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Living Superheroes Persistent Play-by-Post Campaign of Superheroes (using Mutants & Masterminds 2nd Edition Rules).

 
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Old 5th November 2005, 06:51 PM   #1 (permalink)
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Living Supers Judge Goblin Sharpshooter (Lvl 2)
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 a 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 possible. 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 judge will know what you are e-mailing them regarding.

Character Judges: (E-mail all for character submissions)
Hero4Hire- jerichodrumm at yahoo 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 information is not complete and does not replace a book. We encourage you to procure yourself the second edition book.

2 Preferred 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 your entire 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 modifiers. 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, labeled DP for purposes of keeping them notably separate from PP


Full LIVING SUPERS Roster
Amazing Mister Jones (PL 10, 150 PP) (approved)
Aquaphibian (PL 10, 150 PP) (approved)
Astralle (PL 8, 120 PP) (not yet approved)
Avatar (PL 10, 150 PP)
Body & Spirit (PL 10, 150 PP) (retired by player)
Bright Girl (PL 8, 120 PP) (MIA?)
Carrion (PL 10, 150 PP)
Circe (PL 10, 157 PP) (currently quasi-approved, but to be re-built/re-approved due to changes in House Rules)
Clay (PL 10, 150 PP)
CPU (PL 10, 160 PP) (approved)
Danny Razors (PL 10, 150 PP) (never approved, player MIA)
Dominus (PL 10, 150 PP)
Echo (PL 8, 120 PP) (retired)
Fimbulwinter (PL 10, 150 PP) (not yet approved)
Flux (PL 10, 150 PP) ("in flux")
Gauntlet (PL 10, 153 PP)
Ghost (PL 10, 150 PP)
The Golden King / Midas Pessinus (PL 8, 120 PP) (rejected & never re-submitted)
Gremlin (PL 10, 150 PP)
Griff (PL 10, 150 PP)
Gun Monkey (PL 10, 150 PP) (to be re-built/re-approved due to changes in House Rules)
Handsome (PL 8, 120PP)
Herr Doktor Viktor Archeville (PL 10, 160PP) (approved)
Highbrow (PL 10, 160 PP)
Hummingbird (PL 10, 150PP)
Ice (PL 10, 150PP)
Intrepid (PL 10, 150 PP)
Invisible Man (PL 8, 120 PP) (not yet approved, to be re-tooled)
Jack Barrett (PL 10, 150 PP) (submission rejected, never re-submitted. MIA?)
J-SIN/Jason (PL 8, 120 PP) (not yet approved)
Juggler (PL 10, 150 PP) (MIA?)
Kid Dinosaur (PL 10, 150PP)
Kunoichi (PL 10, 150 PP) (MIA?)
Magus (PL 8, 120 PP) (tentatively but not fully approved; may be being re-built)
Mecha Musume (PL 10, 150 PP) (currently approved, but to be re-built/re-approved due to changes in House Rules)
Million Mask (PL 8, 120 PP)
Mister Scares (PL 10, 150 PP) (approved)
Monkey Wrench (PL 10, 150 PP)
Nimbus (PL 8, 120 PP)
Nimrod (PL 10, 150 PP) (newly submitted, not yet approved)
Paladin (PL 10, 150 PP)
Pandora (PL 8,120 PP)
Proto (PL 10, 150 PP)
Psyren (PL 8, 120 PP) (approved)
Roughneck (PL 8, 120 PP)
Scout (PL 10, 150 PP) (approved)
Sergeant (PL 8, 120 PP) (approved)
Silver Dragon (PL 10, 150 PP) (not yet approved)
Speed Freak (PL 10, 150 PP) (original rejected; re-submitted and awaiting approval)
Spitfire (PL 8, 120 PP)
Tarantula (PL 10, 150 PP)
Thrash (PL 8, 123 PP) (not fully approved [approved version not posted in this thread])
Titan (PL 8, 132 PP) (approved)
Toad (PL 10, 150 PP)
Twilight Gryphon (PL 10, 150 PP) (approved)
Turret (PL 10, 150 PP)
Zenji The Arcane Antiquarian (PL 10, 150 PP) (approved but retired/NPC)
Attached Files
File Type: txt LSForm1.txt (1.4 KB, 48 views)
File Type: txt LSForm2.txt (3.6 KB, 46 views)

Last edited by Living Supers Judge; 15th October 2007 at 10:46 PM..
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Old 8th November 2005, 03:54 PM   #2 (permalink)
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Bront Goblin Sharpshooter (Lvl 2)
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Gun Monkey (PL10)

Code:
Name: Gun Monkey
Size: Medium
Gender: Male

Str: 14 +2 (4 PP)	PowerLevel: 10	PP: 163
Dex: 20 +5 (10 PP)	AB: +7(14 PP)	XP: 6
Con: 14 +2 (4 PP)	Grapple: +9	HP: 1
Int: 14 +2 (4 PP)	Speed: 100'
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	Crit 19-20
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: 100/200/400
Swing: 100/200/400
Leap: 300/150/75

Feats: (27 PP)
Ambidexterity
Uncanny Dodge
Improved Aim
Quickdraw R:1
Evasion R:2
Precise Schot R:2
Attack Focus(Ranged) R:3
Dodge Focus R:5
Defensive Roll R:8
Power Attack
Accurate Attack
Improved Critical: Standard Shot (1)

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	-1		+3
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 R:2 : Prehensile Tail, Prehensile Feet (1 PP/Rank = 2 PP)

Speed R:1 - 10 MPH (1 PP/Rank = 1 PP)

Super-Movement: (2 PP/Rank = 6 PP)
-Swinging 
-Sure Footed R:2

Leaping R:4 (1 PP/Rank = 4 PP)

Super-Senses: (1 PP/Rank)
-Extended Vision (100') (1 PP)
-Accurate & Extended Hearing (100') (3 PP)
-Danger Sense(Hearing) (1 PP)

Regeneration: (1 PP/Rank)
-Bruise: Once per Standard Action (2 PP)
-Unconsious: Once per Round (1 PP)
-Injured: Once per 20 Minutes (1 PP)
-Staggered: Once per 20 Minutes (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 (Power Feat of Device, 1 PP)
-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 24 + Powers 37 + Combat 24 + Saves 18 = 150 / 150

Earned 6 points in Help Wanted
Spending:
Speed - 1 PP
Power Attack - 1 PP
Accurate Attack - 1 PP
Leap - + 1 PP
Regeneration - 1 PP
Improved Crit - 1 PP
Current: Abilities 24 + Skills 23 (92 ranks) + Feats 27 + Powers 40 + Combat 24 + Saves 18 = 156 / 156

Earned 7 points in The Great Iridium Con
Spending:
Leap - + 1 PP
Regeneration - +4 PP
Super Movement - +2 PP
Current: Abilities 24 + Skills 23 (92 ranks) + Feats 27 + Powers 47 + Combat 24 + Saves 18 = 163 / 163
Attached Thumbnails
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Last edited by Bront; 19th May 2007 at 04:54 AM..
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Old 8th November 2005, 03:54 PM   #3 (permalink)
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Code:
Name: Monique De Lorme "Psyren"
Size: Medium
Gender: Female


Str: 8 -1 (-2 PP)	PowerLevel: 8	PP: 128 / 128
Dex: 12 +1 (2 PP)	AB: +5 (10 PP)	XP: 8 / 8
Con: 12 +1 (2 PP)	Grapple: +4	HP: 1
Int: 14 +2 (4 PP)	Speed: 30'
Wis: 16 +3 (6 PP)	Init: +0
Cha: 20 +5 (10 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:		2    	+3	+0	+0/8	+0	+5/13 (Mind Shield) (2 PP)
Toughness:	0    	+1	+0	+0/9	+0	+1/10 (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 18	Will		Control
Mind Reading(Perc)	-	PC +10	Will		Mind Read/Sensory Link
Audio Dazzle(Perc)	-	DC 18	Ref		Dazzle (50' Selective Blast)
Telekinetic Grapple	+5/15	DC 25	Tough		Grapple/Bruise
Telekinesis		+5	-	-		Trip/Disarm, STR +10
Confuse			-	DC 23	Will		Confusion (P79)

Movement Types:
Base: 30/60/120
Leap: 9/4/2
Flight: 25 MPH:250'

Feats: (5 PP)
Accurate Attack
Dodge Focus R:2
Fascinate R:2 (Diplomacy, Perform)
Attractive R:2

Skill Points: 36 (9 PP)
Skills			Ranks	Mod	Misc	Total
Bluff			4	+5		+9(17)*
Diplomacy		8	+5		+13(18)*
Gather Information	2	+5		+7
KN: Pop Culture		1	+2		+3
KN: Current Events	1	+2		+3
Perform: Sing		8	+5		+13
Perform: Dance		3	+5		+8
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), Subtle (2), Progressive Initial Duration: 1 day for 2nd save (5) R:8 (3 PP/Rank + 8 PP = 32 PP, 1 PP*)[Mental, Psionic]
AP: Telepathy, PE: Sensory Link(+1), Comprehend(R:1), Subtle (2) R:8 (3 PP/Rank + 2 PP/Rank + 2  = 28 PP, 1 PP*)[Mental, Psionic]
AP: Sonnic Control PE: Range(Per)(+1), Selective (+1), PF: Precise (1), Subtle (2) R:7 (4 PP/Rank + 4 = 31 PP, 1 PP*)[Psionic]
AP: Telekinesis PE: Damaging(+1), Subtle: Subtle (2) R:10 (3 PP/Rank + 2 = 32 PP, 1 PP*)[Psionic]
AP: Confuse R:8 PE: Area: Burst (+1), Selective Attack (+1) (3 PP/Rank = 24 PP, 1 PP*)  
*Purchased as an Alternate Power for 1 PP

Supersense: Precognition F:Uncontroled(-1) ( 1/2 PP/Rank = 2 PP)

Flight R2 (2 PP/Rank = 4 PP)

Force Field R:9 - PF:Selective ( 1 PP/Rank + 1 PP = 10 PP)

Mind Shield R:8 (1 PP/Rank = 8 PP)

Supersense: Mental Awareness (1 PP)

Complications
Famous
KN: Pop Culture Roll 5+
Psyren was a pop singer (Britney Spears, Christina Agulera, Jessica Simpson level/type, though with more emphasis on her singing than her dancing) from France early in the decade. She looks somewhat similar. She has also done modeling and publicity for the resolutes, including an ad and callender involving the new uniforms and a french bikini.
KN: Pop Culture Roll 10+
Psyren was a pop singer from france (Did a lot of english singing though) who was popular from the early 2000 till early 2004 when she droped out of sight. Definately looks like this could be her.
KN: Pop Culture Roll 15+
Psyren released her own album 4 years later in 2000. Known for good vocals and entertaining dance beats, as well as writing much of her material herself, she was a sensation for a while till early in 2004 when she walked off in the middle of a concert. You'd be suprised if this wan't her by the look.
KN: Pop Culture Roll 20+
In addition all this, you remember hearing about a TV appearance she made in the US before she released her first album in '96 at age 16 under her real name, Monique De Lorme.
Disadvantages None Tradeoffs: -Def: -2, Tough: +2 Lgt Med Hvy Lift Push Max Weight: 26 53 80 160 400
Appearance:Psyren is a shapely redhead who carries herself with confidence and poise. Her uniform is a stylized topless top/bustie, with skin tight pants and a pair of boots. She has a strong french accent.

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.

advancement
Initial:
Abilities 20 + Skills 8 (32 ranks) + Feats 7 + Powers 57 + Combat 18 + Saves 10 – Drawbacks 0 = 120 / 120

+8 PP
Mental Sense (1 PP)
Force Field +1R (1 PP)
Flight +1R (2 PP)
Charisma +1 (2 PP)
AP: Confuse (on Mental Blast) (1 PP)
4 SPs (1 PP)
Abilities 22 + Skills 9 (36 ranks) + Feats 7 + Powers 62 + Combat 18 + Saves 10 – Drawbacks 0 = 128 / 128
Attached Thumbnails
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Last edited by Bront; 24th March 2007 at 11:06 AM.. Reason: 128 PP, Pending approval
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Old 8th November 2005, 09:27 PM   #4 (permalink)
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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.
Attached Images
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File Type: jpg Hinata-65.jpg (26.1 KB, 75 views)

Last edited by Kylara; 20th November 2005 at 05:59 AM..
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Old 9th November 2005, 01:18 AM   #5 (permalink)
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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: 128/128
Dex: 12 +1 	AB: +6
Con: 14 +2 	Grapple: +7
Int: 18 +4 	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	+4**
Will:		6    	+2	+0	+0	+0	+8
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:
All-Out Attack				Reduce defence to raise attack
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
Master Plan				Gain bonus in planned situation
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: 108
Skills			Ranks	Mod	Misc	Total
Bluff			10	+4		+14
Computer		 2	+4		+6
Concentartion		 2	+2		+4
Craft (Visual Art)	 2	+4		+6
Diplomacy		10	+4		+14
Disable Device		 5	+4		+9
Drive			 2	+1		+3
Gather Information	10	+4		+14
Intimidate		 5	+4		+9
Investigate		10	+4		+14
Knowledge (Behav. Sc.)	 5	+4		+9
Knowledge (Civics)	 2	+4		+6
Language		 2			
Notice			10	+2		+12
Profession (Pol. Off.)	 5	+2		+7
Search			10	+4		+14
Sense Motive		10	+2		+12
Stealth			 6	+1		+7

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 criminal. I've been in the criminal for over fifteen years. 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.
Attached Images
File Type: jpg Sergeant.JPG (24.3 KB, 67 views)
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Last edited by Velmont; 6th February 2007 at 04:27 AM..
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Old 9th November 2005, 08:48 PM   #6 (permalink)
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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: 160
Dex: 12 +1 	AB: +10
Con: 14 +2 	Grapple: +10
Int: 18 +4 	Speed: 30'
Wis: 14 +2 	Init: +0
Cha: 10 +0 	HP: 2

		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:		4    	+1	+0	+0	+0	+5
Will:		3    	+2	+0	+0	+0	+5
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
Luck				+1 starting HP
Second Chance (Computer)		Can reroll Computer rolls
Second Chance (Disable Device)		Can reroll failed Disable Device rolls

Skill Points: 72
Skills			Ranks	Mod	Misc	Total
Computer		10	+4		+14
Disable Device		10	+4		+14
Notice			 6	+2		+8
Knowledge(technology)	 6	+4		+10
Craft(Electronic)	 6	+4		+10
Craft(Mechanic)		 6	+4		+10
Craft(Structure)	 6	+4		+10
Craft(Chemical)		 6	+4		+10
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) 28pp
 Extra: Penetrating				(+1/rank)
 Flaw: *Limited - Power source needed 8		(-8)
 Power Feat: Alternate Power 6			(6)

Alternate Power: **Aura (Mutant, Psychic, Electric - 1pp/rank) 12pp (Free)
 Extra: Penetrating				(+1/rank)
 Flaw: *Limited - Power source needed 8		(-8)

Alternate Power: Electrical Control  10 (Mutant, Psychic, Electric - 2pp/rank) 22pp (Free)
 Extra: Penetrating				(+1/rank)
 Extra: Area(Burst)				(+1/rank)
 Flaw: Range(Touch)				(-1/rank)
 Flaw: *Limited - Power source needed 8		(-8)

Alternate Power: Stun 10 (Mutant, Psychic, Electric - 2pp/rank) 22pp (Free)
 Extra: Range					(+1/rank)
 Flaw: *Limited - Power source needed 8		(-8)

Alternate Power: Stun 10 (Mutant, Psychic, Electric - 2pp/rank) 22pp (Free)
 Extra: Area(Burst)				(+1/rank)
 Flaw: *Limited - Power source needed 8		(-8)

Alternate Power: Stun  10 (Mutant, Psychic, Electric - 2pp/rank) 22pp (Free)
 Extra: Aura					(+1/rank)
 Flaw: *Limited - Power source needed 8		(-8)

Alternate Power: Nullify 7 (Mutant, Psychic, Electric - 3pp/rank) 21pp (Free)
 Extra: Affect Object			(+1/rank)
 Flaw: *Limited - Electrical Object Only	(-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. If there is no power source, CPU can gather static electricity in the air, and bioelectricity to use that power, but to a maximum rank of 2.
**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."

PP Award

Quake yout booty: 10 PP

Spent PP
+1 Refl (1PP)
+1 Will (1PP)
+16 Skill Points (4PP)
Computer +2
Disable Device +2
Notice +2
Knowledge(technology) +2
Craft(Electronic) +2
Craft(Mechanic) +2
Craft(Structure) +2
Craft(Chemical) +2
Feat: Luck (1PP)
New Alternate Power to Electrical Control [Nullify (Electrical object only) 7] (1PP)
Reduce Flaw on Electrical Control [Limited - Power source needed 8] (2PP)
Attached Images
File Type: jpg CPU.JPG (44.6 KB, 65 views)
__________________
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di Senzio's Magical Shop, the best place to buy and sell magical items in Orussus

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Jarel-karn (L4W)
Feyr (L4W)
Sergeant Riley O'Connell (drothgery's Buffyverse game)[/color]

Hold
Opale di Senzio in Hero's must rise (LEW)
Ridik Keita, in The Secret of Gemhold(LEW)


"Experience is that great thing that allow you to see a mistake when you do it again."

Last edited by Velmont; 21st August 2006 at 08:06 PM..
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Old 11th November 2005, 05:33 PM   #7 (permalink)
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Old 14th November 2005, 09:52 AM   #8 (permalink)
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Old 15th November 2005, 03:21 AM   #9 (permalink)
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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

Advancement - 9PP from Bront's Quake Your Booty, still unspent.

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

__________________
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PbP Games I DM and Play (here)

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Aftermath Story Hour and Aftermath II - Free Agents

Last edited by Rybaer; 18th August 2006 at 03:00 PM.. Reason: annotated unspent PP reward
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Old 15th November 2005, 12:59 PM   #10 (permalink)
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D20Dazza Goblin Sharpshooter (Lvl 2)
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Old 15th November 2005, 06:05 PM   #11 (permalink)
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Tonguez Goblin Sharpshooter (Lvl 2)
placeholder for

STONEWALL

I promise I will get the write up done

Character Concept: Stonewall is able to merge with stone (including concrete, pavement, brick, walls, mountainsides and similar materials) and become part of the object. He is composed of living stone and whilst merged is able to manipulate the stone structures around him (earth elemental control). He is able to instantly move to any part of the stone he is merged with and partially reemerge any part of his body (so he could stand at the bottom of a wall merge with it and have his arm reach up from the top of it to grab(engulf ) a flying chracter). Whilst merged he can sense those around him and he also has increased strength, fortitude and invunerability (as long as he is touching the ground).
Was also consdiering fast healing as long as he is merged but will think about that one.

Description: Stonewall stands just under 8 feet tall and is 6 feet across his shoulders. His bodyisa composed entirely of stone usually a grey-white but it changes according to the material he has most recently been merged with (eg if he merges with red brick he'll appear reddish-coloured)
__________________
Quote:
Originally Posted by IcyCool
Man, given the average Int of an Otyugh, I can just see the boss monologue now...

PCs: "Before we fight, why don't you tell us your master plan?"
Otyugh: "I like poop."
PCs: "Umm, what?"
Otyugh: "Do you have poop?"

Last edited by Tonguez; 29th November 2005 at 12:58 AM..
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Old 18th November 2005, 11:19 PM   #12 (permalink)
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Gideon Goblin Sharpshooter (Lvl 2)
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 21st November 2005, 11:10 AM   #13 (permalink)
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Lord Wyrm Goblin Sharpshooter (Lvl 2)
Code:
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; 22nd December 2005 at 11:56 AM..
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Old 23rd November 2005, 02:02 AM   #14 (permalink)
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Gideon Goblin Sharpshooter (Lvl 2)
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; 3rd December 2005 at 05:31 PM.. Reason: Removed the power drawback (Power Source), Fixed Skill Ranks + Power Feats per Bront, I like spelling
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Old 24th November 2005, 09:48 AM   #15 (permalink)
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hero4hire Goblin Sharpshooter (Lvl 2)
Code:
Name: HighBrow
Real Name: Hughbert Rowe
Size: Medium
Gender: Male

Str: 10 +0 (0 pts)	PowerLevel: 10	PP: 160
Dex: 10 +0 (0 pts)	AB: +5(10pts)	XP: 10
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
AutoBlaster Pistol	+14	DC 20	Tough		Bruise(Autofire)
Blaster Rifle		+12	DC 23	Tough		Bruise
Stun Gun		+12	DC 20	Stun		

Movement Types:

Feats: (62 pts)
Accurate Attack, 
Assessment, 
Attack Focus (ranged) +7,
Attack Specialist (autoblaster pistol), 
Beginner's Luck, 
Benefit (wealth), 
Defensive Roll +5, 
Defensive Strike, 
Dodge Focus +15, 
Eidetic Memory, 
Equipment +6, 
Evasion 2, 
Improved Critical (autoblaster pistol) +5,
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: (1 free)
Blaster Rifle, AP: Autofire Blaster Pistol, AP: Stun Gun, Laptop, V/A Digital Recorder, 
Cell Phone, Handcuffs, Monocular, Flashlight, Mini-tracer, GPS, Multi-Tool, Flash Goggles

Powers:
Super-Senses: Communication Link [extra: Affects Others, power feat: Progression x3, 5pts]
Super-Senses: Distance Sense, Time Sense [2pts]
Luck Control: 1 May Spend HP for others [extras: Area, Selective, flaws: Free Action,
Limited-Must be able to communicate with subjects, 3pts]
Super-Senses: Danger Sense. Precognition [extra: continuous, flaw: sustained, 5 pts]
~AP: Datalink: 5 [1pt]
~AP: Comprehend: 5 [Universal Translator, Codes; flaw: Free Action, 1pt] 
~AP: Quickness: 5 [flaw: Mental Actions Only, 1pt]

Complications
Haughty, Stoicism

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 62 + Powers 18 + Combat 10 + Saves 20 – Drawbacks 0 = 160 / 160

Trade Offs: +5 Defense -5 Toughness, +3 Attack -3 Damage (Blaster Rifle), +5 Attack -5 Damage (Blaster Pistol)

Last edited by hero4hire; 2nd September 2006 at 04:20 AM..
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Old 27th November 2005, 06:39 AM   #16 (permalink)
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Roger Goblin Sharpshooter (Lvl 2)
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

Last edited by Roger; 27th November 2005 at 08:07 AM..
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Old 10th December 2005, 05:21 PM   #17 (permalink)
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LogicsFate Goblin Sharpshooter (Lvl 2)
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Le Cambrent Spacial

Name:Jean
Size: Med
Gender: Male

Str: 10 +0 (XX PP) PowerLevel: 10 PP: 0
Dex: 10 +0 (00 PP)
Con: 16 +0 (06 PP)
Int: 10 +0 (XX PP) Speed: 30'
Wis: 24 +0 (14 PP) Init: +8
Cha: 10 +0 (XX PP)

Base Power Feat Total
Defense: +10 +0 +20 (20 PP)
Dodge: +5 Flatfooted: 15

Base Mod Feat Power Misc Total
Fort: 7 +3 +0 +0 +0 +10 (07 PP)
Ref: 4 +0 +0 +0 +0 +4 (04 PP)
Will: 3 +7 +0 +0 +0 +10 (03 PP)
Toughness: 0 +3 +3 +0 +0 +6

Attack Attack Damage Save Type Type
Unarmed +0 DC X Tough Bruise
Power +12 DC 6 Tough NA


Movement Types:
Teleport Earth to the Moon.

Feats: (19 PP)
6x Attack Spec (Spacial Blast)
2x Evasion.
Power Attack
Imp Sunder
Eidic Memory
3x DRoll
Begginer's luck
Track
Imp. Defense
2x Imp. Init.

Skill Points: 20 (5 PP)
Skills Ranks Mod Misc Total
Medicine 1 +7 +8
Notice 13 +7 +20
S. Motive 3 +7 +10
Survival 1 +7 +08
Languages 2

Languages:
English
French
ASL(Sign language)

Powers:
Power (rank 12 Spacial Control (2 PP/Rank + 6 PP = 30 PP)
AP Blast rank 6 Penetrating Indirect
AP Blast rank 6 Penetrating Explosion
AP Blast rank 6 Penetrating Line
AP Teleport rank 12 Attack
AP Teleport rank 11 Portal Tireing, Distracting, PF: Progression. 25x25ft
AP Teleport rank 8 Portal Distracting

Power (rank 1Flight 1 PP/Rank + 0 PP = 1PP)
Levitate Only

Power (rank 12 Deflect 3 PP/Rank + 0 PP = 36 PP)
All ranged attack, Extra:Action

Power (rank 5 Super Senses 1 PP/Rank + 0 PP = 5 PP)
Spacial Awareness, Time Sense, Distance, Precog(Unreliable)


Appearance:
Bald, Tattoed eye on his forhead, what more could you need to know?

Personality:


Background:


Notes:
Abilities 16 + Skills 6 (24 ranks) + Feats 13 + Powers 73 + Combat 24 + Saves 18 -
Tade offs: Att+4/Damage-4 Defense+4/ Toughness-4


Threads of time/space. Jean has been blessed with the abilities to see and effect these.
Affect and moving space allows for the pinching of space, for quick movement(not as far to go) and teleporting.
What space without time? An infinite threads showing an infinite possible future. The closer to an event the less possibilities, onlu

Born to life in a small Canadian town, Jean's(pronounced John) mind was open about the time he hit puberty. After the comet passed overhead he began to see what other could not, his power rose exponitaly till the point here he could see the primal forces of the universe. The fabric of creation, and he could pluck the strings.
__________________
Trivially Analytic, Righteously Skeptical

Last edited by LogicsFate; 8th February 2008 at 10:22 PM..
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Old 16th December 2005, 07:21 AM   #18 (permalink)
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Shalimar Goblin Sharpshooter (Lvl 2)
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 20th December 2005, 09:50 PM   #19 (permalink)
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cuervo96 Goblin Sharpshooter (Lvl 2)
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


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; 28th December 2005 at 11:59 PM..
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Old 10th May 2006, 04:56 AM   #20 (permalink)
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Join Date: Jan 2002
Location: Frostproof, FL
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Phoenix8008 Goblin Sharpshooter (Lvl 2)
Paladin (pl 10) - APPROVED

Code:
Size: Medium
Gender: Male

Str: 15 +2 (5 PP)	PowerLevel: 10	PP: 158
Dex: 14 +2 (4 PP)	AB: +4 (8 PP)	XP: 0
Con: 14 +2 (4 PP)	Grapple: +6	HP: 5
Int: 12 +1 (2 PP)	Speed: 30'
Wis: 12 +1 (2 PP)	Init: +2
Cha: 15 +2 (5 PP)

		Base	Power	Feat	Total
Defense:	+9	+0	+0	19 (18 PP)
Dodge:	        +5	+5	     Flatfooted: 6

		Base	Mod	Feat	Power	Misc	Total
Fort:		3    	+2	+0	+0	+0	+5 (3 PP)
Ref:		3    	+2	+0	+0	+0	+5 (3 PP)
Will:		2    	+1	+0	+6Mental+0	+3/9 (2 PP)
Toughness:	6    	+2	+0	+0	+0	+8 (6 PP)

Attack			Attack	Damage	Save Type	Type	Crit
Melee:
Unarmed			+6	DC 17	Tough		Bruise	  20
Strike: w/Sword		+10	DC 25	Tough		Bruise	  15+
   w/ Corrosion		+5?	DC 15/20	Fort/Tough	????

Ranged:
Blast: Thrown Sword	+10	DC 23	Tough		Bruise	   15+
Reflect/Redirect	+6	Var.	Var.		Var.	   20


Movement Types:
Base: 30/60/120
Leap: 300/600

Skill Points: 68 ranks (16 PP)
Skills			Ranks	Mod	Misc	Total
Bluff			0	+2		+2
Climb			0	+2		+2
Concentration		0	+1		+1
Diplomacy		16	+2		+18
Disguise		0	+2		+2
Escape Artist		0	+2		+2
Gather Information	0	+2		+2
Handle Animal		4	+2		+6
Intimidate		8	+2		+10
Knowledge (History)	4	+1		+5
Knowledge (Tactics)	4	+1		+5
Medicine		0	+1		+1
Notice			4	+1		+5
Ride			4	+2		+6
Search			4	+1		+5
Sense Motive		8	+1		+9
Stealth			0	+2		+2
Survival		4	+1		+5
Swim			4	+2		+6

Feats: (33 PP)
Attack Specialization (Sword) R: 3
Blind Fight
Diehard
Elusive Target
Evasion R:2
Fearless
Improved Critical R: 5
Improved Sunder
Inspire R: 4
Interpose
Leadership
Luck R: 4
Master Plan
Power Attack
Prone Fighting
Quick Draw
Takedown Attack R: 3
Weapon Break

Languages:
English

Equipment:
Comlink in helmet

Powers:  (47PP)
Device- Sword [Easy to lose] (3PP/rank) x4 ranks [20 DP] = 12PP:
Strike (1 PP/rank) x8 ranks = 8DP
PF: Migthy = 1DP
Extra: Linked to Corrosion (0PP/rank)
Corrosion (2PP/rank) x5 ranks = 10DP
Extra: Linked to Strike (0PP/rank)
Alternate power array of Sword (1DP):
-Blast (2PP/rank) x8 ranks=16PP
-Burrowing (1PP/rank) x3 ranks= 3PP

Device- Shield [Easy to lose] (3PP/rank) x5 ranks [25 DP] = 15PP:
Shield (1PP/rank) x5 ranks = 5DP
Extra: Linked to Deflect (0PP/rank)
Deflect (2PP/rank) x5 ranks = 10 DP
Extra: Linked to Shield (0PP/rank)
Extra: Reflect (+1PP/rank) x5 ranks = 5DP
Extra: Redirect (+1PP/rank) x5 ranks = 5DP

Device- Armor [Hard to lose] (4PP/rank) x5 ranks [25 DP] = 20PP:
Absorption [Physical to Healing] (4PP/rank) x4 ranks = 16 DP
Leaping (1PP/rank) x3 ranks = 3 DP
Mind Shield (1PP/rank) x6 ranks = 6DP

Complications:
Enemy: Unknown (maybe Modred, Morgana La Fey, or even Lancelot & Guinivere?)
Honor: Follows Knightly code of Chivalry (Can't attack first, etc.)
Obsession: Finding Merlin(?!?) to figure out identity, destiny, etc.

Drawbacks:
None

		Lgt	Med	Hvy	Lift	Push
Max Weight:	 66	133	200	400	1,000
Appearance:
Paladin is a tall white male with a short sandy colored beard and mustache. His gleaming armor, shield and sword draw the eyes away from the forlorn look on his face. His eyes smolder with a passion kept in check as he ponders some weighty issue within his own mind. Strong but silent, he keeps his mysteries and his problems to himself.(P.S. the wings in the picture below only manifest when using his armor's leaping ability)
Personality:
Not alot of fun at parties, Paladin will soon come to be known jokingly as a stick in the mud (assuming someone notices him at all sitting in the dark corner). Until battle errupts that is. With the call to action comes a changed man. A natural leader who tries to use his tactics and skills to help and protect the group in order to win the day against villians.
Background:
Paladin doesn't know who he really is. He has vague memories of a 'regular' life in this world. Driving a 'car' to work. Going to 'school'. Kissing a beautiful woman dressed all in white. But these memories have been fragments since the old man changed him. The old man, his bleached white eyes staring from above his long unkempt grey beard. The dirty trenchcoat he wore reeking of back alley dumpster dives. He held out his hand showing a few small trinkets within the grubby palm. A miniture sword, shield, and suit of armor... "Do you accept these items? Will you fulfill your destiny sire? Wilt thou take up the mantle of your ancestor and once again do battle with the evil in this land? For power once again courses through this world and I have been released from my icy prison. Released so that I may help you become what you could be...SHOULD BE! But only if you choose it. Now...chooooose...."

The very next thing he knew, he was standing in the street outside of the Resolutes headquarters building. Shiny chariots with four wheels all squawking at him in some loud noisome language. People saluting him with a single finger raised high. All he heard though was the voice of the old man as he looked up at the shiny castle before him. 'Seek out these others to aid you in your battle against the villains of this world. But beware, you may not be the only one from your time to have been brought back...Arthur Pendragon.'
Notes:
Unknown to Paladin, if the all 3 devices are removed from him, he will change back into his normal form and identity: Arthur Knight of Indianapolis, Indiana. A loving husband and father who has been reported missing by his family since his complete dissapearance recently. Since Arthur in his Paladin form has different fingerprints, this won't likely be discovered until all 3 items are removed...which is unlikely to happen willingly as Paladin isn't sure what the result would be of such an experiment.
Change Log
8PP's from Antiques Roadshow adventure:
*Added +3 to Defense Bonus (using 6PP) changing it from +6 to +9
*Added +2 to Toughness Saving Throw (using 2PP) changing it from +4 to +6 base modifier

Abilities 22PP + Skills 16PP (64 ranks) + Feats 33PP + Powers 47PP + Combat 26PP + Saves 14PP - Disadvantages -0PP = 158 / 158 PP
Attached Thumbnails
living-supers-character-submission-king20arthur.jpg   living-supers-character-submission-knight.jpg  

Last edited by Phoenix8008; 2nd February 2007 at 02:14 AM.. Reason: fixing spacing
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