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  1. #21

    Avatar (PL 10)

    Code:
    Name: Avatar (Henry Johnson)
    Size: Medium
    Gender: Male
    
    Str: 14 +2 ( 4 PP)	PowerLevel: 10		PP: 150
    Dex: 12 +1 ( 2 PP)	AB:         +7 (14 PP)	XP: 0
    Con: 20 +5 (10 PP)	Grapple:    +9		HP: 4
    Int: 16 +3 ( 6 PP)	Speed:      30'
    Wis: 13 +1 ( 3 PP)	Init:       +5
    Cha: 10 +0 ( 0 PP)
    
    		Base	Power	Feat	Total
    Defense:	+15	+0	+0	25 (30 PP)
    Dodge:		+7	Flatfooted: 25
    
    		Base	Mod	Feat	Power	Misc	Total
    Fort:		0    	+5	+0	+0	+0	+5 (0 PP)
    Ref:		3    	+1	+0	+0	+0	+4 (3 PP)
    Will:		3    	+1	+0	+0	+3	+4 (3 PP)
    Toughness:	0    	+5	+0	+0	+0	+5
    
    Attack			Attack	Damage	Save Type	Type
    Melee:
    Unarmed			+7	DC 17	Tough		Bruise
    Whip			+7	DC 15	Tough		Bruise (+special)
    
    Ranged:
    Heavy Pistol		+11	DC 19	Tough		Bruise
    
    Movement Types:
    Base: 30/60/120
    
    Feats: (25 PP)
    Accurate Attack
    All-Out Attack
    Attack Focus (Ranged) 3
    Connected
    Equipment 4
    Evasion 2
    Improved Aim
    Improved Initiative 1
    Improvised Tools
    Inventor
    Jack-of-All-Trades
    Power Attack
    Precise Shot 1
    Quick Change 1
    Second Chance (Knowledge: History Checks)
    Skill Mastery (Computers, Craft: Mechanical, Knowledge: History, Stealth)
    Sneak Attack 1
    Taunt
    Uncanny Dodge (Mystical)
    
    Skill Points: 100 (25 PP)
    Skills			Ranks	Mod	Misc	Total
    Bluff			8	+0		+8
    Climb			4	+2		+6
    Computers		6	+3		+9
    Craft: Mechanical	6	+3		+9
    Diplomacy		2	+0		+2
    Disguise		6	+0		+6
    Gather Information	8	+0		+8
    Knowledge: Current Evts	2	+3		+5
    Knowledge: History	15	+3		+18
    Knowledge: Pop Culture	2	+3		+5
    Knowledge: Streetwise	8	+3		+11
    Language: Greek		1	N/A		N/A
    Language: Latin		1	N/A		N/A
    Medicine		2	+1		+3
    Notice			6	+1		+7
    Profession: Professor	9	+1		+10
    Search			4	+3		+7
    Sense Motive		2	+1		+3
    Stealth			8	+1		+9
    
    Languages:English
               Greek
               Latin
    
    Equipment:Task Force Communicator (0 EP)
              Binoculars              (1 EP)
              Flashlight              (1 EP)
              GPS Receiver            (1 EP)
              Heavy Pistol            (8 EP)
               Laser Sight            (1 EP)
               Stun Ammo              (1 EP)
              Multi-tool              (1 EP)
              PDA                     (1 EP)
              Whip                    (5 EP)
    
    Powers:
    Healing 4 (2 PP/Rank + 2 PP = 10 PP) [Mystical]
     Power Feat: Persistent
     Power Feat: Regrowth
     Extra: Resurrection
     Flaw: Empathic
    
    Regeneration 13 (1 PP/Rank + 2 PP = 15 PP) [Mystical]
     Recovery Bonus 4 (Automatic with Constitution bonus)
     Disabled 2 (Every hour)
     Ability Damage 2 (Every hour)
     Resurrection 5 (Every hour, stopped by any means that separates the
                     mystical force from the body...disintegration,
                     incorporeality, exorcism, etc.)
     Power Feat: Persistent
     Power Feat: Regrowth
    
    Complications:
    None
    
    Disadvantages:
    None
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	58	116	175	350	875
    Sblocked for your convenience:
    Appearance:
    Avatar is a handsome, yet rugged-looking man in his mid 30's, weighing about 160 lbs. Most women notice his
    thick, sandy hair, which sets off his deep blue eyes. A slight scar crosses his chin, hinting at an adventuresome
    past. In the field, Avatar wears a white shirt, tan slacks, and an ever-present bush hat. In the classroom, his
    tastes run to tweed suits with elbow patches. No matter what the situation, he usually looks ready for anything,
    which is fortunate because when he's in the field, just about anything can and does happen!
    Personality:
    Avatar is generally soft-spoken and charismatic. He is not above dealing with shady types in pursuit of some goal,
    but he prefers other company. Likewise, he is willing to bend the rules so long as the outcome is respectable, but
    generally he is a law-abiding man. However, when he perceives some great injustice, he is an implacable foe of
    whoever or whatever is perpetrating the deed, stopping at nothing to set things right. Avatar has a soft spot for
    children, underdogs, and the oppressed. He is quite sensitive to the customs and attiudes of other cultures, which
    has served him in good stead during his many travels in the world.
    Background:
    To most of the world, Dr. Henry Johnson is a university professor who is the author of a popular series of books
    on the history of ancient civilizations, hardly a best-selling author, but one who is known among afficiandos of
    the subject. They know little of the scholar who supplements his income as chair of the history department of a
    small but highly regarded east coast university.

    Fellow academics know him as a leading authority middle eastern history, although he is also known for being quite
    knowledgable about burial customs and religious practices of ancient civilizations all over the world. He has many
    refereed articles to his credit, and is widely quoted in such studies. Although they know him better than the
    general public, his fellows in the halls of ivy have barely scratched the surface of the man.

    Those who know him well enough to call him "Hank" are aware of his incredible personal history. No one knows all
    of it save the good doctor himself, but by piecing together various stories a picture emerges of the son of two
    scholars, who became very worldly at a tender age by being dragged all around the world in his parent's pursuit of
    knowledge. Although near to completing an undergraduate degree while still a teen, he ran off on a series of
    adventures, each more outlandish than the last, until he ended up as an intelligence officer working for the CIA,
    the Mossad, and the KGB simultaneously...a true triple agent! Part Indiana Jones and part McGyver, he finished
    both his undergraduate and graduate degrees (with a paper relating early Coptic burial practices to those of
    ancient Assyria nearly a millennia earlier!) about the same time he "retired" from the spy business.

    Since then, he split his time between writing, teaching classes, and criss-crossing the globe as a "purveyor of
    antiquities". No tomb is too well hidden, no jail too escape-proof, and most importanly, no patron too penurious
    to keep him from his goal. A remarkable life for a remarkable man...one whose unique talents would probably
    qualify him for the resolutes even if it were not for the unsettling events of 12-31-99. Few know the measure of
    "Hank", indeed.

    And fewer still know him as Avatar. For the eve of the close of the millenium found him deep in the Rub al Kali -
    the Empty Quarter of Saudi Arabia, his whereabouts unknown to the local authorities, who would not have approved of
    either his plans to loot a centuries-old pagan temple uncomfortably close to their holy city of Mecca, or of the
    bottle of champagne he planned to drink at midnight in the main chamber of that very temple. But as he began video
    taping the murals and writings on the wall of that chamber, still legible after over 2,000 years, tiny motes of
    dust began to glow with an unearthly light and coalesce into billowing luminescent forms. He couldn't have known,
    deep underground, that the millenial comet was passing directly overhead at that very moment, the very moment when
    a deep booming voice inside his head began to speak. The voice spoke to him of duty, of honor, of justice, of a
    hundred other things. It spoke to him of things he remembers and of things he has forgotten but will remember one
    day. It spoke until sleep took him, and he woke only to find himself laying in the sands outside the entrance
    under the burning sun of a new desert day.

    Dr. Johnson couldn't have known what strange power had infused his being that day, but he found out soon enough.
    Passing through the streets of old Jerusalem, he encountered a suicide bomber for the second time in his life.
    Only this time, he was close enough to remember the odd grin the young man next to him had just before he
    disappeared in a sheet of flame. The bomber, Johnson, and several others were blown to bits by the savage blast.
    The survivors were evacuated, and the authorities began the laborious process of cataloging debris, personal
    effects, and human remains. A few hours after the horror had taken place, one investigator remarked how unusual it
    was to find an intact corpse so close to the epicenter of the bombing, and his partner remarked that "it wasn't
    there not too long ago." They moved up to take a closer look, and were shocked to find Dr. Johnson, badly injured
    and clad only in tattered underwear, slowly regaining consciousness! Ever since, his closest friends have taken to
    calling him Avatar...the one chosen as the servant of the gods.
    Notes:
    Most of Avatar's traits come from simply being a intelligent and capable man thrust into the middle of some very
    unusual circumstances. For example, his computer skills come partly from his work in academia, and partly from
    times when it became advantageous to discern the contents of the hard drives of a Russian "Apple" computer. Avatar
    is a crack shot with a pistol, and not only started carrying, but became proficient with a whip after suffering
    the inevitable Indiana Jones comparisons.

    Of note are those specific traits that appeared after his encounter in the lost temple of Arabia. These powers
    derive from the symbiosis of Johnson and the "spirit motes" that appeared to him there. These are apparently a
    host of infinitesimal intelligent incorporeal entities who seem to have taken it upon themselves to ensure that
    Johnson is able to fulfill the destiny given to him by whatever Power or Powers control the motes. These beings
    infuse Johnson's physical person, and "live inside" him, if an incorporeal being can be said to reside in any
    location at all. So long as some part of Johnson's corporeal body and the spirit motes remain together, all the
    traits they give him will be present. How they might be separated is a matter of speculation, but suggestions have been
    to utterly atomize Johnson's remains, to render Johnson incorporeal himself, or to perform some sort of "exorcism" to
    drive the spirit motes out. Until such problem is resolved, Avatar will remain damnably hard to kill...at least, permanently,
    that is.

    Traits granted by the motes include:
    Constitution points above 10
    The Uncanny Dodge feat (the motes provide the awareness that Johnson is in danger...)
    Both the Healing and Regeneration powers
    Defense Bonus above +10 (possibly more of the defense bonus, too)
    Advancement:
    Initial: Abilities 25 + Skills 25 (100 ranks) + Feats 25 + Powers 25 + Combat 44 + Saves 6 - Disadvantages 0 = 150 / 150
    Last edited by El Jefe; Tuesday, 5th December, 2006 at 03:36 AM.
    Living EN World
    Currently playing
    Oirhandir in Once Upon a Rheim,
    Boog Sammas in Blood of The Werewolf
    and DMing The Stuff of Dreams

    Living Superheroes
    Playing Avatar in The Antiques Roadshow

    Living Eberron
    Playing Shoot in Head of the class

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

 

  • #22
    Registered User
    Novice (Lvl 1)

    Salix's Avatar

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    ø Ignore Salix

    Gremlin Approved 8/6/06

    CODENAME:GREMLIN
    Concept/Archetype: Mutant Scrapper
    Power Level: 10
    Power Points:150
    Experience Points:0
    Hero Points:4
    Spoiler:


    ABILITIES
    STR 24(16) +7(+XX) (6 PP)
    DEX 24(16) +7(+XX) (6 PP)
    CON 16 () +3(+XX) (6 PP)
    INT 12 () +1(+XX) (2 PP)
    WIS 14 () +2(+XX) (4 PP)
    CHA 10 () +0(+XX) (0 PP)

    SAVES
    TOUGH +10 (3 Con + 0 Feat + 7 Power) (0 PP)
    FORT +9 (6 Base + 3 Con + XX Feat + XX Power) (6 PP)
    REF +8 (1 Base + 7 Dex + XX Feat + XX Power) (1 PP)
    WILL +4 (2 Base + 2 Wis + XX Feat + XX Power) (2 PP)

    COMBAT
    INIT +7
    BASE DEF +6 (12 PP)
    DEF 20 (10 + 6 Base + 4 Feat + XX Power)
    FLAT-FOOTED 17
    BASE ATT +6 (12 PP)

    ATTACK

    Attack Damage Save Type Type

    Melee:
    Unarmed Attack +9 (DC 23 Toughness, 19 IC, Bruise)
    Ranged:
    Nullify:Attack +6 (DC 19 will, 20, 80-800 ft, Trait)


    SKILLS 52 SP (13 PP)

    Skills Ranks Mod Misc Total

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


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

    MOVEMENT
    SPEED Base: 30/60/120
    LEAP 425/200/100


    FEATS (29 PP)

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



    POWERS

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

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

    Power-Leaping R:4 [Mutant Ability](1 PP/Rank = 4 PP)


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



    Power-Luck Control R:1 [Mutant Ability]-Force Re-roll (3 PP/Rank = 3 PP)

    Power-Nullify, PE: affects objects +1 PF:Affects Objects Only, R:8 (2pp/rank =14)




    EQUIPMENT
    Task Force Communicator

    COST
    Abilities [24]
    Combat [24]
    Saves [9]
    Skills [13]
    Feats [29]
    Powers [51]
    Drawbacks [0]
    Total [150]
    Unspent [XX]

    NOTES
    Spoiler:

    Real Name: George Walker Brown
    Gender: Male
    Age:36
    Size:Medium (although on the small end of that scale)
    Height:4'5"
    Weight:170
    Hair:Red
    Eyes:Green
    Nationality:USA
    Ethnicity:Irish American mutt
    Tradeoffs:

    DESCRIPTION
    Spoiler:

    George is a dwarf and has achondroplasia (an excellent resource about this is found here http://www.lpaonline.org/resources_faq.html. He is 4'5" and weighs 170 lbs, and extremely well muscled from years of pumping iron. He has red hair that he wears back combed and big bushy sideburns coming into his mustache. His eyes are green.[/b]


    HISTORY
    Spoiler:



    History Born in 1970 in the Dogtown neighborhood of St. Louis, Missouri, George has always been the butt of jokes because of his small size. As a result George developed a taste for lifting weights during high school. Encouraged by his high school gym coach
    he joined the wrestling team and became a star, although this did little to help his popularity. Given this as a background, it has always seemed like bad luck has followed George (although until the comet appeared these events were coincidence, not the result of any power). His father frequently was laid off even though he was a hard worker. His only sibling, a brother named Ray, perished after running after a ball George had overthrown while they were playing catch and being hit by a car. Following this event, George's mother had become mentally unstable and has been in and out of mental institutuions since he was a young boy.

    He drifted throughout the years following high school doing odd jobs that included rodeo clown, working the boats that run the Mississippi, and even a stint at the Anheuser-Busch brewery. George took up photography as a hobby and this led him to pursue a photojournalism degree at UMSL. It was during some freelance work getting shots of impending floods for the St. Louis Post Dispatch that George first realized a phenomena.

    During a crisis situation where everything was bad, the bad forune that always followed George seemed to evaporate. George's work really caught the eye of the paper and soon he was specializing in that kind of coverage. As his reputation grew he was picked up by larger and larger papers and was following a trail of natural destruction. More and more George
    found himself laying down his camera to help victims. He soon quit the jounalism business to work with an international disaster aid organization. George has travelled and worked extensively in the third world.

    At some point, George started to take up martial arts and go on monastic retreats to decompress from all the misery that began to make up his daily life. Sometime after the comet appeared, George began to notice that while he was a fine athlete before, he had started to gain immense physical abilities. The bad luck that seemed to follow him intensified, often resulting in terrible things happening even during disasters. George took a leave of absence and sought out master's throughout India and Asia who might help him harness these abilities. George finally learned to control his abilities after four years of training with different masters,and had recently returned to disaster relief. While working the earthquake of Los Angeles, George saw the Resolutes help many people using their unconventional abilities. George began to wonder if the odd things he was able to do might not be put to better use.
    Last edited by Salix; Sunday, 6th August, 2006 at 06:28 PM. Reason: Approved

  • #23
    Registered User
    Minor Trickster (Lvl 4)

    Hellzon's Avatar

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    ø Ignore Hellzon

    Toad

    Code:
    Name: William Todd (Toad)
    Size: Medium
    Gender: Male
    
    Str: 10 +0 	PowerLevel: 8		PP: 120
    Dex: 27 +8 	AB: +5			XP: 0
    Con: 16 +3 	Grapple: +13 (5+8)	HP: 1
    Int: 14 +2 (4pp)	Speed: 30/60/120' (base), 250/125/62' (leap), 50' (swim)
    Wis: 10 +0 	Init: +8
    Cha: 10 +0 
    
    		Base	Power	Feat	Total	Flatfooted
    Defense (8pp):	+4 	+0	+0	18	12
    Dodge:		+4
    
    		Base	Mod	Feat	Power	Misc	Total
    Fort:		4 (4pp)	+3	+0	+0	+0	+7
    Ref:		5 (5pp)	+8	+0	+0	+0	+13
    Will:		3 (3pp)	+0	+0	+0	+0	+3
    Toughness:	0	+3	+3	+2	+0	+8 (+5 flatfooted)
    
    Attack		Attack		Damage	Save Type	Type
    Unarmed (kick)	+5 (10pp)	DC 20	Tough		Bruise
    
    
    
    Movement Types:
    Run  30/60/120'
    Leap 250/125/62'
    Swim 50'
    
    Feats:
    Acrobatic Bluff:    	    Feint and trick using Acrobatics rather than Bluff (1pp)
    Ambidexterity:              Eliminate penalty for using tongue (1pp)
    Assessment:                 Know a subject's relative offensive and defensive ability (1pp)
    Defensive Roll (3):         +3 Toughness save bonus (3pp)
    Distract (1):               Bluff check to daze an opponent for 1 round (1pp)
    Dodge Focus (4):            +4 dodge bonus (4pp)
    Environmental Adaptation :  Suffer no penalties from being underwater (1pp)
    Evasion (2):                Suffer no damage on a successful Reflex save, half damage on fail (2pp)
    Fascinate (1):              Hold a subject's attention with Bluff (1pp)
    Grappling Finesse:          Grapple checks use Dex & retain dodge bonus (1pp)
    Improved Disarm:            +2 bonus on attack rolls to disarm (1pp)
    Improved Grapple:           Make grapple checks with tongue (free due to additional limbs)
    Improved Trip:              +4 bonus on trip checks, opponent can't trip you (1pp)
    Redirect:                   Trick an opponent into hitting someone else (1pp)
    Taunt:                      Demoralize using Bluff rather than Intimidate (1pp)
    Uncanny Dodge:              Retain your dodge bonus while flat-footed (1pp)
    
    
    Skill Points: 76 (19 PP)
    Skills			Ranks	Mod	Misc	Total	Cost (pp)
    Acrobatics*		13 	8		+21	3,25
    Bluff			13 			+13	3,25
    Drive				8		+8	
    Escape Artist			8		+8	
    Gather Info		6 			+6	1,5
    Knowledge:
    -Streetwise*		10 	2		+12	2,5
    -Popular Culture*	10 	2		+12	2,5
    -Life Sciences*		3 	2		+5	0,75
    Medicine*		1 			+1	0,25
    Notice			5 			+5	1,25
    Search				2		+2	
    Sense Motive		5 			+5	1,25
    Stealth				8		+8	
    Swim			10 			+10	2,5
    
    Languages:
    English (British)
    
    Equipment
    Commlink (free for Resolutes)
    
    Powers: (Origin for all of them: Mutant)
    Rank	Power
    17	Enhanced Ability (dexterity) (17pp)
    6	Enhanced Ability (constitution) (6pp)
    2	Protection (extra: Impervious) (4pp)
    2	Comprehend/Speak to (flaw: narrow (toads)) (1pp)
    1	Additional Limbs (prehensile tongue) (1pp)
    6	Elongation (flaw: Limited (tongue only = only reach bonus)) (6pp)
    2	Swimming (1pp)
    5	Strike (6pp)
    4	Leaping (4pp)
    
    Complications
    Disturbing looks, especially if you look close up.
    
    			Lgt	Med	Hvy	Lift	Push
    Max Weight (lbs):	33	66	100	200	500
    
    Costs:
    Abilities 4
    Skills    19 (76 ranks)
    Feats     21
    Powers    46
    Combat    18
    Saves     12
    Drawbacks 0
    Sum:      120 / 120
    Spoiler:

    Appearance:
    Unfortunately, William looks a bit like his namesake. His mouth is just a LITTLE bit too wide, and his eyes bulge a bit (picture Steve Buscemi). His hair is thin, and then there's the thing with his tongue and rubbery skin. Other than that, he is slightly shorter and stockier than average. He is in his early twenties

    Personality:
    After getting ze powers (ehm...), William has gone from being a shy and reserved boy to an occasionally annoying motormouth.Mostly, he can keep it in check and is merely very talkative. The life as a resolute is new to him, and he might revert to his old behavior if pressed by a large mob of people (press conference, anyone?). However, he has no shame for his recent career as a vigilante (even though it was technically a career of crime).

    Background:
    William grew up in a middle class home in London, England. Even before mutating, he looked a bit like a toad. This made him a prime target for the less nice kids, so he mostly kept to himself, studying and reading comics. His favourite was about "The Toad", a misshapen vigilante fighting the criminals of his city despite being an outcast from normal society. Things went on like this. William got good grades and finally graduated from high school in 2002.
    That was when his powers surfaced. They came gradually, and to some extent are still evolving, but by winter 2002, the Toad was prowling the alleys of London for real, helping with the capture of many thugs, and even a few minor superpowered villains. (It is not wise to ask him about The Giant Fly, he'll go on for hours about that one.)
    He kept up the vigilante life for three years, until he was caught by the police. There were... charges against him by then. Fortunately for him, he was merely sentenced to be supervised by the Resolutes. And that's where he is now...

    Notes:
    Yes, Toad is kind of ripped from X-Men 1. Now that that's said:
    William is basically a toad totem, with a bunch of skills and feats tossed in from his vigilante career. He has a history of "street-level" crimefighting, and that's where is best suited. Up against supervillains, he would fall back to a support position, harrassing the enemy with his tongue.
    The flaw on elongation might not be 100% core, but it's a start. Ideas?
    Yes, he is versatile. Do shoot me down if you think he is too much so.
    Does the "community service deal" work? It can be changed rather easily, for sure.

  • #24
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    Acolyte (Lvl 2)

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    ø Ignore hero4hire
    Code:
    Name: Roughneck
    Size: Medium
    Gender: Male
    
    Str: 24 +7 (14 PP)	PowerLevel:  8	PP: 120
    Dex: 10 +0 (0 PP)	AB: +5(10 PP)	XP: 0
    Con: 24 +7 (14 PP)	Grapple:  +12   HP: 1
    Int: 14 +2 (4 PP)	Speed: 30'
    Wis: 10 +0 (0 PP)	Init: +0
    Cha: 16 +3 (6 PP)	
    
    		Base	Power	Feat	Total
    Defense:        +0        +0	+4	14 (0 PP)
    Dodge:		+4	Flatfooted:  10
    
    		Base	Mod	Feat	Power	Misc	Total
    Fort:		0    	+7	+0	+0	+0	+7 (0 PP)
    Ref:		0    	+0	+0	+0	+0	+0 (0 PP)
    Will:		0    	+0	+0	+0	+0	+0 (0 PP)
    Toughness:	0    	+7	+0	+5	+0	+12
    
    Attack			Attack	Damage	Save Type	Type
    Melee:
    Unarmed			+9	DC 22	Tough		Bruise
    
    
    
    Movement Types:
    Base: 30/60/120
    
    Feats: (17 PP)
    All Out Attack
    Attack Specialist-Unarmed 2
    Diehard
    Dodge Focus 4
    Endurance
    Evasion 2
    Fearless
    Interpose
    Power Attack
    Startle
    Takedown Attack
    Ultimate Effort-Toughness
    
    Skill Points:  32 (8 PP)
    Skills			Ranks	Mod	Misc	Total
    Drive			5	0	0	+5
    Gather Info		2	3	0	+5
    Intimidate		12	3	0	+15
    Notice			5	0	0	+5
    Profession: Bouncer	5	0	0	+5
    Search			3	2	0	+5
    
    
    
    Languages: English
    
    Equipment:  
    Task Force Comunicator
    
    Powers:
    Immunity (Non-Lethal Physical, Non-Lethal Energy, Lethal Physical, Lethal Energy, Flaw: Limited ½ Damage Only, Power Feat: Subtle, 41 PP)
    Protection 5 (Power Feat: Subtle, 6 PP)
    
    Complications:
    Power Complication: Roughneck is starting to lose his sense of touch and taste. 
    
    Disadvantages:
    None
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	233	466	700	1400	3500
    Appearance:
    Nick is a large bald man who stands around 6' 6". The breadth of his shoulders and chest are akin to an great African gorilla. His heavily muscled arms end in huge shovel-like hands which can easily envelope a pool ball and crush it into powder.


    Background:
    Nick Rhodes was a very tough individual well before the Comet made him metahuman. Born to an poor unwed mother. He grew up the only white kid in the Projects of Campaign City. He had to learn to defend himself at an early age and eventually garnered the respect and fear of the local thugs. Despite his surroundings Nick enjoyed reading often and scored very well on IQ tests. However he dropped out of school at 16, and after some years of being hired "muscle", he became a bouncer to the local strip clubs. He entered and won several toughman competitions and even was awarded "World's Toughest Bouncer" 3 years in a row.
    His metahuman abilities came upon him gradually, he might not have ever known he had them save for an accident where he was hit by a bus. When the bus turned out somewhat worse then he did, it didnt take Nick long to figure things out.

    Notes:
    Roughneck can take one hell of a beating. The Subtle feat on his Protection makes it appear less obvious that he is unhurt. Stab Roughneck, he bleeds, beating him leaves bruises, he just appears to shake it off and keep going, ignoring all injuries. Nick's strength and size however are all his, naturally. His only meta-abilities are his unholy toughness.


    Abilities 38 + Skills 8 (32ranks) + Feats 17 + Powers 47 + Combat 10 + Saves 0 – Drawbacks 0 = 120 / 120
    Trade Offs: +1 Attack, -1 Damage, -4 Defense +4 Toughness
    http://leb.wikia.com/wiki/LEB:PC:Filo_d%27Jorasco_(Hero4Hire)

  • #25
    Registered User
    Novice (Lvl 1)

    Salix's Avatar

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    Dec 2005
    Posts
    1,295

    ø Ignore Salix

    Titan PL8 Grower (Giant) Approved 8/6/06 Updated 9/9/07

    CODENAME: TITAN
    Concept/Archetype:Grower
    Power Level: 8
    Power Points:132
    Experience Points:
    Hero Points:1
    Spoiler:

    ABILITIES
    STR 20(10)+ 5(+XX) (0 PP)
    DEX 10(10) +0 (+XX) (0 PP)
    CON 20(10) +5 (+XX) (0 PP)
    INT 10(0) +0 (+XX) (0 PP)
    WIS 10(0) +0 (+XX) (0 PP)
    CHA 14 (6) +3 (+XX) (6PP)


    SAVES
    TOUG +8 (3 Base + 5 Con + XX Feat + XX Power)(3PP)
    FORT +8 (3 Base + 5 Con + XX Feat + XX Power) (3PP)
    REF +3 (3 Base + XX Dex + XX Feat + XX Power) (3 PP)
    WILL +3 (3 Base + XX Wis + XX Feat + XX Power) (3 PP)


    COMBAT
    INIT +0
    BASE DEF +6 (12PP)
    DEF 16 (10 + 6 Base + 0 Feat + 0 Power)
    FLAT-FOOTED 13
    BASE ATT +6 (12 PP)


    ATTACK
    Melee:Attack +6 (DC 20 Toughness, CRIT 20, Bruise)
    Ranged:Attack +6 (DC XX SAVE, CRIT, RANGE, TYPE)


    SKILLS 40 SP (10 PP)


    Bluff+3 (0 Ranks + 3 CHA + 0 Feat + 0 Power)
    Climb+5 (0 Ranks + 5 STR + 0 Feat + 0 Power)
    Diplomacy+3 (0 Ranks + 3 CHA + 0 Feat + 0 Power)
    Disguise+3 (0 Ranks + 3 CHA + 0 Feat + 0 Power)
    Gather Information+3 (0 Ranks + 3 CHA + 0 Feat + 0 Power)
    Handle Animal+3 (0 Ranks + 3 CHA + 0 Feat + 0 Power)
    Intimidate+15 (12 Ranks + 3 CHA + 0 Feat + 0 Power)
    Notice+8 (8 Ranks + 0 WIS + 0 Feat + 0 Power)
    Profession (Minor League Hockey Player) +2 (2 Ranks + 0 WIS + 0 Feat + 0 Power)
    Search+8 (8 Ranks + 0 INT + 0 Feat + 0 Power)
    Sense Motive+8 (8 Ranks + 0 WIS + 0 Feat + 0 Power)

    LANGUAGES (0 Ranks)
    Language-English-base


    MOVEMENT
    SPEED 30/60/90


    FEATS (6 PP)

    Improved Grab–Immediately start grapple as free action. Your unarmed attack innflicts normal damage and counts as the initial attack roll to start a grapple.
    Improved Pin–4 penalty on grappling checks against you to
    escape.
    [B] Luck 1 You have an extra hero point
    Power attack Reduce attack bonus to increase damage bonus.
    Takedown Attack Gain a bonus melee attack when you drop an
    opponent.
    Teamwork +1 bonus to aid actions.
    Interpose You can trade places with an adjacent ally subject to attack.
    Uncanny Dodge[Retain your dodge bonus while flat-footed.


    POWERS
    [SIZE=1] Power-Enhanced Strength R:10 [Mutant Ability](1 PP/Rank = 10 PP)
    Power-Enhanced Constitution R:10 [Mutant Ability](1 PP/Rank = 10 PP)
    Power-Growth R:8 [Mutant Ability](4 PP/Rank = 32 PP)
    --AP:Shrinking R:10 [Mutant Ability] (3PP/Rank +1 PP*=31PP)
    PE:Retain Strenth

    Power-Super Strength R:5 [Mutant Ability](2 PP/Rank = 10 PP)
    [B]Power Guantlets (10 PP) Device 2 Hard to lose (8 PP)
    Stun 4 (8 PP)
    AP Blast 4 (1PP)
    AP Force Field 8 Extra(Impervious), Flaw(Ablative)(1PP)[B]


    EQUIPMENT
    Task Force Communicator

    COST
    Abilities [6]
    Combat [24]
    Saves [12]
    Skills [10]
    Feats [6]
    Powers [62]
    Drawbacks [XX]
    Total [120]
    Unspent [0]




    NOTES

    Real Name: JOHN MAKINEN
    Gender:MALE
    Age:20
    Size:MEDIUM
    Height:6'5"
    Weight:235
    Hair:BLOND
    Eyes:BLUE
    Nationality:UNITED STATES OF AMERICA
    Ethnicity:FINNISH AMERICAN
    Tradeoffs:


    DESCRIPTION

    Description-John is a large well-built young man with a big grin. He has shaggy Blonde hair and bright blue eyes.]


    HISTORY

    History-John is from the Kewenaw Peninsula of Upper Michigan. As such he has a deep "Fargo" sounding accent. As a promising young prospect in the Detroit Red Wings farm system his powers manifested while taking a devastating body check into the boards. The image of him growing to thirty feet in size was captured on film and soon broadcasted on all the major networks. He had been working in the Great Lakes region, responding to threats in Chicago, Cleveland, Milwaukee, and Detroit, his adopted city. He took part in a highly televised battle with the Japanese assassin, Bullet Train. He was overmatched but was aided by local folk hero Shadow. The two heroes managed to stop the assasination of Mayor Kilpatrick, and have become local celebrities. Soon afterward he was recruited into the Resolutes, under the agreement that he could spend most of his time in the Great Lakes, and be on call for larger missions where the UN needs help. When not working with Resolutes, he often works with Shadow


    Experience Log- Gained 7 points were used from Iridium Con, 3 from GM credits for AR, 2 from Help Wanted.
    Used them for power guantlets, luck, and improved grab.
    ~~~~~~~~~~~~~
    Last edited by Salix; Sunday, 9th September, 2007 at 02:39 PM. Reason: Updated history to add more NPCs,flavor

  • #26
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    Rybaer's Avatar

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    Jan 2002
    Location
    Austin, TX
    Posts
    1,823

    ø Ignore Rybaer

    Pandora

    (reposted after the board crash)

    Code:
    Name:  Jeanine Travis
    Cover ID:  Pandora
    Size:  medium (5’10, 130lbs)
    Gender:  female
    
    Str: 10 +0 (0 PP)	PowerLevel: 8	PP: 120
    Dex: 14 +2 (4 PP)	AB: +2 (4 PP)	XP: 0
    Con: 16 +3 (6 PP)	Grapple: +2	HP: 3
    Int: 14 +2 (4 PP)	Speed: 30'
    Wis: 14 +2 (4 PP)	Init: +2
    Cha: 16 +3 (6 PP)
    
    		Base	Power	Feat	Total
    Defense:	+6	+0	+0	16 (12 PP)
    Dodge:		+3	Flatfooted: 13
    
    		Base	Mod	Feat	Power	Misc	Total
    Fort:		1    	+3	+0	+0	+0	+4 (1 PP)
    Ref:		3    	+2	+0	+0	+0	+5 (3 PP)
    Will:		3    	+2	+0	+0	+0	+5 (3 PP)
    Toughness:	0    	+3	+0	+5	+0	+8
    
    Attack			Attack	Damage	Save Type	Type
    Unarmed			+2	DC 17	Tough		Bruise
    Power (Nauseate)	+6	DC 18	Fortitude	Sicken
    Dazzle			area	DC18	Reflex/Fort	Sensory
    
    
    Movement Types:
    
    Feats: (8 PP)
    Attack Specialization (Nauseate) 2 (+4 to attack rolls)
    Attractive 2
    Connected
    Luck 2
    Set-Up
    
    
    Skill Points: 12 (3 PP)
    Skills			Ranks	Mod	Misc	Total
    Acrobatics		1	+2		+3
    Bluff			4	+3	+8	+7/+15
    Climb			1	+0		+1
    Diplomacy		4	+3   	+8	+7/+15
    Gather Information	1	+3		+4
    Knowledge: Civics	1	+2		+3
    Knowledge: Current Events 1 	+2 		+3
    Notice			2	+2		+4
    Swim			1	+0		+1
    
    Languages: English
    
    Equipment:  Communicator
    
    Powers:
    Pandora’s Box (Device) 19 [feat – limited to her bloodline] (3 PP/Rank + 1 PP = 58 PP)
    	ESP (visual) 9 (2 PP/Rank = 18 PP)
    	Immunity (own powers) 1 (1 PP/Rank = 1 PP)
    	Dimensional Pocket 5 [extra: Inversion +1, see below] (3 PP/Rank 
    			= 15PP)
    	Summon Minion 8 – Masked Man (see below) [extra: heroic +1] (3 
    			PP/Rank = 24 PP)	
    	Transform (container into container) 3 [extra: Continuous +1, 
    			flaw: Range personal –2] (2 PP/Rank = 6 PP)
    	Magic 12 (2 PP/Rank + 7 PP = 31 PP)
    		Nauseate 8 [extra: Ranged +1] (24 PP)
    		Create Object 7 [extra: Continuous +1, feats – innate, 
    			precise, subtle] (24 PP)
    		Dazzle (visual) 8 [extra: Area (burst) +1] (24 PP)
    		Weather Control 12 (cold) (24 PP)
    		Weather Control 12 (distraction) (24 PP)
    		Weather Control 12 (hamper) (24 PP)
    		Weather Control 12 (heat) (24 PP)
    		Obscure 12 (visual – fog) (24 PP)
    
    Body Armor/Costume (Device) 1 (4 PP/Rank = 4 PP)
    	Protection 5 (5 PP) 
    
    
    Complications:  Secret Identity
    
    Disadvantages:
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	33	66	100	200	500
    
    Breakdown:  Stats (24pp) + Combat (16pp) + Saves (7pp) + Feats (8pp) + Skills (3pp) + Powers (62pp) = 120pp
    +6pp unspent from Salix's Help Wanted: Exterminators mission
    
    Combat:  No trade-offs
    Background

    Jeanine Travis, age 26, is a stunningly attractive woman - tall and athletic with long black hair and deep blue eyes. She is warm and friendly, always looking out for others and willing to lend a hand. She is more perceptive than brainy, more intuitive than calculating.

    Jeanine was raised in upstate New York in a middle-class household, her father running a small electronics store and mother working a variety of part time retail jobs after the children were in school. She has two brothers and a sister, all older and all now married with families.

    Jeanine attended Penn State University, eventually settling on a major in Political Science. She never had a passionate drive for any one specific career, but rather was mostly interested in doing work that would allow her to interact with others and perhaps do some good in the world. Degree in hand, she landed a job working for the State Department in Washington, DC, in a liason position between her department and the Pentagon. While not nearly as exciting as it might sound, Jeanine liked the job and got to meet many interesting people in both departments. Her good looks and knack for knowing how to deal with people allowed her to cut though a fair amount of red tape, leading to a quick promotion and good work reviews.

    Following the passing of the comet, work picked up considerably. There was a constant buzz between nations on how to deal with the new super humans - everything from tracking, rules for traveling internationally, and so on. Jeanine had no personal opinion on most of the issues - the supers were a mixed bag, deserving of the same treatment under the law as anyone else.

    A couple years after starting the job in DC, Jeanine was back at her parents' house for the holidays. The extended family celebrated Christmas and then her parents left for a long-awaited vacation in Hawaii. Jeanine had graciously agreed to house-sit their dogs while they were gone.

    Late on a bitterly cold, snowy night, Jeanine received a frightening phone call. Her grandmother, who lived only a short drive away, was gasping into the receiver, pleading for help. She raced through town as quickly as she could on the snowy streets, calling 911 along the way. She managed to beat the police there and found the front door ajar. Inside, the house appeared to have been thoroughly ransacked. Her grandmother was on the kitchen floor, unconscious, bruised and bleeding.

    Jeanine was able to revive her grandmother, though only for just a few moments. "Jeanie, dear," she said. "They wanted the cookie jar. I wouldn't talk, though. They never found it. Take it; keep it safe. It's your responsibility now."

    Bewildered, Jeanine looked up on the counter for the cookie jar that had always been there. It was gone. Only a collection of empty soda cans occupied the counter top. "But Gran, it's gone!"

    "No dear," she said. "All the stories I told you about that cookie jar, the ones my Gran told me about the magic...they're true! The jar was too clever to be stolen. It's the Big Red." And with that, her grandmother lapsed back into unconsciousness.

    The police and ambulance arrived moments later, and Jeanine busied herself with answering the officer's questions and getting her grandmother safely off to the hospital. To Jeanine's relief, her grandmother wasn't in too bad of shape - a few lacerations and a concussion. Jeanine waited out the night at her Gran's side, pondering the strangeness about the cookie jar.

    As a young child, Gran had told Jeanine and her siblings fantastic tales about the magical things that could be pulled from the cookie jar. Truly, it was a strange artifact in the house - a metallic container with red lacquer patterns and gold trim. Jeanine and the others always laughed at the stories of how Gran's grandma used to pull snowstorms and snakes from the jar in order to get out of going to school. Of course, there was always a cookie or two at the end of the tale.

    Jeanine assumed that it must have been stolen, perhaps having some antique value, and that her Gran was suffering delusions from the concussion. Beating up an old woman for a trinket, however, seemed excessive, particularly in the quiet neighborhood in which she lived. With the doctors' assurances that her grandmother was in good condition and resting well, Jeanine decided to go check over the house.

    She started in the kitchen, looking for the cookie jar. The empty can of Big Red soda, tucked in among several other empty cans, seemed to draw her attention. Jeanine reached out for it and as her hand made contact, it transformed back into the cookie jar that she had grown up knowing. She gasped and jumped back, only retaining some degree of composure due to the all the super human stories she’d heard over the last couple years.

    Jeanine cautiously touched the jar again. On a whim, she imagined a coffee can, and it instantly matched her mental image. Then she pictured her favorite purse, and again it transformed. A little bit of experimentation later, she concluded that it could change into almost any type of smallish container that she could imagine: can, jar, box, bag, purse, and so on.

    With it back in the familiar cookie jar shape, she peered inside. It was disappointingly empty. After a moment, however, the inside grew foggy, then coalesced into an image of her grandmother lying in the hospital bed. A nurse was standing beside her, checking blood pressure.

    Jeanine was fascinated with the cookie jar’s powers. She tried to picture her parents and was confused by the darkness it displayed, until she realized that Hawaii was still in the middle of the night. She pictured her sister, her office back in DC, and several other places – each appearing instantly and in perfect detail.

    With the jar posing as her purse, Jeanine returned to her grandmother’s side. Gran told all she knew of the jar, but it was little more than the tales her own grandmother had passed down. Gran had never known it to have real powers and she had no idea who would know of it and try to steal it.

    Gran insisted that Jeanine keep the jar. The two of them spent some time exploring its powers and trying to determine its origins and very reason for existence. Few answers were forthcoming, but they grew much closer for their efforts.

    In the year since, Jeanine has developed a small paranoid streak. She’s worried that someone in the government will learn of Pandora’s Box, as she and her grandmother eventually came to call former cookie jar. When the Resolutes started recruiting, Jeanine decided to give them a shot and try to use the box’s powers for good…under a secret identity, of course. She figured it would be safer to be proactive in deciding how to use it rather than risk letting some darker part of the government decide for her.



    Code:
    Name:  Bronze Serpent (construct minion)
    Size:  Huge (appx 30’ long, 2’ diameter, 12k lbs; 15’ space, 10’ reach)
    Gender:  construct
    
    Str: 26 +8 (growth)	PowerLevel: 8	PP: 120
    Dex: 10 +0 (0 PP)	AB: +8 (-2 size) (16 PP)	XP: 0
    Con: -- -- (-10 PP)	Grapple: +22	HP: 0
    Int: -- -- (-10 PP)	Speed:  
    Wis: 10 +0 (0 PP)	Init: +12
    Cha: -- -- (-10 PP)
    
    		Base	Power	Feat	Total
    Defense:	+4	-2 (size)	+0	12 (8 PP)
    Dodge:		+1	Flatfooted: 11
    
    		Base	Mod	Feat	Power	Misc	Total
    Fort:		na    	+0	+0	+0	+0	-- (0 PP)
    Ref:		8    	+0	+0	+0	+0	+8 (8 PP)
    Will:		0    	+0	+0	+0	+0	+0 (0 PP)
    Hardness*:	8    	+0	+0	+4	+0	+12 Imp (0 PP)
    
    Attack			Attack	Damage	Save Type	Type
    Unarmed			+6	DC 23	Tough		Bruise
    Electric Aura		+6*	DC 23	Tough		Bruise/Electric
    Grapple			+22	+Electric Aura (opp’s get –4 to escape pin)
    
    
    Movement Types:
    Slithering 30’ (or 50mph w/Super Speed)
    Wall Slithering (climbing) 30’ (or 50mph)
    
    Feats: (9 PP)
    All-out Attack
    Chokehold
    Evasion
    Improved Grab
    Improved Grapple
    Improved Pin
    Improved Initiative (3)
    Interpose
    
    Skill Points: 24 (6 PP)
    Skills			Ranks	Mod	Misc	Total
    Notice			12	+0		+12
    Stealth			12	-8		+4
    
    
    Languages:  none
    
    Equipment:  none
    
    Powers:
    Blast [Electricity] 8 (Flaw: touch, Extra: aura, Feat: selective) (2 PP/Rank + 1 PP = 17 PP)
    Protection 4 (+12 ranks Impervious) (1 PP/rank + 12 PP = 16 PP)
    Super Movement 3 (Slithering, Wall-climb 2) (2 PP/rank = 6 PP)
    Super Speed 3 (50mph) (1 PP/rank = 3 PP)
    Growth 8 (huge) (Extra: continuous, Flaw: permanent) (3 PP/rank = 24 PP)
    Super Senses 6 (Blindsight, danger sense, infravision) (varies = 6 PP)
    Immunity 30 (Fortitude saves, construct) (1 PP/rank = 30 PP) 
    
    Complications:  none
    
    Disadvantages:  construct, minion (no additional benefits)
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	1224	2452	3680	7360	9 tons
    
    Combat:  (-4/+4 Defense/Toughness trade-off)
    
    Explanations:  Strength is from Growth.  Also from Growth, I changed the Constitution bonus to Hardness (equal cost), then bought up the remaining 4 hardness as Protection and gave everything Impervious 12.
    
    Breakdown:  Attributes (-30PP) + Combat (24PP) + Saves (8PP) + Feats (10PP) + Skills (6PP) + Powers (102PP) = 120 PP
    Last edited by Rybaer; Wednesday, 20th September, 2006 at 09:44 PM. Reason: pp gained from mission
    -Rybaer


    PbP Games I DM and Play (here)

    Very old story hours:
    Aftermath Story Hour and Aftermath II - Free Agents

  • #27
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    Erekose13's Avatar

    Join Date
    Mar 2002
    Location
    Vancouver, Canada
    Posts
    9,352
    Blog Entries
    7

    ø Ignore Erekose13
    Body and Spirit - reposted after board crash from zip file.
    Code:
    Concept/Archetype: Gestalt healer/ghost
    Power Level: 10
    Power Points: 150
    Experience Points: 0
    Hero Points: 1
    
    ABILITIES
    STR 12 +1 (2 PP)
    DEX 10 +0 (0 PP)
    CON 16 +3 (6 PP)
    INT 14 +2 (4 PP)
    WIS 14 +2 (4 PP)
    CHA 10 +0 (0 PP)
    
    SAVES
    TOUG +3 (3 Con)
    FORT +6 (3 Base + 3 Con) (3 PP)
    REF  +0 (0 Base) (0 PP)
    WILL +4 (2 Base + 2 Wis) (2 PP)
    
    COMBAT
    INIT +0
    BASE DEF +3 (6 PP)
    DEF 13 (10 + 3 Base)
    FLAT-FOOTED 13
    BASE ATT +2 (4 PP)
    
    ATTACK
    Ranged:Attack +2 (+3 damage bonus CRIT 20, RANGE 30', TYPE balistic)
    
    SKILLS 60 SP (15 PP)
    Climb +2 (1 Ranks + 1 Str)
    Concentration +8 (5 Ranks + 3 Con)
    Intimidate +8 (8 Ranks + 0 Cha)
    Knowledge (behavioral science) +5 (3 Ranks + 2 Int)
    Knowledge (life science) +14 (12 Ranks + 2 Int)
    Knowledge (philosophy) +3 (1 Ranks + 2 Int)
    Medicine +15 (13 Ranks + 2 Int)
    Notice +10 (8 Ranks + 2 Wis)
    Sense Motive +10 (8 Ranks + 2 Wis)
    Swim +2 (1 Ranks + 1 Str)
    LANGUAGES (0 Ranks)
    English
    
    MOVEMENT
    SPEED 30/60/90
    
    FEATS (4 PP)
    Assessment
    Equipment (3)
    
    POWERS
    Gestalt 5 [Alteration](1 PP/Rank = 5 PP)
    
    Immunity 10 [Defence](1 PP/Rank = 10 PP)
    BA: Mental Effects
    
    Communication 1 [Sensory](1 PP/Rank = 1 PP)
    BA: Mental Communication, 10 feet
    
    Life Control 10 [General](7 PP/Rank + 2 PP = 72 PP)
    BA: Dynamic, all
    PF: Affects Insubstantial (1)
    PF: Reversible (1)
    EX: Area 1 (Burst) (+1)
    EX: Selective Attack (+1)
    EX: Action 1 (Standard) (+1)
    Boost 10 [Trait, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net)
    BA: Narrow Group of Traits (all physical stats) (3)
    PF: Slow Fade 2 (2)
    EX: Total Fade (+1)
    EX: Action - Move Action (+1)
    EX: Range 2 (Perception) (+2)
    Drain 10 [Trait, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net)
    BA: All Traits (5)
    PF: Slow Fade 1 (1)
    PF: Affects Insubstantial (1)
    EX: Range 2 (Perception) (+2)
    Fatigue 10 [Attack, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net)
    PF: Reversible (1)
    PF: Sedation (1)
    EX: Range 2 (Perception) (+2)
    EX: Area 1 (Burst) (+1)
    EX: Selective Attack (+1)
    EX: Action 1 (Move) (+1)
    Stun 10 [Attack, Dynamic](7 PP/Rank + 2 PP = 72 PP, 2 PP Net)
    PF: Reversible (1)
    PF: Sedation (1)
    EX: Range 2 (Perception) (+2)
    EX: Area 1 (Burst) (+1)
    EX: Selective Attack (+1)
    EX: Action 1 (Move) (+1)
    Healing 10 [Alteration, Dynamic](6 PP/Rank + 12 PP = 72 PP, 2 PP Net)
    PF: Progression 8 (3 Months/Rank) (8)
    PF: Trigger 2 (2)
    PF: Regrowth (1)
    PF: Presistent (1)
    EX: Resurrection (+1)
    EX: Action 3 (Free) (+3)
    Transform 10 [Alteration, Dynamic](7 PP/Rank + 1 PP = 71 PP, 2 PP Net)
    BA: Any Living Creature into Any Living Creature (5)
    PF: Reversible (1)
    EX: Range 1 (Perception) (+1)
    EX: Continuous (+1)
    
    EQUIPEMENT
    van
    cell phone
    light pistol
    
    COST
    Abilities [16]
    Combat [10]
    Saves [5]
    Skills [15]
    Feats [4]
    Powers [100]
    Drawbacks [0]
    Total [150]
    Unspent [0]
    
    NOTES
    Real Name: Konrad Tobin
    Gender: Male
    Age: 34
    Size: Medium
    Height: 5'9"
    Weight: 150lbs
    Hair: brownish grey
    Eyes: brown
    Nationality: Canadian
    Ethnicity: Anglo-saxon/Northern European
    Tradeoffs: 0
    DESCRIPTION
    Konrad is of average height and weight. He has long brown hair that is greying. He sports a small goatee also greying. He typically wears a stylish white long coat and white gloves with a black suit underneath. While he doesn't like violence he has been carrying a pistol for protection ever since coming to the United States several years ago.

    His brother Ben is slightly taller and were he still alive had a much darker, healthier complexion, he is however dead. Not that that stops him from bonding with his elder brother. Ben has become a ghost who haunts Konrad often occupying the same body. While seperated Ben is a whispy figure with equally long hair that is thin.

    HISTORY
    Konrad and Ben, brothers and doctors, they had both moved together to New York City from their homes in Hamilton, Ontario after having completed univerity. Both top of their class, Konrad a heart surgeon and Ben a psychiatrist the two enjoyed life best of friends.

    On Christmas 1999, the two of them were at a huge function in a fasionable neighbourhood in NY. Ben, tired of the falscity of the function and wanting to be with family decided to leave early, hoping his brother would follow. Konrad was getting somewhere with the woman he was speaking to and waves off his brother not really expecting he would leave. Ben skulked out, sad on Christmas. As he walked down the street a drunk driver skiped a curb and plowed into him, driving him into the wall of the building just outside. Konrad was unable to save his brother that day, 6 days later Ben dies in the hospital.

    That night a comet wrapped the world in a cloak of evolution, warping some and healing others. Konrad woke to find his hands scarred completely. Heading to the hospital in pain he tripped over a patient just rushed in with a knife wound. He felt a sudden heat as his hand passed over the man's cut and the wound closed immediately, the man totally healed.

    For the next two or three years Konrad kept his ability secret, experimenting, working hard to both use his powers and not reveal them. He was worried that sometimes his skills while one of the leading surgeons in the world, were unequal to some of the patient's that came across his way. Subtle uses honed he was able to heal small wounds to help the greater surgeries he preformed.

    When news started coming out about supers, he knew that he was one. He watched as prejudice and persecution followed especially after that incident in Switzerland. In one particularly difficult case where a patient had been hit by a car, Konrad stood by as the man died. Something struck a nerve right then and he rushed to the man's side and brought him back, resurrected the man.

    That night wandering in the dark drizzle his tears mingled with the rain as he dwelled on his brother's death. Did he have the power then? Could he have actually saved his brother? Questions swirled as his mind wandered. Out of the blue a mugger came at him and finding him unresponsive knocked Konrad to the ground waving a gun at the stunned doctor. Konrad watched as Ben reached out from inside Konrad's own body and took the mans hand throwing it back.

    "Brother?" Ben whispered in Konrad's head.

    From that point on he had his brother back. Ben had become a ghost, bonded to his brother ever since that fateful night. It was the attack on Konrad that sparked Ben's transformation or rather manifestation, where it had been Ben's death that had awakened Konrad's.

    The two worked together for three months helping those in need, healing people and resurrecting a few car accident victims. A simple white letter on high impact paper was delivered in a plain blank envelop to their door.

    Task Force HQ, Kingston, NJ.

    Recruited by the Resolutes when discovered that they was raising car accident victims killed by drunk drivers, the brothers have been given a chance to use their powers in larger profile cases, joining the Resolutes to counter the attacks by supers on the innocent populace.



    ~~~~~~~~~~~~~
    Body

    Body
    Concept/Archetype: Gestalt healer half
    Power Level: 10
    Power Points: 75
    Experience Points: 0
    Hero Points: 1

    ABILITIES
    STR 12 +1 (2 PP)
    DEX 10 +0 (0 PP)
    CON 16 +3 (6 PP)
    INT 14 +2 (4 PP)
    WIS 14 +2 (4 PP)
    CHA 10 +0 (0 PP)

    SAVES
    TOUG +3 (3 Con)
    FORT +4 (1 Base + 3 Con) (1 PP)
    REF +1 (1 Base) (1 PP)
    WILL +4 (2 Base + 2 Wis) (2 PP)

    COMBAT
    INIT +0
    BASE DEF +2 (4 PP)
    DEF 12 (10 + 2 Base)
    FLAT-FOOTED 12
    BASE ATT +1 (2 PP)

    ATTACK
    Ranged:Attack +1 (+3 damage bonus CRIT 20, RANGE 30', TYPE balistic)

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

    MOVEMENT
    SPEED 30/60/90

    FEATS (4 PP)
    Assessment
    Equipment (3)

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

    EQUIPEMENT
    van
    cell phone
    light pistol

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

    NOTES
    Real Name: Konrad Tobin
    Gender: Male
    Age: 34
    Size: Medium
    Height: 5'9"
    Weight: 150lbs
    Hair: black with lots of grey
    Eyes: brown
    Nationality: Canadian
    Ethnicity: Anglo-saxon/Northern European
    Tradeoffs: 0


    ~~~~~~~~~~~~~
    Spirit

    Spirit
    Concept/Archetype: Gestalt ghost half
    Power Level: 10
    Power Points: 75
    Experience Points: 0
    Hero Points: 1

    ABILITIES
    STR - - (-10 PP)
    DEX 10 +0 (0 PP)
    CON 10 +0 (0 PP)
    INT 14 +2 (4 PP)
    WIS 14 +2 (4 PP)
    CHA 20 +5 (10 PP)

    SAVES
    TOUG +0 (0 Con)
    FORT +0 (0 Base + 0 Con) (0 PP)
    REF +0 (0 Base) (0 PP)
    WILL +2 (0 Base + 2 Wis) (0 PP)

    COMBAT
    INIT +0
    BASE DEF +0 (0 PP)
    DEF 10 (10 + 0 Base)
    FLAT-FOOTED 10
    BASE ATT +0 (0 PP)

    ATTACK
    None

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

    MOVEMENT
    SPEED 30/60/90
    Flight 10MPH

    FEATS (6 PP)
    Fearsome Presence (6)

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

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

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

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

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

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

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

    NOTES
    Real Name: Ben Tobin
    Gender: Male
    Age: 28
    Size: Medium
    Height: 5'7"
    Weight: - lbs
    Hair: whispy white
    Eyes: white
    Nationality: Canadian
    Ethnicity: Anglo-saxon/Northern European
    Tradeoffs: 0
    Erekose13
    Art by Uneide!
    PbP

    [Living 4th Edition]
    Callen Stewart Human Wizard 8
    Beyrk Verkunder Hobgoblin Bard 3

    [Living Eberron]
    Gogmorthak d'Tharashk Orc Barbarian 6

  • #28
    Registered User
    Novice (Lvl 1)

    Lot's Avatar

    Join Date
    Sep 2004
    Posts
    701

    ø Ignore Lot
    Carrion
    Concept/Archetype: Monster
    Power Level: 10
    Power Points: 150
    Experience Points:
    Hero Points:

    ABILITIES
    STR 36(0) +13(+0) (26 PP)
    DEX 16(0) +3 (+0) (6 PP)
    CON 36(0) +13(+0) (26 PP)
    INT 12(0) +1 (+0) (2 PP)
    WIS 12(0) +1 (+0) (2 PP)
    CHA 14(0) +2 (+0) (4 PP)


    SAVES
    TOUG +13 (13 Con + 0 Feat + 0 Power)
    FORT +13 (0 Base + 13 Con + 0 Feat + 0 Power) (0 PP)
    REF +3 (0 Base + 3 Dex + 0 Feat + 0 Power) (0 PP)
    WILL +1 (0 Base + 1 Wis + 0 Feat + 0 Power) (0 PP)


    COMBAT
    INIT +3
    BASE DEF +8 (16 PP)
    DEF 17 (10 + 8 Base + 0 Feat - 1 Power)
    FLAT-FOOTED 13
    BASE ATT +3 (6 PP)


    ATTACK
    [SIZE=1]Melee: Unarmed +7 (DC 28 SAVE, CRIT 20, TYPE Blunt)


    SKILLS 20 SP (5 PP)
    Computer +4 (2 Ranks + 2 Atb + 0 Feat + 0 Power)
    Intimidate +12 (8 Ranks + 2 Atb + 0 Feat + 2 Power)
    Knowledge: Pop Culture (5 Ranks + 1 Atb + 0 Feat + 0 Power)
    Profession: Web Designer (5 Ranks + 1 Atb + 0 Feat + 0 Power)

    LANGUAGES (0 Ranks)
    English


    MOVEMENT
    SPEED 30/60/120
    LEAP 23/11/7
    Flight ' MPH: 100


    FEATS (10 PP)
    Fearsome Presence 1
    Melee Attack Focus 5
    Power Attack 1
    Startle 1
    Move-by Attack 1
    Takedown Attack 1


    POWERS
    Growth 4 [Permanent](3 PP/Rank + 0 PP = 12 PP)

    Flight 4 (2 PP/Rank + 0 PP = 8 PP)

    Regeneration [Recovery Rate](Variable PP/Rank + 0 PP = 16
    (Bruised 1 PP; Unconscious 1 PP; Injured 3 PP; Staggered 5 PP; Disabled 6 PP)

    Immunity (Variable PP/Rank + 0 PP = 10 PP)
    (Life Support 9 PP; Aging 1 PP)

    Additonal Limb [Tail](1 PP/Rank + 0 PP = 1 PP)




    COST
    Abilities [66]
    Combat [22]
    Saves [0]
    Skills [5]
    Feats [10]
    Powers [47]
    Drawbacks [0]
    Total [150]
    Unspent [0]


    NOTES
    Real Name: Martin Reinstatler
    Gender: Male
    Age: 31
    Size: Large
    Height: 9'2"
    Weight: 825 lbs.
    Hair: None
    Eyes: Black
    Nationality: American
    Ethnicity: Former German American
    Tradeoffs:+3 Toughness save, -3 Def, +3 Damage, -3 Attack


    DESCRIPTION
    Martin Reinstatler has become the monster the press has dubbed Carrion. He is around 9 feet when standing straight up, but he seems to carry himself in a feral hunch. His head is long and basically vulture-like in shape. He possesses a hard, chitinous beak filled with pointy, irregularly placed teeth that are visible when he closes his snout. His eyes are dull black and inexpressive like a shark's eyes. His head leads to a sinewy neck that runs into a hard carapace-covered torso. Thin and boney, Carrion's body is basically humanoid but hard to the touch. His legs are goat-like, hooved and covered with a greasy pelt of fur. His arms are human-like in shape, but long and thin. Carrion has a long reptilian tail that he tends to drag behind him. He also possesses a pair of strange wings, both bat-like but also possessing oddly-placed dirty feathers as well. His body is covered with a dull-gray leathery skin, with tuffs of hair, scales and thorny growths sprouting in odd places. He is the embodiment of ugly, possessing the features of many creatures in odd and unnatural ways. Carrion wears no clothes but displays no visible gender-specific features. His voice low-pitched growl and high-pitched birdcall simultaneously, as if two different voices spoke at the same time.

    HISTORY
    MArtin Reinstatler was an average kind of man before the events at the end of 1999. He was a web-designer of no real distinction, living comfortably working on a freelance basis. After the passing of the comet, Martin started feeling a strange itching of his skin. Thinking it nothing, he ignored it for several years, thinking it might be a minor allergy he developed or sensitivity to a specific detergent. When the itching areas started turning a dull gary color. MArtin went to a dermatologist, whom was unable to offer any explanation. The condition grew worse, spreading quickly. Martin became a shut-in as things grew worse. His girlfriend left him and his friends have up on him as he descended into self-induced hermitage. One day, he woke up to find he had emerged from a coccoon that used to be his old body. He was now a horrible monster, revolting to behold and possessing a desire to eat rotting flesh. Martin fled his home, finding his ability to fly as natural as walking. He found a some rotten roadkill and found himself devouring it without thinking. Of course, something like this does not go unnoticed and the creature that was Martin Reinstatler was dubbed Carrion.

    Now, a year later. Carrion has put his life together again. After a painful transition period, Martin has gotten some of his life back together. Since he owns his house and has broken no laws, he remains an employed designer working from home. His neighbors and friends were obviously shaken up by his transformation but most of them grew used to it. With all the weird events happening, Martin's situation was unusual but not unknown. Now that he has relearned to live life as Martin Reinstatler, Carrion (unfortunately the name stuck) is looking to see what help he can provide to the Resolutes. He can feel the incredible strength he possesses, but has yet to really test it.
    Last edited by Lot; Monday, 7th August, 2006 at 03:40 AM.

  • #29
    Registered User
    Acolyte (Lvl 2)

    Rystil Arden's Avatar

    Join Date
    Feb 2005
    Location
    Cambridge, MA
    Posts
    38,388

    ø Ignore Rystil Arden
    Code:
    Sierra Perseis "Circe"
    Concept/Archetype: Simulatrix
    Power Level: 10
    Power Points: 150 (36 Abilities + 6 Saves + 0 Combat + 10 Skills + 18 Feats + 87 Powers = 157)
    Experience Points: N/A
    Hero Points: 0
    
    ABILITIES (36 PP)
    STR 8 -1 (-2 PP)
    DEX 10 +0 (0 PP)
    CON 30 +10 (20 PP)
    INT 16 +3 (6 PP)
    WIS 10 +0 (0 PP)
    CHA 22 +6 (12 PP)
    
    SAVES (6 PP)
    TOUG +10 (10 Con)
    FORT +10 (10 Con)  (0 PP)
    REF +0 (0)  (0 PP)
    WILL + 6 (6 Base) (6 PP)
    
    COMBAT (0 PP)
    INIT +0
    BASE DEF +0 (0 PP)
    DEF 20 (10 + 10 Feat)
    FLAT-FOOTED 10
    BASE ATT +0 (0 PP)
    
    ATTACK
    Melee:Attack -1 (DC 14 SAVE, CRIT 20/x2, TYPE Bludgeoning)
    Ranged:Attack +X (DC XX SAVE, CRIT, RANGE, TYPE)
    
    SKILLS 40 SP (10 PP)
    Acrobatics +0 
    Bluff +21/13 (7 Ranks + 6 Cha  + 8 Feat vs those affected by her good looks)
    Climb -1 (-1 Str)
    Computers +3 (+3 Int)
    Concentration +0
    Craft +3 (+3 Int)
    Diplomacy +21/13 (7 Ranks + 6 Cha  + 8 Feat vs those affected by her good looks)
    Disable Device +3 (+3 Int)
    Disguise +20/+15 (9 Ranks + 6 Cha  + 5 when using Morph)
    Drive +0
    Escape Artist +0
    Gather Information +6 (+ 6 Cha)
    Handle Animal +6 (+6 Cha)
    Intimidate +6 (+6 Cha)
    Investigate +3 (+3 Int)
    Knowledge(Arcane Lore) +18 (15 Ranks + 3 Int)
    Knowledge (All Others) +3 (+3 Int)
    Medicine +0
    Notice +0
    Perform (Singing) +7 (1 Rank + 6 Cha)
    Perform (All Others) +6 (+6 Cha)
    Pilot +0
    Profession (All) +0
    Ride +0
    Search +3 (+3 Int)
    Sense Motive +1 (1 Rank)
    Sleight of Hand +0 
    Stealth +0
    Survival +0
    Swim -1 (-1 Str)
    
    
    
    LANGUAGES (0 Ranks)
    Ancient Greek
    Lesser Polyglot: English, French, Spanish, Japanese.  
    (Can Speak more while using Mastery of the Mind)
    
    MOVEMENT
    LAND SPEED 30/60/120
    FLY SPEED 100/200/400
    
    FEATS (17 PP)
    Jack of All Trades
    Attractive x2
    Ritualist
    Dodge Focus x10
    Evasion x2
    Benefit
    
    POWERS
    Morph 1 [Alteration, Divine] (3 PP/Rank + 0 PP = 3 PP)
    Name: Metamorphosis
    Can assume any form of the same mass
    
    Immunity 1 [Defense,Divine](1 PP/Rank + 0 PP = 1 PP)
    Name: Eternal Youth
    Immune to Aging
    
    Regeneration 1 [Alteration, Divine](1 PP/Rank + 0 PP = 1 PP)
    Name: Immortality
    Resurrection
    Fails to resurrect as long as the body is completely submerged in water
    
    Flight 1 [Movement](1 PP/Rank + 0 PP = 1 PP)
    Name: Mystic Flight
    Moves 10 miles per hour or 100 feet as a move action
    
    Speak Languages Enhanced Trait [Sensory] (1 PP)
    Name: Lesser Polyglot
    Sierra knows the following four languages--English, French, Spanish, Japanese.  This is the same as if she had spent Skill Points except that it is an enhanced trait, so she can use Extra Effort to learn more languages, and it can be nullified by things that nullify powers.
    
    Transform 10  [Alteration, Divine, partially Mental](7 PP/Rank + 5 PP = 75 PP)
    Name: Men to Beasts
    Changes humanoid targets into subservient animal pets until Circe is done playing with them
    Transforms any humanoid target into any animal with a DC 20 Fortitude Save
    Mentally transforms the target's personality as Circe wishes with a DC 20 Will Save
    EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified
    EX: Range 1 (+10) Range Increased to Perception
    FL:  Action 1 (-10) Full-Round Action to activate
    
    Alternate: Illusion 10 linked with Blast 1 and Comprehend 2[Sensory, Divine, partially Attack[Physical] ] (5 PP/Rank Illusion + 6 PP/Rank Blast + 2 PP/Rank Comprehend + 12 PP = 70 PP)
    Name: Capricious Phantasms
    Creates richly detailed and complex illusions with little effort.  Illusions can speak and understand the languages of all intelligent creatures, thanks to Comprehend.  The illusions can even attack for real damage, albeit incredibly weakly 
    Illusions affect all senses
    If the illusions attack, they automatically hit, DC 16 Toughness Save.  The attacks can be melee or ranged, depending on the illusion.
    Circe and the illusions can understand and speak the languages of all intelligent creatures
    EX: Action 1 (+10) Can maintain even an interactive illusion as a free action 
    PF: Selective 1 (+1) Only those Circe chooses are affected by the illusions
    PF: Progression 9 (+9) The radius of Circe's illusion is 5000 feet
    EX: Range 1 (+1) The range on the illusions' attack is increased to Perception.
    EX: Action 3 (+3)  The illusions can produce the 'Blasts' whenever necessary, as a reaction from Circe.  They attack each possible target up to once per round.
    
    Alternate: Emotion Control 10, Comprehend 4, Fascinate 4, Enhanced Charisma 18 [Mental, Divine, partially Sensory, Trait](4 PP/Rank Emo Control & 2 PP/Rank Comprehend + 1 PP/rank Charisma + 1 PP/rank Feat + 0 PP = 70 PP)
    Name: Bewitch
    Circe's presence overloads the minds of those nearby, allowing her to rewrite their emotions to her liking and fascinate them with her overwhelming presence.  Less destructively, she can speak and understand their tongues
    Controls Emotions with a DC 20 Will Save
    Can also speak, read, and write all languages, plus speak with animals while this is active
    EX: Duration 1 (+10) Duration of the Emotion Control is increased to Continuous
    EX: Contagious 1 (+10) The Emotion Control is Contagious
    EX: Area 1 (+10) Emotion Control affects a 50' radius around Circe when she first activates it
    FL: Sense-Dependent [Voice] 1 (-10) The Emotion Control effect only works when Circe can speak and the target can hear her, whether or not the target understands her (though they probably will considering Comprehend is also in effect)
    PF: Subtle 2 (+2) The fact that Circe is using this power is completely unnoticable
    Fascinate as the Feat using Diplomacy, as a reaction--when this power is activated, her every word Fascinates any who hear her.  The DC is equal to her skill check, which is either 1d20+30 or 1d20+22, depending on if they are of a species that finds her attractive.
    
    Alternate: Blast 10 linked with Confuse 10 [Attack, Divine, partially Mental](5 PP/Rank Blast + 2 PP/Rank Confuse + 0 PP = 70 PP)
    Name: Phantasmal Surge
    Unleashes a roiling mass of phantasmal divine energy that engulfs all selected targets, assaulting them with illusions that confuse and confound them, makng it hard to discern reality from illusion.
    Blast strikes targets who fail a DC 20 Reflex Save, and they then have to make a DC 25 Toughness Save
    Whether or not they make the Reflex save, if they can see, they are confused unless they make a DC 20 Will Save 
    EX: Selective 1 (+10) The Blast only hits selected targets
    EX: Area 1 (+10) The Blast affects a 50 foot radius
    EX: Penetrating 1 (+10) The Blast penetrates Impervious Toughness by 10 
    EX: Selective 1 (+10) The Confusion only affects selected targets
    EX: Area 1 (+10) The Confusion affects a 50 foot radius
    FL: Sense-Dependent [Vision] 1 (-10) The Confusion only affects those who can see the Blast
    
    Alternate: Nauseate 10 linked with Drain 10 and linked with Emotion Control 10 [Attack, Trait, partially Mental and Sensory](3 PP/Rank Nauseate + 2 PP/Rank Drain + 1 PP/2 Ranks Emotion Control + 15 PP = 70 PP)
    Name: Caress of Eternal Bliss
    Contact with Circe fills any target with feelings of intense pleasure that overload the target's mind and eventually leave the target in an intense rapturous stupor, their minds unable to contemplate anything but love, bliss, and devotion.
    Nauseates those who touch or are touched by Circe Touch Attack +10 (or automatic if they touch her) who fail a Will Save DC 20.
    Also lowers their Will save bonus by 10 using the same touch if they fail a Fortitude Save DC 20
    Instills love in targets using the same touch and Will Save as the Nauseate effect.
    EX: Aura 1 (+10) The Nausea affects any who touch or are touched by Circe once she activates this power.  Activating the aura is a Free Action with a Sustained Duration 
    EX: Alternate Save [Will] 0 (+0) The Nausea effect causes an addictive craving to the pleasure that can only be overcome by force of will  
    PF: Accurate 5 (+5)  Perhaps because of the aura that surrounds her whole body, the touch attack for Caress of Eternal Bliss is surprisingly accurate (+10 to hit)
    PF: Reversible 1 (+1) The Nauseate effect can be ended on Circe's whims
    EX: Aura 1 (+10) The Will Drain effect is also part of the same aura as the Nauseate
    PF: Slow Fade 9 (+9) It takes 3 months for each point of Will save to come back unless the effect is somehow nullified before then
    FL: Range 2 (-20) Range on the Emotion Control is reduced from Perception to Touch (the next Extra will change that to Aura)
    EX: Aura 1 (+10) The Emotion Control is also part of the same aura as Nauseate and Drain
    EX: Duration 1 (+10) Emotion Control has the duration extended to Continuous
    FL: Sense-Dependent [Touch] 1 (-10) Targets that lack a sense of touch cannot be affected by the Emotion Control portion of this power
    FL: Limited [Love] 1 (-5) The Emotion Control is limited to love alone
    
    Alternate: Device 23 with Subtle PF (69 + 1 = 70) -> 
    Enhanced Strength 22, Impervious Toughness 10, Attack Focus Melee/Ranged, Power Attack, Accurate Attack, Defensive Attack, All Out Attack, Immunity 41(Life Support, Fortitude Saves, and Critical Hits), Super Strength 23 [Trait], Regeneration 34 (added to the 1 she has, that's total), Super-Senses 4 (Tremoresense and Tracking[Tremorsense]), Burrowing 8 (22 + 10 + 11 + 4 + 26 + 19 + 17 + 2 + 4 = 115 PP)
    Name: Ring of Antaeus
    Grants Circe a surge of divine energy that gives her strength and immunity to weak attacks, as well as rapid regeneration.  Much like the mythical Antaeus, a significant amount of this power is lost when she loses contact with the earth
    FL: Source (-1) The Immunity to Fortitude Saves, 8 of the Super Strength, all the Regeneration, The Super Senses, and the Burrowing ar e lost unless Circe is in contact with the ground (i.e. not flying, thrown in the air, swimming, etc).
    PF: Subtle--the ring is subtle, and it isn't obviously what is providing the power.  Still, it can easily be disarmed by anyone who knows what it is, or just guesses
    
    Alternate: Telekinesis 24 (4 PP/Rank TK*10 + 3 PP/Rank TK*1 + 2 PP/Rank TK*13+1 = 70)
    Name: Telekinetic Mastery
    An extremely powerful and precise telekinesis
    EX: Attack (+10 PP) Circe can attack with her Telekinesis (limited as an extra to only 10 of the 24 ranks)
    EX: Perception (+11 PP) Circe can affect anything she can perceive without an attack roll (also limited as an extra to only 11 of the 24 ranks)
    PF: Precise (+1) The Telekinesis can perform precise tasks
    
    Alternate: ESP  9, Quickness 10, Enhanced Int 24, Mind Reading 10, Enhanced Search 2 (3 PP/Rank ESP + 1 PP/ 2 Rank Quickness + 1 PP/Rank Enhanced Int + 1 PP/Rank Mind Reading + 1 PP/Rank Enhanced Search + 2 = 70) 
    Name: Limited Omniscience
    FL: Skill Check (-9) Using Clairvoyance requires a Knowledge(Arcane Lore) check.
    FL: Limited Mental (-5) Quickness is limited to Mental actions only
    PF: Subtle (+1) The Mind Reading is completely unnoticable
    PF: Subtle (+1) The ESP is completely unnoticable
     
    Alternate: Transform 10 (7 PP/Rank Transform = 70)
    Name: Mastery of Shaping
    Transforms anything into anything else.
    EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified
    EX: Range 1 (+10) Range Increased to Perception
    FL:  Action 1 (-10) Full-Round Action to activate
    
    Alternate Device 23 with Morph 1 (3 PP/ Rank Device + 1 PP / Rank Morph = 70)
    Name: Diamond of Eris
    The Diamond can Morph itself only into any sort of unassuming-looking object, including a golden apple.  However, its true power is the ability to bend space, allowing Sierra to Teleport and Rebound any attacks near her if she channels her own energy into the gem
    Device--The Diamond provides 115 PP of powers, which are spent on Deflect 10 (8 PP/ Rank) and Teleport 8 (2 PP / rank + 3 Power Feats) and Strike 10 (1 PP / rank + 5 Power Feats), with the last point paying for the Alternate Blast 10 (3 PP / rank + 4 Power Feats)  that replaces Teleport and Strike.
    Deflect's base PP / Rank is 3 because it deflects all melee and ranged attacks, including mental attacks
    EX: Action 3 (Sierra can Deflect attacks as a free action)
    EX: Ranged (Sierra can Deflect attacks targeted at allies as well as herself with a range increment of 100 feet.
    EX: Reflection (When Sierra successfully Deflects an attack, it rebounds on the originator)
    PF: Change Velocity (Sierra can change velocity while teleporting, which can help avoid a nasty fall)
    PF: Easy (Sierra is not disoriented or flat-footed after Teleporting)
    PF: Turnabout (Sierra can Teleport, make a standard action, and then Teleport away)
    PF: Accuratex5 (Sierra's strike distorts space to make it preternaturally accurate and powerful)
    PF: Dimensional (Sierra's Spatial Blast affects targets in other dimensions)
    PF: Affects Insubstantial  (Sierra's Spatial Blast affects targets that are insubstantial)
    PF: Indirect (Sierra's Spatial Blast originates around the victims, so it ignores cover and the like)
    PF: Extended Range (Sierra's Spatial Blast has a range increment of 250 feet)
    
    (GM Hint Note: Don't want Sierra teleporting during a certain part of the adventure?  That's cool--just have someone nab the diamond.  It's a Device for a reason, I won't mind)
    
    
    EQUIPMENT
    Beautiful dresses of various sorts, though she can just morph her clothes to whatever she wishes anyway
    Construction Zone
    Code:
    Sierra Perseis "Circe"
    Concept/Archetype: Simulatrix
    Power Level: 10
    Power Points: 150 (32 Abilities + 6 Saves + 0 Combat + 10 Skills + 18 Feats + 87 Powers = 157)
    Experience Points: N/A
    Hero Points: 0
    
    ABILITIES (32 PP)
    STR 6 + 2 = 8 -1 (-4 PP)
    DEX 10 +0 (0 PP)
    CON 30 +10 (20 PP)
    INT 16 +3 (6 PP)
    WIS 10 +0 (0 PP)
    CHA 20 + 2 = 22 +6 (10 PP)
    
    SAVES (6 PP)
    TOUG +10 (10 Con)
    FORT +10 (10 Con)  (0 PP)
    REF +0 (0)  (0 PP)
    WILL + 6 (6 Base) (6 PP)
    
    COMBAT (0 PP)
    INIT +0
    BASE DEF +0 (0 PP)
    DEF 20 (10 + 10 Feat)
    FLAT-FOOTED 10
    BASE ATT +0 (0 PP)
    
    ATTACK
    Melee:Attack -1 (DC 14 SAVE, CRIT 20/x2, TYPE Bludgeoning)
    Ranged:Attack +X (DC XX SAVE, CRIT, RANGE, TYPE)
    
    SKILLS 40 SP (10 PP)
    Acrobatics +0 
    Bluff +21/13 (7 Ranks + 6 Cha  + 8 Feat vs those affected by her good looks)
    Climb -1 (-1 Str)
    Computers +3 (+3 Int)
    Concentration +0
    Craft +3 (+3 Int)
    Diplomacy +21/13 (7 Ranks + 6 Cha  + 8 Feat vs those affected by her good looks)
    Disable Device +3 (+3 Int)
    Disguise +20/+15 (9 Ranks + 6 Cha  + 5 when using Morph)
    Drive +0
    Escape Artist +0
    Gather Information +6 (+ 6 Cha)
    Handle Animal +6 (+6 Cha)
    Intimidate +6 (+6 Cha)
    Investigate +3 (+3 Int)
    Knowledge(Arcane Lore) +18 (15 Ranks + 3 Int)
    Knowledge (All Others) +3 (+3 Int)
    Medicine +0
    Notice +0
    Perform (Singing) +7 (1 Rank + 6 Cha)
    Perform (All Others) +6 (+6 Cha)
    Pilot +0
    Profession (All) +0
    Ride +0
    Search +3 (+3 Int)
    Sense Motive +1 (1 Rank)
    Sleight of Hand +0 
    Stealth +0
    Survival +0
    Swim -1 (-1 Str)
    
    
    
    LANGUAGES (0 Ranks)
    Ancient Greek
    Lesser Polyglot: English, French, Spanish, Japanese.  
    (Can Speak more while using Mastery of the Mind)
    
    MOVEMENT
    LAND SPEED 30/60/120
    FLY SPEED 100/200/400
    
    FEATS (17 PP)
    Jack of All Trades
    Attractive x2
    Ritualist
    Dodge Focus x10
    Evasion x2
    Benefit
    
    POWERS
    Morph 1 [Alteration, Divine] (3 PP/Rank + 0 PP = 3 PP)
    Name: Metamorphosis
    Can assume any form of the same mass
    
    Immunity 1 [Defense,Divine](1 PP/Rank + 0 PP = 1 PP)
    Name: Eternal Youth
    Immune to Aging
    
    Regeneration 1 [Alteration, Divine](1 PP/Rank + 0 PP = 1 PP)
    Name: Immortality
    Resurrection
    Fails to resurrect as long as the body is completely submerged in water
    
    Flight 1 [Movement](1 PP/Rank + 0 PP = 1 PP)
    Name: Mystic Flight
    Moves 10 miles per hour or 100 feet as a move action
    
    Speak Languages Enhanced Trait [Sensory] (1 PP)
    Name: Lesser Polyglot
    Sierra knows the following four languages--English, French, Spanish, Japanese.  This is the same as if she had spent Skill Points except that it is an enhanced trait, so she can use Extra Effort to learn more languages, and it can be nullified by things that nullify powers.
    
    Transform 10  [Alteration, Divine, partially Mental](7 PP/Rank + 5 PP = 75 PP)
    Name: Men to Beasts
    Changes humanoid targets into subservient animal pets until Circe is done playing with them
    Transforms any humanoid target into any animal with a DC 20 Fortitude Save
    Mentally transforms the target's personality as Circe wishes with a DC 20 Will Save
    EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified
    EX: Range 1 (+10) Range Increased to Perception
    FL:  Action 1 (-10) Full-Round Action to activate
    
    Alternate: Illusion 10 linked with Blast 1 and Comprehend 2[Sensory, Divine, partially Attack[Physical] ] (5 PP/Rank Illusion + 6 PP/Rank Blast + 2 PP/Rank Comprehend + 12 PP = 70 PP)
    Name: Capricious Phantasms
    Creates richly detailed and complex illusions with little effort.  Illusions can speak and understand the languages of all intelligent creatures, thanks to Comprehend.  The illusions can even attack for real damage, albeit incredibly weakly 
    Illusions affect all senses
    If the illusions attack, they automatically hit, DC 16 Toughness Save.  The attacks can be melee or ranged, depending on the illusion.
    Circe and the illusions can understand and speak the languages of all intelligent creatures
    EX: Action 1 (+10) Can maintain even an interactive illusion as a free action 
    PF: Selective 1 (+1) Only those Circe chooses are affected by the illusions
    PF: Progression 9 (+9) The radius of Circe's illusion is 5000 feet
    EX: Range 1 (+1) The range on the illusions' attack is increased to Perception.
    EX: Action 3 (+3)  The illusions can produce the 'Blasts' whenever necessary, as a reaction from Circe.  They attack each possible target up to once per round.
    
    Alternate: Emotion Control 10, Comprehend 4, Fascinate 4, Enhanced Charisma 18 [Mental, Divine, partially Sensory, Trait](4 PP/Rank Emo Control & 2 PP/Rank Comprehend + 1 PP/rank Charisma + 1 PP/rank Feat + 0 PP = 70 PP)
    Name: Bewitch
    Circe's presence overloads the minds of those nearby, allowing her to rewrite their emotions to her liking and fascinate them with her overwhelming presence.  Less destructively, she can speak and understand their tongues
    Controls Emotions with a DC 20 Will Save
    Can also speak, read, and write all languages, plus speak with animals while this is active
    EX: Duration 1 (+10) Duration of the Emotion Control is increased to Continuous
    EX: Contagious 1 (+10) The Emotion Control is Contagious
    EX: Area 1 (+10) Emotion Control affects a 50' radius around Circe when she first activates it
    FL: Sense-Dependent [Voice] 1 (-10) The Emotion Control effect only works when Circe can speak and the target can hear her, whether or not the target understands her (though they probably will considering Comprehend is also in effect)
    PF: Subtle 2 (+2) The fact that Circe is using this power is completely unnoticable
    Fascinate as the Feat using Diplomacy, as a reaction--when this power is activated, her every word Fascinates any who hear her.  The DC is equal to her skill check, which is either 1d20+30 or 1d20+22, depending on if they are of a species that finds her attractive.
    
    Alternate: Blast 10 linked with Confuse 10 [Attack, Divine, partially Mental](5 PP/Rank Blast + 2 PP/Rank Confuse + 0 PP = 70 PP)
    Name: Phantasmal Surge
    Unleashes a roiling mass of phantasmal divine energy that engulfs all selected targets, assaulting them with illusions that confuse and confound them, makng it hard to discern reality from illusion.
    Blast strikes targets who fail a DC 20 Reflex Save, and they then have to make a DC 25 Toughness Save
    Whether or not they make the Reflex save, if they can see, they are confused unless they make a DC 20 Will Save 
    EX: Selective 1 (+10) The Blast only hits selected targets
    EX: Area 1 (+10) The Blast affects a 50 foot radius
    EX: Penetrating 1 (+10) The Blast penetrates Impervious Toughness by 10 
    EX: Selective 1 (+10) The Confusion only affects selected targets
    EX: Area 1 (+10) The Confusion affects a 50 foot radius
    FL: Sense-Dependent [Vision] 1 (-10) The Confusion only affects those who can see the Blast
    
    Alternate: Nauseate 10 linked with Drain 10 and linked with Emotion Control 10 [Attack, Trait, partially Mental and Sensory](3 PP/Rank Nauseate + 2 PP/Rank Drain + 1 PP/2 Ranks Emotion Control + 15 PP = 70 PP)
    Name: Caress of Eternal Bliss
    Contact with Circe fills any target with feelings of intense pleasure that overload the target's mind and eventually leave the target in an intense rapturous stupor, their minds unable to contemplate anything but love, bliss, and devotion.
    Nauseates those who touch or are touched by Circe Touch Attack +10 (or automatic if they touch her) who fail a Will Save DC 20.
    Also lowers their Will save bonus by 10 using the same touch if they fail a Fortitude Save DC 20
    Instills love in targets using the same touch and Will Save as the Nauseate effect.
    EX: Aura 1 (+10) The Nausea affects any who touch or are touched by Circe once she activates this power.  Activating the aura is a Free Action with a Sustained Duration 
    EX: Alternate Save [Will] 0 (+0) The Nausea effect causes an addictive craving to the pleasure that can only be overcome by force of will  
    PF: Accurate 5 (+5)  Perhaps because of the aura that surrounds her whole body, the touch attack for Caress of Eternal Bliss is surprisingly accurate (+10 to hit)
    PF: Reversible 1 (+1) The Nauseate effect can be ended on Circe's whims
    EX: Aura 1 (+10) The Will Drain effect is also part of the same aura as the Nauseate
    PF: Slow Fade 9 (+9) It takes 3 months for each point of Will save to come back unless the effect is somehow nullified before then
    FL: Range 2 (-20) Range on the Emotion Control is reduced from Perception to Touch (the next Extra will change that to Aura)
    EX: Aura 1 (+10) The Emotion Control is also part of the same aura as Nauseate and Drain
    EX: Duration 1 (+10) Emotion Control has the duration extended to Continuous
    FL: Sense-Dependent [Touch] 1 (-10) Targets that lack a sense of touch cannot be affected by the Emotion Control portion of this power
    FL: Limited [Love] 1 (-5) The Emotion Control is limited to love alone
    
    Alternate: Telekinesis 24 (4 PP/Rank TK*10 + 3 PP/Rank TK*1 + 2 PP/Rank TK*13+1 = 70)
    Name: Telekinetic Mastery
    An extremely powerful and precise telekinesis
    EX: Attack (+10 PP) Circe can attack with her Telekinesis (limited as an extra to only 10 of the 24 ranks)
    EX: Perception (+11 PP) Circe can affect anything she can perceive without an attack roll (also limited as an extra to only 11 of the 24 ranks)
    PF: Precise (+1) The Telekinesis can perform precise tasks
    
    Alternate: ESP  9, Quickness 10, Enhanced Int 24, Mind Reading 10, Enhanced Search 2 (3 PP/Rank ESP + 1 PP/ 2 Rank Quickness + 1 PP/Rank Enhanced Int + 1 PP/Rank Mind Reading + 1 PP/Rank Enhanced Search + 2 = 70) 
    Name: Limited Omniscience
    FL: Skill Check (-9) Using Clairvoyance requires a Knowledge(Arcane Lore) check.
    FL: Limited Mental (-5) Quickness is limited to Mental actions only
    PF: Subtle (+1) The Mind Reading is completely unnoticable
    PF: Subtle (+1) The ESP is completely unnoticable
     
    Alternate: Transform 10 (7 PP/Rank Transform = 70)
    Name: Mastery of Shaping
    Transforms anything into anything else.
    EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified
    EX: Range 1 (+10) Range Increased to Perception
    FL:  Action 1 (-10) Full-Round Action to activate
    
    Alternate Boost 69 (1 PP/Rank = 69)
    Name: Empower Magic Device
    Allows Sierra to use a selected number of mystic devices to which she is attuned
    EX: Action 2--Free Action to Activate
    FL: Limited (Selected Magical Devices)--this power only applies to devices that Sierra already owns and has attuned or else whenever the GM would like it to apply for plot reasons.
    FL: Limited (One at a Time)--Unlike with normal Boost, where you can go around boosting lots of different things until Boost fades, Sierra can only Boost one Device at a time.  Using Boost again immediately overrides the old boost, as her mystic energy link shifts
    FL: Limited (Holds the Array or Total Loss)--Unlike with normal Boost, all the power is lost immediately if Sierra switches to a different Alternate Power
    
    Diamond of Eris
    Device 1 (3 PP/ Rank Device = 3)
    Restricted 1 (Magic-users)
    +2 Charisma
    Danger Sense [Mystic]
    Uncanny Dodge [Danger Sense]
    
    Fully boosted
    Name: Diamond of Eris The Diamond can Morph itself only into any sort of unassuming-looking object, including a golden apple. However, its true power is the ability to bend space, allowing Sierra to Teleport and Rebound any attacks near her if she channels her own energy into the gem Device--The Diamond provides 115 PP of powers, which are spent on Deflect 10 (8 PP/ Rank) and Teleport 8 (2 PP / rank + 3 Power Feats) and Strike 10 (1 PP / rank + 5 Power Feats), with the last point paying for the Alternate Blast 10 (3 PP / rank + 4 Power Feats) that replaces Teleport and Strike. Deflect's base PP / Rank is 3 because it deflects all melee and ranged attacks, including mental attacks EX: Action 3 (Sierra can Deflect attacks as a free action) EX: Ranged (Sierra can Deflect attacks targeted at allies as well as herself with a range increment of 100 feet. EX: Reflection (When Sierra successfully Deflects an attack, it rebounds on the originator) PF: Change Velocity (Sierra can change velocity while teleporting, which can help avoid a nasty fall) PF: Easy (Sierra is not disoriented or flat-footed after Teleporting) PF: Turnabout (Sierra can Teleport, make a standard action, and then Teleport away) PF: Accuratex5 (Sierra's strike distorts space to make it preternaturally accurate and powerful) PF: Dimensional (Sierra's Spatial Blast affects targets in other dimensions) PF: Affects Insubstantial (Sierra's Spatial Blast affects targets that are insubstantial) PF: Indirect (Sierra's Spatial Blast originates around the victims, so it ignores cover and the like) PF: Extended Range (Sierra's Spatial Blast has a range increment of 250 feet) (GM Hint Note: Don't want Sierra teleporting during a certain part of the adventure? That's cool--just have someone nab the diamond. It's a Device for a reason, I won't mind)
    Ring of Antaeus Device 1 (3 PP/ rank = 3 PP) Restricted 1 (Magic-users) Enhanced Strength 2 Subtle (it isn't obvious that the ring is granting any benefits) SOMETHING ELSE
    Full Power
    Enhanced Strength 22, Impervious Toughness 10, Attack Focus Melee/Ranged, Power Attack, Accurate Attack, Defensive Attack, All Out Attack, Immunity 41(Life Support, Fortitude Saves, and Critical Hits), Super Strength 23 [Trait], Regeneration 34 (added to the 1 she has, that's total), Super-Senses 4 (Tremoresense and Tracking[Tremorsense]), Burrowing 8 (22 + 10 + 11 + 4 + 26 + 19 + 17 + 2 + 4 = 115 PP) Name: Ring of Antaeus Grants Circe a surge of divine energy that gives her strength and immunity to weak attacks, as well as rapid regeneration. Much like the mythical Antaeus, a significant amount of this power is lost when she loses contact with the earth FL: Source (-1) The Immunity to Fortitude Saves, 8 of the Super Strength, all the Regeneration, The Super Senses, are lost unless Circe is in contact with the ground (i.e. not flying, thrown in the air, swimming, etc).
    EQUIPMENT Beautiful dresses of various sorts, though she can just morph her clothes to whatever she wishes anyway
    Last edited by Rystil Arden; Wednesday, 3rd October, 2007 at 09:33 PM.
    "That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog

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    ø Ignore Rystil Arden
    "Magus"
    Concept/Archetype: Unlikely Wizard
    Power Level: 8
    Power Points: 120 (15 Abilities + 14 Saves + 0 Combat + 67 Powers + 18 Skills + 6 Feats]
    Experience Points: N/A
    Hero Points: 0

    ABILITIES
    STR 6 -2 (-4 PP)
    DEX 10 +0 (0 PP)
    CON 16 +3 (6 PP)
    INT 24 +8 (9 PP and Enhanced Int gives 5)
    WIS 12 +1 (2 PP)
    CHA 12 +1 (2 PP)

    SAVES
    TOUG +12 (5 Stoneskin, 4 Mage Armour, 3 Con (All Impervious) )
    FORT +8 (5 Base, 3 Con) (0 PP)
    REF +2 (2 Base) (0 PP)
    WILL +8 (7 Base, 1 Wis) (6 PP)

    COMBAT
    INIT +0
    BASE DEF +0 (0 PP)
    DEF 14 (10 + 4 Shield)
    FLAT-FOOTED 10
    BASE ATT +0 (0 PP)

    ATTACK
    Melee:Attack -1 (DC 14 SAVE, CRIT 20/x2, TYPE Bludgeoning)
    Ranged:Attack +X (DC XX SAVE, CRIT, RANGE, TYPE)

    SKILLS 72 SP (18 PP)
    Bluff +1 (+1 Cha)
    Climb -2 (-2 Str)
    Computers +17 (10 ranks +7 Int)
    Concentration +14 (13 ranks + 1 Wis)
    Diplomacy +1 (+1 Cha)
    Disguise +21/+1 (+1 Cha + 20 when using Disguise Self)
    Drive +1 (1 rank)
    Escape Artist +0
    Gather Information +1 (+ 1 Cha)
    Handle Animal +1 (+1 Cha)
    Intimidate +1 (+1 Cha)
    Investigate +8 (1 rank +7 Int)
    Knowledge(Arcane Lore) +20/+24 (13 Ranks + 7 Int + 4 when remembering)
    Knowledge(History) +12/+16 (5 Ranks + 7 Int +4 when remembering)
    Knowledge(Phys Sci) +8/+12 (1 Rank + 7 Int +4 when remembering)
    Knowledge(Pop Culture) +12/+16 (5 Ranks, +7 Int +4 when remembering-----Note! Applies only to Fantasy, Gaming, Trivia, etc, and not Pop Music, Sports, TV, or Movies except geek culture shows and movies)
    Knowledge(Tech) +12/+16 (5 Ranks, +7 Int +4 when remembering)
    Knowledge(Theo&Phil) +17/+21 (10 Ranks, +7 Int +4 when remembering)
    Knowledge (All Others) +7/+11 (+7 Int + 4 when remembering)
    Notice +1 (+1 Wis)
    Perform (Acting) +5 (4 Ranks + 1 Cha)
    Perform (Sing) +2 (1 Rank +1 Cha)
    Search +7 (+7 Int)
    Sense Motive +4 (3 Ranks + 1 Wis)
    Stealth +0
    Survival +1 (+1 Wis)
    Swim -2 (-2 Str)



    LANGUAGES (0 Ranks)
    English
    (Knows fragments of French, Spanish, and other languages from high school and being a tourist, Can Speak more while using Tongues)

    MOVEMENT
    LAND SPEED 30/60/120
    FLY SPEED 50/100/200

    FEATS (14 PP)
    Eidetic Memory
    Equipmentx1
    Ritualist
    Master Plan
    Evasion x2

    POWERS

    Quickness 2[General] (.5 PP/Rank) = 1 PP
    x5 Speed, Mental Only

    Magic 2 [Defense, Magic] (1 PP/Rank) = 2
    Flaws: Check Required (Knowledge Arcane Lore)
    Shield 4
    Name: Shield

    Magic 2 [Defense, Magic] (1 PP/Rank) = 2
    Flaws: Check Required (Knowledge Arcane Lore)
    Protection 4
    Name: Mage Armour

    Magic 8 [Defense, Magic] (1 PP/Rank) = 8
    Flaws: Check Required (Knowledge Arcane Lore)
    Protection 4 (with 12 Impervious)
    Name: Stoneskin
    Makes all 12 Toughness bonus Impervious

    Travel and Illusion Magic 6 [Magic] (1 PP/Rank + 1 PP) = 7
    Flaws: Check Required (Knowledge Arcane Lore)
    Travel Magic
    Fly--Flight 3--50 feet, affects others with Progressionx1 (10)
    Gaseous Form--Alternate Form (Gaseous) 2-->Insubstantial 2 (10)
    Dimension Door--Teleport 8, Short only--720 feet, Change Velocity, Progression (10)
    Illusion Magic
    Mirror Image--Mirror Image (4)
    Major Image--Illusion 3, All sense types, Duration Concentration (even for static illusions), Progression (10)
    Disguise Self Morph 4, Can assume any humanoid form (8)

    Buff Magic 6 [Magic] (1 PP/Rank + 2 PP) = 8
    Flaws: Check Required (Knowledge Arcane Lore)
    Enlarge Person--Growth 4 affects others, humanoid only (12)
    Reduce Person--Shrinking 4 affects others with Progressionx8, humanoid only (12)
    Invisibility--Invisibility, all visual senses, affects others with Progressionx4, ends when subject attacks (12)

    Sensory Magic 2 [Magic] (1 PP/Rank + 2 PP) = 4
    Flaws: Check Required(Knowledge Arcane Lore)
    Darkvision--Supersense (Darkvision) (2)
    Arcane Sight--Super-Senses (Magic Awareness, Accurate and Acute) (4)
    Tongues--Comprehend 2 Speak and Understand Languages (4)

    Device (Staff of Merlin)
    Enhanced Intelligence 5 [Magic] (5 PP * 3/5 = 3 PP)
    Magic 25 [Magic](2 PP/Rank + 1 extra + 4 PP = 55 PP * 3/5 =33 PP)
    Can have two of these active at once except Polymorph, since the other alts are 26 or less each out of 51, so he can keep up a Charm Monster while tossing Fireballs


    Invocations (24 + 2 = 26)
    Fireball--Blast 8 Area Burst (24)
    Lightning Bolt--Blast 8 Area Line (24)
    Acid Arrow--Blast 8 Secondary Effect, Full-Round Action, Accuratex4, Homing, Improved Range, Affects Insubstantial (23)

    Dweomers (17 + 2 = 19)
    Obscuring Mist--Obscure Vision 8, Selective (17)
    Web--Snare 8 Area Burst, Limited to being used between two tethers (16)
    Rope Trick--Dimensional Pocket 8 (16)

    Divinations (18 + 2 = 20)
    Detect Thoughts--Mind Reading, Move/Standard Action, Subtle (17)
    Clairaudience/Clairvoyance--ESP 8 Vision OR Hearing (17)
    Scrying--ESP 9 Vision and Hearing, Limited--Scrying Target (18)

    Maledictions (20 + 5 = 25)
    Charm Monster--Emotion Control 8, Limited Love Only, Continuous (16)
    Ray of Enfeeblement--Drain Strength 8, Ranged, Accuratex4 (20)
    Dispel Magic--Nullify Magic 8 Area Burst, Full-Round Action (16)
    Hold Person-- Paralyze, Ranged, Accuratex4, Full-Round Action (20)
    Confusion--Confusion, Area Burst (16)
    Bestow Curse--Drain 6 one stat Slow Fadex6, or Drain 4 attacks, saves, checks Slow Fadex6, or Stun (daze only, Sustained) (20)

    Transformations (48)
    Polymorph--Shapeshift 8, Full Round (48)


    EQUIPMENT
    A wallet with a small amount of cash, a college ID card, driver's license, etc
    Cell Phone
    Laptop
    Backpack with:
    lots of books, particularly D&D, Computer Science texts, Classical Lit,
    several pens,
    a dice bag with a TSR logo on it,
    and a graphing calculator
    Dorm Room "Headquarters" with TV, mini-fridge, bookshelf, dresser, bed, air conditioner, and small closet
    Secret Cool Magical "Headquarters" (But it's in England and he can't really go there most of the time, so it's just a plot device)

    History
    Magus was just an ordinary college student with an ordinary life...until he discovered something amazing during a trip to England. As a comet passed by overhead, he lost track of the others in his group, and wandered through the forest until he found a huge weathered oak. Resting by the oak, he was surprised to find himself sinking into the earth, and he fainted. When he awoke, he was in a strange...other place. It was full of magical items. It was totally cool! As an avid D&D player, he had always dreamed of something like this...that magic was real. He found a tall wizened staff, and upon doing so, it awoke, and whispered to him. Apparently, this was the secret hideaway of Merlin, who was trapped in the tree by the Temptress Nimue, never to escape. The staff told Magus that the young man had innate magical energy, and that is how the way here had opened to him. It invited him to use his power of imagination to train himself, as England's great Wizard could not be there to do so himself, and the world needed protection. Magus's imagination turned out to be very similar to the D&D games he loved so much, and thus most of the spells he mastered best are similar to D&D magic. He is still a bit reluctant, but he wants to help the world if he can.
    Last edited by Rystil Arden; Monday, 11th June, 2007 at 07:37 PM.
    "That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog

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