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Old 11-05-05, 05:51 PM   #1
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Record - Living Supers Character Submission

This is the official thread for character submission. To submit a character for approval, post the character in the thread, and a Living Supers Judge will review the character.

Character Creation Guide Lines:
Players in the Living Supers 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

Currently Allowed Materials:
Mutants and Masterminds Second Edition
Living Supers Approved Rules Content

Current Rulings on specific powers:
Spoiler:
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 Living Supers 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 Total Fort: 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 Push Max 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)


EQUIPEMENT
Equipment

COST
Abilities [XX]
Combat [XX]
Saves [XX]
Skills [XX]
Feats [XX]
Powers [XX]
Drawbacks [XX]
Total [XX]
Unspent [XX]


NOTES
Real Name:
Gender:
Age:
Size:
Height:
Weight:
Hair:
Eyes:
Nationality:
Ethnicity:
Tradeoffs:


DESCRIPTION
Description

HISTORY
History


~~~~~~~~~~~~~

Legend:
Any XX represent numbers

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

Approved Characters List:
Avatar PL 10(150)
Body and Spirit PL10(150)
CPU PL 10(150 PP)
Gremlin PL 10(150)
Gun Monkey PL 10(150 PP)
Highbrow PL 10(150 PP)
Hummingbird PL 10(150)
Ice PL 10(150PP)
Kid Dinosaur PL 10(150PP)
Kunoichi PL 10(150 PP)
Pandora PL 8(120)
Psyren PL 8(120 PP)
Roughneck PL 8(120 PP)
Toad PL8(120)
Turret PL 10(150 PP)
Sergeant PL 8(120 PP)


Approved Characters By Player
Bront - Gun Monkey (150), Psyren (120)
cuervo96 - Hummingbird (150)
Erekose13 - Body and Spirit (150)
El Jefe - Avatar (150)
Gideon - Turret (150)
Hellzon - Toad (120)
hero4hire - HighBrow (150), Roughneck (120)
Kylara - Kunoichi (150)
Rybaer - Kid Dinosaur (150), Pandora(120)
Shalimar - Ice (150)
Salix - Gremlin (150)
Velmont - CPU (150), Sergeant (120)
Attached Files
File Type: txt LSForm1.txt (1.4 KB, 8 views)
File Type: txt LSForm2.txt (3.6 KB, 9 views)

Last edited by Living Supers Judge : 04-30-06 at 11:29 AM.
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Old 11-08-05, 02:54 PM   #2
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Gun Monkey (PL10)

Code:
Name: Gun Monkey Size: Medium Gender: Male Str: 14 +2 (4 PP) PowerLevel: 10 PP: 150 Dex: 20 +5 (10 PP) AB: +7(14 PP) XP: 0 Con: 14 +2 (4 PP) Grapple: +7 HP: 1 Int: 14 +2 (4 PP) Speed: 30' Wis: 14 +2 (4 PP) Init: +5 Cha: 8 -1 (-2 PP) Base Power Feat Total Defense: +5 +0 +5 20 (10 PP) Dodge: +5 Flatfooted: 12 Base Mod Feat Power Misc Total Fort: 6 +2 +0 +0 +0 +8 (6 PP) Ref: 6 +5 +0 +0 +0 +11 (6 PP) Will: 6 +2 +0 +0 +0 +8 (6 PP) Toughness: 0 +2 +8 +0 +0 +10 Attack Attack Damage Save Type Type Melee: Unarmed +7 DC 17 Tough Bruise Strike:Energy, Pen. +7 DC 25 Fort Bruise Ranged: Blast:Energy, Autofire +10 DC 25 Tough Bruise Blast:Sonic, Pen. +10 DC 25 Tough Bruise Blast:Fire, Burst +10 DC 20 Ref Bruise Dazzle:Visual,Burst +10 DC 25 Ref Dazzle Stun, Ranged +10 DC 20 Fort Stun Movement Types: Base: 30/60/120 Swing: 30/60/120 Leap: 60/30/15 Feats: (25 PP) Ambidexterity Uncanny Dodge Improved Aim Benifit: Prehensile Feet Quickdraw R:1 Evasion R:2 Precise Schot R:2 Attack Focus(Ranged) R:3 Dodge Focus R:5 Defensive Roll R:8 Skill Points: 92 (23 PP) Skills Ranks Mod Misc Total Acrobatics 15 +5 +20 Climb 15 +2 +17 Craft: Electronics 8 +2 +10 Craft: Mechanical 8 +2 +10 Disguise 4 +0 +8 Disable Device 8 +2 +10 Knowledge: Technology 4 +2 +6 Notice 10 +2 +12 Search 8 +2 +10 Stealth 8 +5 +13 Swim 4 +2 +6 Languages: English Equipment: Task Force Comunicator Powers: Additional Limb: Prehensile Tail (1 PP/Rank = 1 PP) Super-Movement: (2 PP/Rank = 4 PP) -Swinging -Sure Footed R:1 Leaping R:2 (1 PP/Rank = 2 PP) Super-Senses: (1 PP/Rank) -Extended Vision (100') (1 PP) -Accurate & Extended Hearing (100') (3 PP) -Danger Sense(Hearing) (1 PP) Device R:7: Guns, PF: Restricted to him (3 PP/Rank + 2 PP = 23 PP) -Standard - Blast: Energy, PE:Autofire(+1) R:10 (3 PP/Rank = 30 PP, Device:30) -Penetrating - Blast: Sonic, PE:Penetrating(+1) R:10 (3 PP/Rank = 30 PP, Device:1*) -Firebomb - Blast: Fire, Area(50') R:10 (3 PP/Rank = 30 PP, Device:1*) -Flashbomb - Dazzle Visual Area R:10 (3 PP/Rank = 30 PP, Device:1*) -Stun - Stun, Ranged R:10 (3 PP/Rank = 30 PP, Device:1*) -Charge - Strike: Electricity, PE:Penetrating(+1), PE:Alternate Save:Fort(+1) R:10 (3 PP/Rank = 30 PP, Device:1*) *Purchased as an Alternate Power Alternate Power: Device: Second Gun (1) -Same functionality as the first. He simply must be disarmed of both. Complications: Temper Inhuman Appearance Disadvantages: None Lgt Med Hvy Lift Push Max Weight: 58 116 175 350 875
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.

Advancement
Initial: Abilities 24 + Skills 23 (92 ranks) + Feats 25 + Powers 36 + Combat 24 + Saves 18 = 150 / 150

Last edited by Bront : 02-28-06 at 03:24 PM.
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Old 11-08-05, 02:54 PM   #3
Bront
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Code:
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 Total Fort: 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 Push Max 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.

Abilities 20 + Skills 8 (32 ranks) + Feats 7 + Powers 57 + Combat 20 + Saves 8 – Drawbacks 0 = 120 / 120
Attached Images
File Type: jpg Psyren.jpg (32.5 KB, 365 views)
File Type: jpg Psyren2.jpg (21.8 KB, 20 views)

Last edited by Bront : 04-29-06 at 01:00 PM.
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Old 11-08-05, 08:27 PM   #4
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Aika Hyuga "Kunoichi"

Code:
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.
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File Type: jpg Hinata-53.jpg (23.4 KB, 34 views)

Last edited by Kylara : 11-20-05 at 04:59 AM.
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Old 11-09-05, 12:18 AM   #5
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Codename: Sergeant

Code:
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 Total Defense: +10 +0 +0 20 Dodge: +5 Flatfooted: 15 Base Mod Feat Power Misc Total Fort: 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 group Skill 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 Toughness Lgt Med Hvy Lift Push Max 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.
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Old 11-09-05, 07:48 PM   #6
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Codename: CPU

Code:
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 Total Defense: +8 +0 +0 18 Dodge: +4 Flatfooted: 14 Base Mod Feat Power Misc Total Fort: 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 save Movement 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 rolls Skill 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 Push Max 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."
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Old 11-11-05, 04:33 PM   #7
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Old 11-14-05, 08:52 AM   #8
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Old 11-15-05, 02:21 AM   #9
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Kid Dinosaur

Code:
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.

Str 24 Dex 14 Con 22 Int 14 Wis 12 Cha 14
Toughness (+14, 8 impervious), Fort +12, Ref +6, Will +4
Additional limb 1 (tail) [1pt]; Growth 8 (feat: innate; flaw: permanent) [17pts]; Immovable 4 [4pts]; Protection 8 (extra: impervious 8) [16pts]; Strike 3 (feat: mighty) [4pts]
Feats: Fearless, Luck, Attack Specialization (tail-club/strike +2 to hit)
Skills: Bluff (+6), Computers (+4), Intimidate (+12), Knowledge (prehist creatures) (+10), Notice (+7), Profession (acting) (+4)

Combat: Attack +8 (includes –2 for size, +2 for specialization), Damage +10 (tail club), Defense +4 (includes –2 for size; -4/+4 tradeoff), Initiative +2

Lift – as Str 34 (appx 1000lbs, 1ton, 1.5ton, 3ton, 7.5ton)

Additional points spent from shapeshift – 78pts



Velociraptor
Spoiler:

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.

Str 10 Dex 24 Con 18 Int 14 Wis 12 Cha 14
Toughness +4 (or +6 w/defensive roll), Fort +4, Ref +10 (or +12 w/defensive roll), Will +2
Shrinking 4 (feat: inherent, flaw: permanent, extra: normal strength) [5pts]; Speed 3 (~50mph running) [3pts]; Strike 6 (claws/teeth) (extra: penetrating 4) [10pts]; Leaping 3 (10x normal) [3pts]; Super Senses 1 (low-light vision)
Feats: Fearless, Luck, All-out attack, Attack focus (melee) 5, Defensive attack, Defensive roll 2, Elusive target, Evasion, Grappling finesse, Improved critical (strike) 3 (17-20 range), Improved initiative
Skills: Bluff (+6), Computers (+4), Intimidate (+6), Knowledge (prehist creatures) (+10), Notice (+12), Profession (acting) (+4), Stealth (+15)

Combat: Attack +14 (including size and melee attack focus, +4/-4 tradeoff), Damage +6 (bite/claw strike, penetrating, -4/+4 trade-off), Defense +14 (includes +1 size, +4/-4 tradeoff), Initiative +11.

Lift: as Str10 (33, 66, 100, 200, 500)

Additional points spent from shapeshift – 100pts



Tyrannosaurus Rex
Spoiler:

Tyrannosaurus Rex – (huge, space 15’, reach 10’) – 20’ tall, 40’ long (w/tail), 7 tons. Large, powerful predator with massive jaws and keen senses.

Str 28 Dex 14 Con 22 Int 14 Wis 12 Cha 14
Toughness +12 (+2/-2 tradeoff), Fort +14, Ref +8, Will +5
Growth 8 (feat: inherent; flaw: permanent) [17pts], Protection 5 [5pts]; Strike 1 (bite; feat: mighty) [2pts]; Super Senses 3 (low-light vision, scent, track) [3pts]
Feats: Fearless, Luck, Improved grab, Improved pin, Power attack, Fearsome presence 10 (Will save DC20)
Skills: Bluff (+6), Computers (+4), Intimidate (+15), Knowledge (prehist creatures) (+10), Notice (+14), Profession (acting) (+4)

Combat: Attack +8 (includes –2 for size), Damage +10 (bite), Defense +6 (includes –2 for size, -2/+2 tradeoff)

Lift: as Str38 (just under 1ton, 2, 3, 6, 15)

Additional points spent from shapeshift – 92pts



Pteranodon
Spoiler:

Pteranodon – (medium) – 25’ wingspan, 6’ body, 140lbs. Wide wing-spanned hunter, capable of fly-by attacks.

Str 10 Dex 20 Con 16 Int 14 Wis 12 Cha 14
Tough +7, Fort +8, Ref +12, Will +2
Flight 3 (50mph) [6pts], Protection 4 [4pts], Strike 4 (beak/claws) [4pts], Super Senses (vision: extended 1, distance sense) [2pt]
Feats: Fearless, Luck, Evasion, Favored environment (air) 8 (+8 to apply between attack and defense each round while in air), Grappling finesse, Move-by action
Skills: Bluff (+6), Computers (+4), Intimidate (+6), Knowledge (prehist creatures) (+10), Notice (+15), Profession (acting) (+4), Stealth (+10)

Combat: Attack +8 (+4/-4 tradeoff…cap of +14), Damage +4 (strike) (-4/+4 tradeoff), Defense +6 (+2/-2 tradeoff…cap of +12)

Lift: as Str10 (33, 66, 100, 200, 500)

Additional points spent from shapeshift – 76pts




Dire Wolf
Spoiler:

Dire Wolf (Canis Dirus) – (medium) – 5’ body, 240lbs. Larger ancestor of the modern wolf.

Str 18 Dex 16 Con 16 Int 14 Wis 12 Cha 14
Tough +5, Fort +6, Ref +4, Will +1
Super Senses 5 (low-light vision, smell: acute and accurate, track 2) [5pt]
Feats: Fearless, Luck, Improved Trip
Skills: Bluff (+6), Computers (+4), Intimidate (+6), Knowledge (prehist creatures) (+10), Notice (+12), Profession (acting) (+4), Stealth (+10)

Combat: Attack +8 (no trade-off), Damage +4 (unarmed) (no tradeoff), Defense +6 (no trade-off)

Lift: as Str18 (100, 200, 300, 600, 1500)

Additional points spent from shapeshift – 55pts
__________________
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Old 11-15-05, 11:59 AM   #10
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Old 11-15-05, 05:05 PM   #11
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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

Last edited by Tonguez : 12-30-05 at 10:14 PM.
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Old 11-18-05, 10:19 PM   #12
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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!
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Old 11-21-05, 10:10 AM   #13
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Name: Dominus Size: Medium Gender: Male Str: 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 Push Max 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.

PP totals: Abilities 36 + Skills 2 (8 ranks) + Feats 7 + Powers 73 + Combat 26 + Saves 6 = 150 / 150


sblocked for space
__________________
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!

Last edited by Lord Wyrm : 12-22-05 at 10:56 AM.
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Old 11-23-05, 01:02 AM   #14
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Turret

Code:
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
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Old 11-24-05, 08:48 AM   #15
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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 Total Fort: 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 Push Max 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.)

Abilities 24 + Skills 26 (104 ranks) + Feats 52 + Powers 18 + Combat 10 + Saves 20 – Drawbacks 0 = 150 / 150
Trade Offs: +5 Defense -5 Toughness
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Old 11-27-05, 05:39 AM   #16
Roger
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Wraith

[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
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Old 12-10-05, 04:21 PM   #17
LogicsFate
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Le Cambrent Spatial

Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10

Attack 10

Defense 5

Saves
Tough +0
Fort +0
Ref +0
Will +0

Skills

Feats


Powers
Device(Preternatural)[spatial]2 per + 5
Level 11(27points}

Deflection(Preternatural)[spatial]
Level10(60 points}

[sblock]

Stats (20) points
Combat (30) points
Saves (7) points
Skills (7) points
Feats (3) points
Space (27)
Deflection(50) points
SS (6) points
150 total
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Old 12-16-05, 06:21 AM   #18
Shalimar
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Ice
Concept/Archetype: Punk Rocker/Ice Hero
Power Level: 10
Power Points: 150
Experience Points: 0
Hero Points: 3 (Luck: 2)

Spoiler:
ABILITIES (8pp)
STR 10 (+0) (0 PP)
DEX 14 (+2) (4 PP)
CON 12(+1) (2 PP)
INT 10(+0) (0 PP)
WIS 10 (+0) (0 PP)
CHA 12(+1) (2 PP)

SAVES (22PP)
TOUGH +11 (1 Con + 10 Power) *traded –2 Defense/ +2 Tough
FORT +7 (6 Base + 1 Con) (6 PP)
REF +10 (8 Base + 2 Dex) (8 PP)
WILL +8 (8 Base) (8 PP)

COMBAT
INIT +2
BASE DEF +4 (8 PP)
DEF 14 (10 + 4 Base)
FLAT-FOOTED 12
BASE ATT +4 (8 PP)

ATTACK
Melee Attack:
Unarmed: +4 (DC 15 Toughness Save)
Ranged Attack:
Ice Blast +10*** (DC 25 Toughness Save, Critical on 20, 100ft/increment, Ice-Type)
Ice Snares +10*** (DC 20 Reflex Save, 100ft/increment, Ice-type)
*Accurate x3 = +6 to attacks
**Indirect Attack can create surprise attacks

SKILLS 44 SP (11PP)
Bluff +12 (7 Ranks + 1 Cha + 4 Attractive)
Diplomacy +12 (7 Ranks + 1 Cha + 4 Attractive)
Knowledge (Pop Culture) +2 (2 Ranks)
Knowledge (Street Wise) +2 (2 Ranks)
Perform (Singing) +10 (9 Ranks + 1 Cha)
Perform (Stringed Instruments) +8 (7 Ranks + 1 Cha)
Sense-motive +6 (6 Ranks)
Stealth +6 (4 Ranks + 2 Dex)

LANGUAGES (0 Ranks)
Language: English

MOVEMENT
SPEED 30/60/120
LEAP 10/5/2
Ice Slide 250/500/1000 MPH: 25 (Air Walk x2 + Slow-fall)

FEATS (3 PP)
Attractive (1): +4 Bluff & Diplomacy for those who are attracted
Luck (2): 2 Extra Hero Points

POWERS
Regeneration 24 [Mutant, Cold](.5 PP/Rank= 12PP)
FR: Recovery Bonus +8 (automatic success with +1 from con) [8 ranks]; Bruised (1/turn, no rest required) [3 ranks]; Injured (1/turn, no rest required) [6 ranks]; Staggered (1/turn, no rest required) [6 ranks]; Disabled (1 every 5 hours) [1 rank];
FL: Limited, only in Cold (Cold Day), Intense Cold (Blizzard), or Extreme Cold (Arctic Blizzard) (-.5 pp/rank)

Protection 10 [Mutant, Cold](1 PP/Rank = 10 PP)
*went from Permanent to Sustained, PP costs cancel out, activated as reaction.

Immunity 10: All Cold Effects [Mutant](1 PP/Rank = 10 PP)

Environment Control (Cold) 6 [Mutant, Cold](2 PP/Rank = 12 PP)

Environment Control (Hamper Movement) 6 [Mutant, Cold](2 PP/Rank = 12 PP)

Ice Slides (Super Movement) 3 [Mutant, Ice] (2 PP/Rank + 2PP = 8pp)
FR: Slow Fall, Air Walk (Full Speed/ ½ speed when climbing or descending)
EX: Linked (0) Speed 2 (2pp)

Ice Blasts 10 [Mutant, Ice](2 PP/Rank + 6 PP = 26 PP)
PF: Indirect (1PP)
PF: Accurate x3 (3PP)
AP: Snare 10 [Mutant, Ice](2 PP/Rank + 4 PP = 24 PP, 1 Net PP)
PF: Indirect (1PP)
PF: Accurate x3 (3PP)
AP: Create Object 7 [Mutant, Ice](3 PP/Rank + 3 PP = 24 PP, 1 Net PP)
EX: Continuous (7) *sculptures remain when switching AP’s
PF: Innate (1PP) *no nullification, only melting
PF: Triggered x2 (2PP) *set multiple triggering events (generally set to triggered by someone falling to create an Ice Slide to catch them)


COST
Abilities [8]
Combat [16]
Saves [22]
Skills [11]
Feats [3]
Powers [90]
Drawbacks [0]
Total [150]
Unspent [0]

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.
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Old 12-20-05, 08:50 PM   #19
cuervo96
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Hummingbird

Code:
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


Last edited by cuervo96 : 12-29-05 at 06:45 PM.
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Old 01-01-06, 11:34 PM   #20
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Code:
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 Total Defense: +0 +0 +4 14 (0 PP) Dodge: +4 Flatfooted: 10 Base Mod Feat Power Misc Total Fort: 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 Type Melee: 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 Push Max 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.


Abilities 38 + Skills 8 (32ranks) + Feats 17 + Powers 47 + Combat 10 + Saves 0 – Drawbacks 0 = 120 / 120
Trade Offs: +1 Attack, -1 Damage, -4 Defense +4 Toughness

Last edited by hero4hire : 04-10-06 at 08:15 AM.
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Old 01-09-06, 08:04 AM   #21
Erekose13
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Body and Spirit

Code:
Body and Spirit Concept/Archetype: Gestalt healer/ghost Power Level: 10 Power Points: 150 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 +6 (3 Base + 3 Con) (3 PP) REF +0 (0 Base) (0 PP) WILL +4 (2 Base + 2 Wis) (2 PP) COMBAT INIT +0 BASE DEF +3 (6 PP) DEF 13 (10 + 3 Base) FLAT-FOOTED 13 BASE ATT +2 (4 PP) ATTACK Ranged:Attack +2 (+3 damage bonus CRIT 20, RANGE 30', TYPE balistic) SKILLS 60 SP (15 PP) Climb +2 (1 Ranks + 1 Str) Concentration +8 (5 Ranks + 3 Con) Intimidate +8 (8 Ranks + 0 Cha) Knowledge (behavioral science) +5 (3 Ranks + 2 Int) Knowledge (life science) +14 (12 Ranks + 2 Int) Knowledge (philosophy) +3 (1 Ranks + 2 Int) Medicine +15 (13 Ranks + 2 Int) Notice +10 (8 Ranks + 2 Wis) Sense Motive +10 (8 Ranks + 2 Wis) Swim +2 (1 Ranks + 1 Str) LANGUAGES (0 Ranks) English MOVEMENT SPEED 30/60/90 FEATS (4 PP) Assessment Equipment (3) POWERS Gestalt 5 [Alteration](1 PP/Rank = 5 PP) Immunity 10 [Defence](1 PP/Rank = 10 PP) BA: Mental Effects Communication 1 [Sensory](1 PP/Rank = 1 PP) BA: Mental Communication, 10 feet Life Control 10 [General](7 PP/Rank + 2 PP = 72 PP) BA: Dynamic, all PF: Affects Insubstantial (1) PF: Reversible (1) EX: Area 1 (Burst) (+1) EX: Selective Attack (+1) EX: Action 1 (Standard) (+1) Boost 10 [Trait, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net) BA: Narrow Group of Traits (all physical stats) (3) PF: Slow Fade 2 (2) EX: Total Fade (+1) EX: Action - Move Action (+1) EX: Range 2 (Perception) (+2) Drain 10 [Trait, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net) BA: All Traits (5) PF: Slow Fade 1 (1) PF: Affects Insubstantial (1) EX: Range 2 (Perception) (+2) Fatigue 10 [Attack, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net) PF: Reversible (1) PF: Sedation (1) EX: Range 2 (Perception) (+2) EX: Area 1 (Burst) (+1) EX: Selective Attack (+1) EX: Action 1 (Move) (+1) Stun 10 [Attack, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net) PF: Reversible (1) PF: Sedation (1) EX: Range 2 (Perception) (+2) EX: Area 1 (Burst) (+1) EX: Selective Attack (+1) EX: Action 1 (Move) (+1) Healing 10 [Alteration, Dynamic](6 PP/Rank + 12 PP = 72 PP, 2 PP Net) PF: Progression 8 (3 Months/Rank) (8) PF: Trigger 2 (2) PF: Regrowth (1) PF: Presistent (1) EX: Resurrection (+1) EX: Action 3 (Free) (+3) Transform 10 [Alteration, Dynamic](7 PP/Rank + 1 PP = 71 PP, 2 PP Net) BA: Any Living Creature into Any Living Creature (5) PF: Reversible (1) EX: Range 1 (Perception) (+1) EX: Continuous (+1) EQUIPEMENT van cell phone light pistol COST Abilities [16] Combat [10] Saves [5] Skills [15] Feats [4] Powers [100] Drawbacks [0] Total [150] Unspent [0] NOTES Real Name: Konrad Tobin Gender: Male Age: 34 Size: Medium Height: 5'9" Weight: 150lbs Hair: brownish grey Eyes: brown Nationality: Canadian Ethnicity: Anglo-saxon/Northern European Tradeoffs: 0


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)

SKILLS 32 SP (8 PP)
Climb +2 (1 Ranks + 1 Str)
Concentration +8 (5 Ranks + 3 Con)
Knowledge (life science) +14 (12 Ranks + 2 Int)
Medicine +15 (13 Ranks + 2 Int)
Swim +2 (1 Ranks + 1 Str)
LANGUAGES (0 Ranks)
English


MOVEMENT
SPEED 30/60/90

FEATS (4 PP)
Assessment
Equipment (3)


POWERS
Life Control 8 [General](4 PP/Rank = 32 PP)
Boost 8 [Trait](4 PP/Rank = 32 PP, 1 PP Net)
BA: One Trait (1 Physical Stat - choosen at time of use) (2)
EX: Range 2 (Perception) (+2)
Drain 8 [Trait](4 PP/Rank = 32 PP, 1 PP Net)
BA: One Trait (2)
EX: Range 2 (Perception) (+2)
Fatigue 8 [Attack](4 PP/Rank = 32 PP, 1 PP Net)
EX: Range 2 (Perception) (+2)
Stun 8 [Attack](4 PP/Rank = 32 PP, 1 PP Net)
EX: Range 2 (Perception) (+2)
Healing 8 [Alteration](3 PP/Rank + 8 PP = 32 PP, 1 PP Net)
PF: Progression 6 (1 Week/rank) (6)
PF: Regrowth (1)
PF: Presistent (1)
EX: Resurrection (+1)


EQUIPEMENT
van
cell phone
light pistol

COST
Abilities [16]
Combat [6]
Saves [4]
Skills [8]
Feats [4]
Powers [37]
Drawbacks [0]
Total [75]
Unspent [0]


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)


ATTACK
None

SKILLS 28 SP (7 PP)
Intimidate +13 (8 Ranks + 5 Cha)
Knowledge (behavioral science) +5 (3 Ranks + 2 Int)
Knowledge (philosophy) +3 (1 Ranks + 2 Int)
Notice +10 (8 Ranks + 2 Wis)
Sense Motive +10 (8 Ranks + 2 Wis)
LANGUAGES (0 Ranks)
English


MOVEMENT
SPEED 30/60/90
Flight 10MPH


FEATS (6 PP)
Fearsome Presence (6)

POWERS
Insubtantial 4 [Alteration](5 PP/Rank + 1 PP - 1 PP = 20 PP)
BA: Incorporeal
PF: Innate
FL: Permanent

Immunity 10 [Defence](1 PP/Rank = 10 PP)
BA: Mental Effects

Communication 1 [Sensory](1 PP/Rank = 1 PP)
BA: Mental Communication, 10 feet

Invisibility 1 [Sensory](4 PP/Rank = 4 PP)
BA: Incorporeal

Flight 2 [Movement](1 PP/Rank + 1 PP = 2 PP)
BA: 25 MPH
PF: Innate

Possession 4 [Mental](4 PP/Rank = 16 PP)


COST
Abilities [8]
Combat [0]
Saves [0]
Skills [7]
Feats [6]
Powers [54]
Drawbacks [0]
Total [75]
Unspent [0]


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

Last edited by Erekose13 : 03-11-06 at 12:50 AM.
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Old 01-12-06, 03:52 AM   #22
Rybaer
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Pandora

Code:
Name: Jeanine Travis Cover ID: Pandora Size: medium (5’10, 130lbs) Gender: female Str: 10 +0 (0 PP) PowerLevel: 8 PP: 120 Dex: 14 +2 (4 PP) AB: +2 (4 PP) XP: 0 Con: 16 +3 (6 PP) Grapple: +2 HP: 3 Int: 14 +2 (4 PP) Speed: 30' Wis: 14 +2 (4 PP) Init: +2 Cha: 16 +3 (6 PP) Base Power Feat Total Defense: +6 +0 +0 16 (12 PP) Dodge: +3 Flatfooted: 13 Base Mod Feat Power Misc Total Fort: 1 +3 +0 +0 +0 +4 (1 PP) Ref: 3 +2 +0 +0 +0 +5 (3 PP) Will: 2 +2 +0 +0 +0 +4 (2 PP) Toughness: 0 +3 +0 +5 +0 +8 Attack Attack Damage Save Type Type Unarmed +2 DC 17 Tough Bruise Power (Nauseate) +6 DC 18 Fortitude Sicken Dazzle area DC18 Reflex/Fort Sensory Movement Types: Feats: (8 PP) Attack Specialization (Nauseate) 2 (+4 to attack rolls) Attractive 2 Connected Luck 2 Set-Up Skill Points: 16 (4 PP) Skills Ranks Mod Misc Total Acrobatics 1 +2 +3 Bluff 4 +3 +8 +7/+15 Climb 1 +0 +1 Diplomacy 4 +3 +8 +7/+15 Gather Information 1 +3 +4 Knowledge: Civics 1 +2 +3 Knowledge: Current Events 1 +2 +3 Notice 2 +2 +4 Swim 1 +0 +1 Languages: English Equipment: Communicator Powers: Pandora’s Box (Device) 19 [feat – limited to her bloodline] (3 PP/Rank + 1 PP = 58 PP) ESP (visual) 9 (2 PP/Rank = 18 PP) Immunity (own powers) 1 (1 PP/Rank = 1 PP) Dimensional Pocket 5 [extra: Inversion +1, see below] (3 PP/Rank = 15PP) Summon Minion 8 – Bronze Serpent (see below) [extra: heroic +1] (3 PP/Rank = 24 PP) Transform (container into container) 3 [extra: Continuous +1, flaw: Range personal –2] (2 PP/Rank = 6 PP) Magic 12 (2 PP/Rank + 7 PP = 31 PP) Nauseate 8 [extra: Ranged +1] (24 PP) Create Object 7 [extra: Continuous +1, feats – innate, precise, subtle] (24 PP) Dazzle (visual) 8 [extra: Area (burst) +1] (24 PP) Weather Control 12 (cold) (24 PP) Weather Control 12 (distraction) (24 PP) Weather Control 12 (hamper) (24 PP) Weather Control 12 (heat) (24 PP) Obscure 12 (visual – fog) (24 PP) Body Armor/Costume (Device) 1 (4 PP/Rank = 4 PP) Protection 5 (5 PP) Complications: Secret Identity Disadvantages: None Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Breakdown: Stats (24pp) + Combat (16pp) + Saves (6pp) + Feats (8pp) + Skills (4pp) + Powers (62pp) = 120pp Combat: No trade-offs



Power Description:
Spoiler:

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 Total Defense: +4 -2 (size) +0 12 (8 PP) Dodge: +1 Flatfooted: 11 Base Mod Feat Power Misc Total Fort: 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 Push Max 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
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Old 02-05-06, 05:15 PM   #23
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Toad

Code:
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 Total Fort: 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 Push Max 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.
__________________
Living supers: Toad, Help Wanted: Exterminators, Character sheet, Dice
Pimping our campaign home page: The World Beyond
"To err is human, but to really foul up requires a computer." - P. Ehrlich

Last edited by Hellzon : 03-26-06 at 02:56 PM. Reason: Approved
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Old 03-23-06, 09:45 PM   #24
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GREMLIN-unapproved

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)


ATTACK

Attack Damage Save Type Type

Melee:
Unarmed Attack +9 (DC 23 Toughness, 19 IC, Bruise)
Ranged:
Dazzle:Attack +6 (DC 19 ref/fort, 20, 80-800 ft, Sensory)
Nullify:Attack +6 (DC 19 will, 20, 80-800 ft, Trait)
Trip :Attack +6 (DC 19 str/dex, 20, Perception, Bruise)


SKILLS 52 SP (13 PP)

Skills Ranks Mod Misc Total

SKILLS
Acrobatics 10 10 +7 +17
Climb 4 4 +7 +11
Escape Artist 8 8 +7 +15
Language 3+base 3
Medicine (first responder) 1 +2 +3
Notice 8 8 +2 +10
Search 8 8 +1 +9
Stealth 2 2 +7 +10
Survival 4 4 +2 +6
Profession:Search and Rescue 2 +2 +4
Profession:Photojournalist 2 +2 +4


LANGUAGES (3 Ranks)
Languages:English (base), Spanish, Hindi, Mandarin Chinese

MOVEMENT
SPEED Base: 30/60/120
LEAP 60/30/15


FEATS (28 PP)

Acrobatic Bluff
All-Out Attack
Attack Focus [Melee] (3)
Chokehold
Defensive Attack
Dodge Focus (4)
Elusive Target
Improved Block
Improved Critical (unarmed melee)
Improved Grab
Improved Pin
Improved Trip
Interpose
Luck (5)
Power Attack
Stunning Attack
Takedown Attack
Teamwork
Uncanny Dodge (sight)



POWERS

Power-Enhanced Strength R:8 [Mutant Ability](1 PP/Rank = 8 PP)

Power-Enhanced Dexterity R:8 [Mutant Ability](1 PP/Rank = 8 PP)

Power-Leaping R:2 [Trained Ability](1 PP/Rank = 2 PP)


Power-Protection, PE:Impervious [+1] R:7 [Mutant Ability](1 PP/Rank + 1 PP/extra = 14 PP)



Power-Luck Control, PF: Subtle 2, R:6 [Mutant Ability](3 PP/Rank +2 PP/feat = 20 PP)
--AP: Dazzle, PF: Subtle 2 R:8 (2 pp/rank, 1 PP*, flaw: visual only) 20 PP free
--AP: Nullify, PE: Duration +1, PF: Subtle 2, R:8 (2pp/rank, 1 PP*, flaw:mechanical devices only, 20 PP free
--AP: Trip, PF: Subtle 2, PE:Range (perception) +1 R:8 (2pp/rank, 1 PP*) 20 PP free
*Purchased as an Alternate Power for 1 PP




EQUIPMENT
None

COST
Abilities [24]
Combat [24]
Saves [9]
Skills [13]
Feats [28]
Powers [52]
Drawbacks [0]
Total [150]
Unspent [XX]


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.
Attached Images
File Type: jpg Gremlin2.jpg (12.6 KB, 1 views)
File Type: jpg dinklage.jpg (10.9 KB, 8 views)
__________________
My LEW characters:
Gardner Monroe Human Investigator (Rogue 1) in The Lost Manor
Lyle Datura Ranger (1) working his way to the RDI from the Land of Fire
Ryland Gnome Sorceror (1) in The Stuff of Dreams

Last edited by Salix : 04-25-06 at 05:03 AM. Reason: fixed changes for approval
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Old 04-16-06, 08:29 AM   #25
El Jefe
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Avatar (PL 10)

Code:
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 Total Fort: 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 Push Max 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)
Advancement:
Initial: Abilities 25 + Skills 25 (100 ranks) + Feats 25 + Powers 25 + Combat 44 + Saves 6 - Disadvantages 0 = 150 / 150
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Oirhandir in Festival of Halina,
Boog Sammas in Tournament of Flowers,
and DMing The Stuff of Dreams in Living EN World.

Also playing Avatar in Living Superheroes.

The road goes on forever and the party never ends...

Last edited by El Jefe : 04-29-06 at 05:24 PM.
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