PP: 120
Dex: 10 +0 (0 PP) AB: +8 (-2 size) (16 PP) XP: none
Con: -- -- (-10 PP) Grapple: +22 HP: none
Int: -- -- (-10 PP) Speed: see below
Wis: 10 +0 (0 PP) Init: +12
Cha: -- -- (-10 PP)
Base Power Feat TotalDefense: +4 -2 (size) +0 12 (8 PP)
Dodge: +1 Flatfooted: 11
Base Mod Feat Power Misc TotalFort: na +0 +0 +0 +0 -- (0 PP)
Ref: 8 +0 +0 +0 +0 +8 (8 PP)
Will: 0 +0 +0 +0 +0 +0 (0 PP)
Hardness*: 8 +0 +0 +4 +0 +12 Imp (0 PP)
Attack Attack Damage Save Type Type
Unarmed +6 DC 23 Tough Bruise
Electric Aura +6* DC 23 Tough Bruise/Electric
Grapple +22 +Electric Aura (opp’s get –4 to escape pin)
Movement Types:
Slithering 30’ (or 50mph w/Super Speed)
Feats: (10 PP)
All-out Attack
Chokehold
Evasion
Improved Grab
Improved Grapple
Improved Pin
Improved Initiative (3)
Interpose
Skill Points: 24 (6 PP)
Skills Ranks Mod Misc Total
Notice 12 +0 +12
Stealth 12 -8 +4
Languages: none
Equipment: none
Powers:Blast [Electricity] 8 (Flaw: touch, Extra: aura, Feat: selective) (2 PP/Rank + 1 PP = 17 PP)
Protection 4 (+12 ranks Impervious) (1 PP/rank + 12 PP = 16 PP)
Super Movement 1 (Slithering) (2 PP/rank = 2 PP)
Super Speed 3 (50mph) (1 PP/rank = 3 PP)
Growth 8 (huge) (Extra: continuous, Flaw: permanent) (3 PP/rank = 24 PP)
Super Senses 6 (Blindsight, danger sense, infravision) (varies = 6 PP)
Immunity 30 (Fortitude saves, construct) (1 PP/rank = 30 PP)
Regeneration 8 (Recovery Bonus +6, bringing it to +1; Recovery Rate +2; Flaw: only while unsummoned) (0.5 PP/rank = 4 PP)
Complications: none
Disadvantages: construct, minion (no additional benefits)
Lgt Med Hvy Lift PushMax Weight: 1224 2452 3680 7360 9 tons
Combat: (-4/+4 Defense/Toughness trade-off)
Explanations: Strength is from Growth. Also from Growth, I changed the
Constitution bonus to Hardness (equal cost), then bought up the remaining 4 hardness
as Protection and gave everything Impervious 12.
Breakdown: Attributes (-30PP) + Combat (24PP) + Saves (8PP) + Feats (10PP) + Skills (6PP) + Powers (102PP) = 120 PP
Last edited by Rybaer : 03-04-06 at 03:09 PM.
Reason: point allocation corrections
Name: William Todd (Toad)
Size: Medium
Gender: Male
Str: 10 +0 PowerLevel: 8 PP: 120
Dex: 27 +8 AB: +5 XP: 0
Con: 16 +3 Grapple: +13 (5+8) HP: 1
Int: 14 +2 (4p) Speed: 30/60/120' (base), 250/125/62' (leap), 50' (swim)
Wis: 10 +0 Init: +8
Cha: 10 +0
Base Power Feat Total Flatfooted
Defense (8pp): +4 +0 +0 18 12
Dodge: +4
Base Mod Feat Power Misc TotalFort: 4 (4pp) +3 +0 +0 +0 +7
Ref: 5 (5pp) +8 +0 +0 +0 +13
Will: 3 (3pp) +0 +0 +0 +0 +3
Toughness: 0 +3 +3 +2 +0 +8 (+5 flatfooted)
Attack Attack Damage Save Type Type
Unarmed (kick) +5 (10pp) DC 20 Tough Bruise
Movement Types:
Run 30/60/120'
Leap 250/125/62'
Swim 50'
Feats:
Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff (1pp)
Ambidexterity: Eliminate penalty for using tongue (1pp)
Assessment: Know a subject's relative offensive and defensive ability (1pp)
Defensive Roll (3): +3 Toughness save bonus (3pp)
Distract (1): Bluff check to daze an opponent for 1 round (1pp)
Dodge Focus (4): +4 dodge bonus (4pp)
Environmental Adaptation : Suffer no penalties from being underwater (1pp)
Evasion (2): Suffer no damage on a successful Reflex save, half damage on fail (2pp)
Fascinate (1): Hold a subject's attention with Bluff (1pp)
Grappling Finesse: Grapple checks use Dex & retain dodge bonus (1pp)
Improved Disarm: +2 bonus on attack rolls to disarm (1pp)
Improved Grapple: Make grapple checks with tongue (free due to additional limbs)
Improved Trip: +4 bonus on trip checks, opponent can't trip you (1pp)
Redirect: Trick an opponent into hitting someone else (1pp)
Taunt: Demoralize using Bluff rather than Intimidate (1pp)
Uncanny Dodge: Retain your dodge bonus while flat-footed (1pp)
Skill Points: 76 (19 PP)
Skills Ranks Mod Misc Total Cost (pp)
Acrobatics* 13 8 +21 3,25
Bluff 13 +13 3,25
Drive 8 +8
Escape Artist 8 +8
Gather Info 6 +6 1,5
Knowledge:
-Streetwise* 10 2 +12 2,5
-Popular Culture* 10 2 +12 2,5
-Life Sciences* 3 2 +5 0,75
Medicine* 1 +1 0,25
Notice 5 +5 1,25
Search 2 +2
Sense Motive 5 +5 1,25
Stealth 8 +8
Swim 10 +10 2,5
Languages:
English (British)
Equipment
Commlink (free for Resolutes)
Powers: (Origin for all of them: Mutant)
Rank Power
17 Enhanced Ability (dexterity) (17pp)
6 Enhanced Ability (constitution) (6pp)
2 Protection (extra: Impervious) (4pp)
2 Comprehend/Speak to (flaw: narrow (toads)) (1pp)
1 Additional Limbs (prehensile tongue) (1pp)
6 Elongation (flaw: Limited (tongue only = only reach bonus)) (6pp)
2 Swimming (1pp)
5 Strike (5pp)
4 Leaping (4pp)
Complications
Disturbing looks, especially if you look close up.
Lgt Med Hvy Lift PushMax Weight (lbs): 33 66 100 200 500
Costs:
Abilities 4
Skills 19 (76 ranks)
Feats 21
Powers 46
Combat 18
Saves 12
Drawbacks 0
Sum: 120 / 120
Spoiler:
Appearance:
Unfortunately, William looks a bit like his namesake. His mouth is just
a LITTLE bit too wide, and his eyes bulge a bit (picture Steve
Buscemi). His hair is thin, and then there's the thing with his tongue
and rubbery skin. Other than that, he is slightly shorter and stockier
than average. He is in his early twenties.
Personality:
After getting ze powers (ehm...), William has gone from being a shy and
reserved boy to an occasionally annoying motormouth.Mostly, he can keep
it in check and is merely very talkative. The life as a resolute is new
to him, and he might revert to his old behavior if pressed by a large
mob of people (press conference, anyone?). However, he has no shame for
his recent career as a vigilante (even though it was technically a
career of crime).
Background:
William grew up in a middle class home in London, England. Even before
mutating, he looked a bit like a toad. This made him a prime target for
the less nice kids, so he mostly kept to himself, studying and reading
comics. His favourite was about "The Toad", a misshapen vigilante
fighting the criminals of his city despite being an outcast from normal
society. Things went on like this. William got good grades and finally
graduated from high school in 2002. That was when his powers surfaced.
They came gradually, and to some extent are still evolving, but by
winter 2002, the Toad was prowling the alleys of London for real,
helping with the capture of many thugs, and even a few minor
superpowered villains. (It is not wise to ask him about The Giant Fly,
he'll go on for hours about that one.)
He kept up the vigilante life for three years, until he was caught by
the police. There were... charges against him by then. Fortunately for
him, he was merely sentenced to be supervised by the Resolutes. And
that's where he is now...
Notes:
Yes, Toad is kind of ripped from X-Men 1. Now that that's said:
William is basically a toad totem, with a bunch of skills and feats
tossed in from his vigilante career. He has a history of "street-level"
crimefighting, and that's where is best suited. Up against
supervillains, he would fall back to a support position, harrassing the
enemy with his tongue.
CODENAME:GREMLIN
Concept/Archetype: Mutant Scrapper
Power Level: 10
Power Points:150
Experience Points:0
Hero Points:5
ABILITIES
STR 24(16) +7(+XX) (6 PP)
DEX 24(16) +7(+XX) (6 PP)
CON 16 () +3(+XX) (6 PP)
INT 12 () +1(+XX) (2 PP)
WIS 14 () +2(+XX) (4 PP)
CHA 10 () +0(+XX) (0 PP)
SAVES
TOUGH +10 (3 Con + 0 Feat + 7 Power) (0 PP)
FORT +9 (6 Base + 3 Con + XX Feat + XX Power) (6 PP)
REF +8 (1 Base + 7 Dex + XX Feat + XX Power) (1 PP)
WILL +4 (2 Base + 2 Wis + XX Feat + XX Power) (2 PP)
COMBAT
INIT +7
BASE DEF +6 (12 PP)
DEF 20 (10 + 6 Base + 4 Feat + XX Power)
FLAT-FOOTED 17
BASE ATT +6 (12 PP)
NOTES
Real Name: George Walker Brown
Gender: Male
Age:36
Size:Medium (although on the small end of that scale)
Height:4'5"
Weight:170
Hair:Red
Eyes:Green
Nationality:USA
Ethnicity:Irish American mutt
Tradeoffs:
DESCRIPTION
DescriptionGeorge is a dwarf and has achondroplasia (an excellent resource about this is found here http://www.lpaonline.org/resources_faq.html.
He is 4'5" and weighs 170 lbs, and extremely well muscled from years of
pumping iron. He has red hair that he wears back combed and big bushy
sideburns coming into his mustache. His eyes are green.[/b]
HISTORY
History Born in 1970 in the Dogtown neighborhood of St. Louis,
Missouri, George has always been the butt of jokes because of his small
size. As a result George developed a taste for lifting weights during
high school. Encouraged by his high school gym coach
he joined the wrestling team and became a star, although this did
little to help his popularity. Given this as a background, it has
always seemed like bad luck has followed George (although until the
comet appeared these events were coincidence, not the result of any
power). His father frequently was laid off even though he was a hard
worker. His only sibling, a brother named Ray, perished after running
after a ball George had overthrown while they were playing catch and
being hit by a car. Following this event, George's mother had become
mentally unstable and has been in and out of mental institutuions since
he was a young boy.
He drifted throughout the years following high school doing odd jobs
that included rodeo clown, working the boats that run the Mississippi,
and even a stint at the Anheuser-Busch brewery. George took up
photography as a hobby and this led him to pursue a photojournalism
degree at UMSL. It was during some freelance work getting shots of
impending floods for the St. Louis Post Dispatch that George first
realized a phenomena.
During a crisis situation where everything was bad, the bad forune that
always followed George seemed to evaporate. George's work really caught
the eye of the paper and soon he was specializing in that kind of
coverage. As his reputation grew he was picked up by larger and larger
papers and was following a trail of natural destruction. More and more
George
found himself laying down his camera to help victims. He soon quit the
jounalism business to work with an international disaster aid
organization. George has travelled and worked extensively in the third
world.
At some point, George started to take up martial arts and go on
monastic retreats to decompress from all the misery that began to make
up his daily life. Sometime after the comet appeared, George began to
notice that while he was a fine athlete before, he had started to gain
immense physical abilities. The bad luck that seemed to follow him
intensified, often resulting in terrible things happening even during
disasters. George took a leave of absence and sought out master's
throughout India and Asia who might help him harness these abilities.
George finally learned to control his abilities after four years of
training with different masters,and had recently returned to disaster
relief. While working the earthquake of Los Angeles, George saw the
Resolutes help many people using their unconventional abilities. George
began to wonder if the odd things he was able to do might not be put to
better use.
Name: Avatar (Henry Johnson)
Size: Medium
Gender: Male
Str: 14 +2 ( 4 PP) PowerLevel: 10 PP: 150
Dex: 12 +1 ( 2 PP) AB: +7 (14 PP) XP: 0
Con: 20 +5 (10 PP) Grapple: +9 HP: 1
Int: 16 +3 ( 6 PP) Speed: 30'
Wis: 13 +1 ( 3 PP) Init: +5
Cha: 10 +0 ( 0 PP)
Base Power Feat Total
Defense: +15 +0 +0 25 (30 PP)
Dodge: +7 Flatfooted: 25
Base Mod Feat Power Misc TotalFort: 0 +5 +0 +0 +0 +5 (0 PP)
Ref: 3 +1 +0 +0 +0 +4 (3 PP)
Will: 3 +1 +0 +0 +3 +4 (3 PP)
Toughness: 0 +5 +0 +0 +0 +5
Attack Attack Damage Save Type Type
Melee:
Unarmed +7 DC 17 Tough Bruise
Whip +7 DC 15 Tough Bruise (+special)
Ranged:
Heavy Pistol +11 DC 19 Tough Bruise
Movement Types:
Base: 30/60/120
Feats: (25 PP)
Accurate Attack
All-Out Attack
Attack Focus (Ranged) 3
Connected
Equipment 4
Evasion 2
Improved Aim
Improved Initiative 1
Improvised Tools
Inventor
Jack-of-All-Trades
Power Attack
Precise Shot 1
Quick Change 1
Second Chance (Knowledge: History Checks)
Skill Mastery (Computers, Craft: Mechanical, Knowledge: History, Stealth)
Sneak Attack 1
Taunt
Uncanny Dodge (Mystical)
Skill Points: 100 (25 PP)
Skills Ranks Mod Misc Total
Bluff 8 +0 +8
Climb 4 +2 +6
Computers 6 +3 +9
Craft: Mechanical 6 +3 +9
Diplomacy 2 +0 +2
Disguise 6 +0 +6
Gather Information 8 +0 +8
Knowledge: Current Evts 2 +3 +5
Knowledge: History 15 +3 +18
Knowledge: Pop Culture 2 +3 +5
Knowledge: Streetwise 8 +3 +11
Language: Greek 1 N/A N/A
Language: Latin 1 N/A N/A
Medicine 2 +1 +3
Notice 6 +1 +7
Profession: Professor 9 +1 +10
Search 4 +3 +7
Sense Motive 2 +1 +3
Stealth 8 +1 +9
Languages:English
Greek
Latin
Equipment:Task Force Communicator (0 EP)
Binoculars (1 EP)
Flashlight (1 EP)
GPS Receiver (1 EP)
Heavy Pistol (8 EP)
Laser Sight (1 EP)
Stun Ammo (1 EP)
Multi-tool (1 EP)
PDA (1 EP)
Whip (5 EP)
Powers:
Healing 4 (2 PP/Rank + 2 PP = 10 PP) [Mystical]
Power Feat: Persistent
Power Feat: Regrowth
Extra: Resurrection
Flaw: Empathic
Regeneration 13 (1 PP/Rank + 2 PP = 15 PP) [Mystical]
Recovery Bonus 4 (Automatic with Constitution bonus)
Disabled 2 (Every hour)
Ability Damage 2 (Every hour)
Resurrection 5 (Every hour, stopped by any means that separates the
mystical force from the body...disintegration,
incorporeality, exorcism, etc.)
Power Feat: Persistent
Power Feat: Regrowth
Complications:
None
Disadvantages:
None
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Sblocked for your convenience:
Appearance:
Avatar is a handsome, yet rugged-looking man in his mid 30's, weighing about 160 lbs. Most women notice his
thick, sandy hair, which sets off his deep blue eyes. A slight scar crosses his chin, hinting at an adventuresome
past. In the field, Avatar wears a white shirt, tan slacks, and an ever-present bush hat. In the classroom, his
tastes run to tweed suits with elbow patches. No matter what the situation, he usually looks ready for anything,
which is fortunate because when he's in the field, just about anything can and does happen!
Personality:
Avatar is generally soft-spoken and charismatic. He is not above dealing with shady types in pursuit of some goal,
but he prefers other company. Likewise, he is willing to bend the rules so long as the outcome is respectable, but
generally he is a law-abiding man. However, when he perceives some great injustice, he is an implacable foe of
whoever or whatever is perpetrating the deed, stopping at nothing to set things right. Avatar has a soft spot for
children, underdogs, and the oppressed. He is quite sensitive to the customs and attiudes of other cultures, which
has served him in good stead during his many travels in the world.
Background:
To most of the world, Dr. Henry Johnson is a university professor who is the author of a popular series of books
on the history of ancient civilizations, hardly a best-selling author, but one who is known among afficiandos of
the subject. They know little of the scholar who supplements his income as chair of the history department of a
small but highly regarded east coast university.
Fellow academics know him as a leading authority middle eastern history, although he is also known for being quite
knowledgable about burial customs and religious practices of ancient civilizations all over the world. He has many
refereed articles to his credit, and is widely quoted in such studies. Although they know him better than the
general public, his fellows in the halls of ivy have barely scratched the surface of the man.
Those who know him well enough to call him "Hank" are aware of his incredible personal history. No one knows all
of it save the good doctor himself, but by piecing together various stories a picture emerges of the son of two
scholars, who became very worldly at a tender age by being dragged all around the world in his parent's pursuit of
knowledge. Although near to completing an undergraduate degree while still a teen, he ran off on a series of
adventures, each more outlandish than the last, until he ended up as an intelligence officer working for the CIA,
the Mossad, and the KGB simultaneously...a true triple agent! Part Indiana Jones and part McGyver, he finished
both his undergraduate and graduate degrees (with a paper relating early Coptic burial practices to those of
ancient Assyria nearly a millennia earlier!) about the same time he "retired" from the spy business.
Since then, he split his time between writing, teaching classes, and criss-crossing the globe as a "purveyor of
antiquities". No tomb is too well hidden, no jail too escape-proof, and most importanly, no patron too penurious
to keep him from his goal. A remarkable life for a remarkable man...one whose unique talents would probably
qualify him for the resolutes even if it were not for the unsettling events of 12-31-99. Few know the measure of
"Hank", indeed.
And fewer still know him as Avatar. For the eve of the close of the millenium found him deep in the Rub al Kali -
the Empty Quarter of Saudi Arabia, his whereabouts unknown to the local authorities, who would not have approved of
either his plans to loot a centuries-old pagan temple uncomfortably close to their holy city of Mecca, or of the
bottle of champagne he planned to drink at midnight in the main chamber of that very temple. But as he began video
taping the murals and writings on the wall of that chamber, still legible after over 2,000 years, tiny motes of
dust began to glow with an unearthly light and coalesce into billowing luminescent forms. He couldn't have known,
deep underground, that the millenial comet was passing directly overhead at that very moment, the very moment when
a deep booming voice inside his head began to speak. The voice spoke to him of duty, of honor, of justice, of a
hundred other things. It spoke to him of things he remembers and of things he has forgotten but will remember one
day. It spoke until sleep took him, and he woke only to find himself laying in the sands outside the entrance
under the burning sun of a new desert day.
Dr. Johnson couldn't have known what strange power had infused his being that day, but he found out soon enough.
Passing through the streets of old Jerusalem, he encountered a suicide bomber for the second time in his life.
Only this time, he was close enough to remember the odd grin the young man next to him had just before he
disappeared in a sheet of flame. The bomber, Johnson, and several others were blown to bits by the savage blast.
The survivors were evacuated, and the authorities began the laborious process of cataloging debris, personal
effects, and human remains. A few hours after the horror had taken place, one investigator remarked how unusual it
was to find an intact corpse so close to the epicenter of the bombing, and his partner remarked that "it wasn't
there not too long ago." They moved up to take a closer look, and were shocked to find Dr. Johnson, badly injured
and clad only in tattered underwear, slowly regaining consciousness! Ever since, his closest friends have taken to
calling him Avatar...the one chosen as the servant of the gods.
Notes:
Most of Avatar's traits come from simply being a intelligent and capable man thrust into the middle of some very
unusual circumstances. For example, his computer skills come partly from his work in academia, and partly from
times when it became advantageous to discern the contents of the hard drives of a Russian "Apple" computer. Avatar
is a crack shot with a pistol, and not only started carrying, but became proficient with a whip after suffering
the inevitable Indiana Jones comparisons.
Of note are those specific traits that appeared after his encounter in the lost temple of Arabia. These powers
derive from the symbiosis of Johnson and the "spirit motes" that appeared to him there. These are apparently a
host of infinitesimal intelligent incorporeal entities who seem to have taken it upon themselves to ensure that
Johnson is able to fulfill the destiny given to him by whatever Power or Powers control the motes. These beings
infuse Johnson's physical person, and "live inside" him, if an incorporeal being can be said to reside in any
location at all. So long as some part of Johnson's corporeal body and the spirit motes remain together, all the
traits they give him will be present. How they might be separated is a matter of speculation, but suggestions have been
to utterly atomize Johnson's remains, to render Johnson incorporeal himself, or to perform some sort of "exorcism" to
drive the spirit motes out. Until such problem is resolved, Avatar will remain damnably hard to kill...at least, permanently,
that is.
Traits granted by the motes include:
Constitution points above 10
The Uncanny Dodge feat (the motes provide the awareness that Johnson is in danger...)
Both the Healing and Regeneration powers
Defense Bonus above +10 (possibly more of the defense bonus, too)