WD's Character Sandbox

Walking Dad

First Post
[sblock=Elf Seeker]
str 12
con 14
dex 16
int 11
wis 18
cha 8

Feats:
Weapon Proficiency (Greatbow)
Shadow Initiate

Skills:
Acrobatics
Nature
Stealth
Perception
Intimidate


Powers

at will
Grappling Spirits
Elemental Spirits

E
1 Possessing Spirits
3 Escaping Shot

D
1 Rime Strike

U
2 (Skill) Agile Recovery
[/sblock]

[sblock=Revenant assassin]
str 10
con 16
dex 18
int 10
wis 11
cha 14


Feats:
1 Dwarven Weapon Training
2 Assassin's Escape


At will:
Executioner's Noose
Shadow Storm

Skills:
Stealth
Perception
Acrobatics
Bluff

e
1 smoothering shadow
3 cloaking mist

d
1 grave spike

u
2 (skill) False Bravado

[/sblock]
 
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Walking Dad

First Post
John Greyson, Human Fighter 1

Str 13; Int 14 (+1); Wis 14 (+1); Dex 16 (+2); Con 15 (+1); Cha 13
Saves: Fort +2; Pcn +4; Prow +2; Reas +1; Refl +5; Will +1
Hp 6; Shake it Off 16. Base Init +2.
Speed: 30 ft.
AC 17; ACP -1.
Rapier (Spd F, Dam 1d6, Crit 18-20, Type P; Can Disarm instead of damage on a Critical Hit)
Main Gauche (Spd VF, Dam 1d4, Crit 19-20, Type P, Can Disarm instead of damage on a Critical Hit)
Daggers (3) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)
Bola (Spd N, Dam 1d4, Crit 19-20, Ranges 15/30/60/75; Can Entangle instead of extra damage on a Critical Hit; DC 25 escape, Refl DC 10 or fall)
Shortbow (20 Arrows) (Spd F, Dam 1d6, Crit 19-20, Type P, Ranges 60/200/400/600)
Skills: Acrobatics 2 (+4), Bluff 2 (+3), Climb 1 (+3), Diplomacy 1 (+2), Escape Artist 1 (+3), Heal 1 (+2), Intimidate 2 (+2), Linguistics 1 (+2), Ride 1 (+3), Stealth 2 (+4), Swim 1 (+1).
Weapon Skills: Archery 2, Exotic Weapon (Bola) 2, Fencing 2, Knife Fighting 2, Disarm 2, Parry 2.
Special:
  • Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.
  • Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.
  • +10% to earned XP.

Equipment:
Studded Leather, Helmet.
Rapier, Main Gauche, Daggers (3), Bola, Shortbow, Quiver of 20 Arrows.
Grappling Hook, 50 ft. Silk Rope, Waterskin, Large Belt Pouch, Medium Backpack, 5 Days Standard Rations.
15 gp, 8 sp
 
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Walking Dad

First Post
HoS Character Part 2

[sblock=Revenant Vampire]
level 1
Revenant (Dwarf), Vampire

[sblock=Features]
Child of the Night
Benefit: You gain the following benefits and weaknesses.
• You arc an undead creature. You arc unaffected by anything that affects only living creatures. You don't need to breathe, which means you arc immune to suffocation. You also don't age. Unlike most undead, you do need to sleep.
• You have darkvision.
• You have resist 5 necrotic.
• You have vulnerable 5 radiant.
• If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

Blood Is Life
Benefit: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

Enduring Soul
Benefit: While you are bloodied, you gain regeneration 4. If you take radiant damage, your regeneration does not function until the end of your next turn.

Unnatural Vitality
When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.

Other Features are already included
[/sblock]

FINAL ABILITY SCORES
Str 11, Con 13, Dex 18, Int 8, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 8, Wis 10, Cha 16.


AC: 18 Fort: 12 Reflex: 15 Will: 15
HP: 25 Surges: 2 Surge Value: 6

TRAINED SKILLS
Acrobatics +9, Intimidate +11, Perception +5, Stealth+9

UNTRAINED SKILLS
Athletics +5, Arcana -1, Bluff +4, Diplomacy +4, Dungeoneering +0, Endurance +3, History -1, Insight +0, Nature +0, Religion -1, Streetwise +4, Thievery +4

FEATS
Level 1: Unarmored agility

POWERS
Vampire at-will 1: Dark Beckoning
Vampire at-will 1: Taste of Life
Vampire at-will 1: Vampire Slam
Revenant Racial: Dark Reaping
Ranger encounter 1: Blood Drinker
Ranger daily 1: Swarm of Shadows

[sblock=Power Details]
Dark Beckoning
At-Will • Charm, Implement, Psychic, Shadow
Standard Action Ranged 5
Target : One creature
Attack: +6 vs. Will
Hit: 1d6+8 psychic damage, and you pull the target up to 3 squares.

Taste of Life
At-Will • Implement, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: +4 vs. Fortitude
Hit: 1d8+8 necrotic damage, and you gain 6 temporary hit points.

Vampire Slam
At-Will • Implement, Shadow
Standard Action Melee 1
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d10+8 modifier damage, and you can push the target 1 square.

Dark Reaping
Encounter • Necrotic
Free Action
Trigger: A creature within 5 squares of you drops to 0 hit points.
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra 1d8+1 necrotic damage.

Blood Drinker
Encounter • Shadow
No Action Personal
Trigger: You hit an enemy with a vampire melee at-will attack power.
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.

Swarm of Shadows
Daily • Implement, Shadow, Teleportation
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: +4 vs. Fortitude
Hit: 3d6+8, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.
[/sblock]

ITEMS
Adventurer's Kit, Ki-Focus, camouflage clothes, ? gp[/sblock]

Perception: 15 Insight: 10 Dark Vision
AC 18 Fortitude 12 Reflex 15 Will 15
Initiative: +4
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Resist: necrotic 5
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.0
Healing Surge: 6 Surges per day: 2 / 2
At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
Encounter Powers: Drak Reaping, Soul Eater
Daily Powers: Dark Cloud

Condition:
 
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Walking Dad

First Post
M&M 3e Characters

[sblock=Pulse]
ColdPulse72.jpg


STRENGTH 1
AGILITY 4
FIGHTING 4
AWARENESS 2
STAMINA 2
DEXTERITY 3
INTELLECT 0
PRESENCE 2


POWERS
Energy Control: Ranged Damage 12 • 24 points.
• Create (Movable, Feedback) 12 • 1 point.
• Move Object 12 • 1 point.
• Transform (Broken Objects into repaired ones) 12 • 1 point.
• Affliction (Energy Bonds) (hindered, immobile) (Ranged, Instant recovery, Sustained, Limited Degree) • 1 point.

Flight: Flight 7 (250 MPH) • 14 points.

• Space Travel 3 • 1 point.

Force Field: Protection 10, Impervious, Sustained • 20 points.


Life Support: Immunity 10 (Life Support) • 10 points.


Quick Change: Feature 1 (transform into costume as a free action) • 1 point.


ADVANTAGES
Accurate Attack, All-out Attack, Move-by-Attack, Interpose, Power Attack, Precise Attack (Ranged; Cover), Taunt

SKILLS
Acrobatics 6 (+10), Deception 7 (+9), Insight 4 (+6), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Energy Control 5 (+8)

OFFENSE
INITIATIVE +4
Energy Control +8 Ranged, Damage 12 plus others
Unarmed +4 Close, Damage 1

DEFENSE
DODGE 8 FORTITUDE 6
PARRY 8 TOUGHNESS 12
WILL 9

[/sblock]

[sblock=Clay]
DD72.jpg



STRENGTH 3
AGILITY 2
FIGHTING 4
AWARENESS 3
STAMINA 1
DEXTERITY 2
INTELLECT 0
PRESENCE 0


POWERS
Body of Clay
Hard as marble: Protection 11, Impervious (12), Enhanced Str (limited to lifting) 5 • 28 points.
Fluid as mud: Insubstantial 1, Elongation 5, Enhanced Dodge 6, Enhanced Parry 4, Movement (safe fall, slithering, swinging wall-crawling), Speed 2 • 25 points.

Clay Shaping
Clay Spear: Damage 9 (strength based, penetrating 12) • 21 point.
Clay Blades: Damage 9 (strength based, penetrating 8, Improved Critical 4) • 1 point.
Clay Sweeping Hammer: Damage 9 (strength based, multi-attack 12) • 1 point.
Clay Imitation: Morph 4 (same mass) (Precise) • 1 point.
Clay Projectile: Ranged Damage 10 (Accurate) • 1 point.
Engulf: (Cumulative Affliction 7 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Concentration); • 1 point.


ADVANTAGES
All-Out-Attack, Power Attack, Taunt

SKILLS
Close Combat: Clay Weapons 4 (+8), Deception 10 (+10), Insight 5 (+8), Perception 5 (+8), Profession: Grifter 4 (+7), Ranged Combat: Clay Projectile 4 (+8)

OFFENSE
INITIATIVE +2
Clay Projectile +8 Ranged, Damage 10
Clay Weapons +8 Close, Damage 12


DEFENSE
DODGE 8 FORTITUDE 8
PARRY 8 TOUGHNESS 12
WILL 8



COMPLICATIONS
Identity
Motivation: Thrill
Secret: Former Con-Artist



Power Point Summary: Abilities 30 PP + Defense 12 PP + Skills 16 PP + Advantages 3 PP + Powers 79 PP = 150 PP
[/sblock]

[sblock=Greyhound]
Greyhound72.jpg


STRENGTH 2
AGILITY 4
FIGHTING (6) 10
AWARENESS 1
STAMINA 2
DEXTERITY 3
INTELLECT 0
PRESENCE 0


POWERS
Fast Attack: Damage 1, Strength-based, Multiattack and Penetrating on 5 Damage • 11 points
• Damage 1, Strength-based, Burst Area and Selective on 5 Damage • 1 point

Fast Martial Arts: Enhanced Dodge 11, Enhanced Parry 5, Enhanced Fighting 4 • 24 points

Super-Speed: Enhanced Initiative 3, Quickness 10, Speed 15 (64,000 MPH)• 28 points
• Super Recovery: Regeneration 10 (persistent) • 1 point

Run On Water: Movement 1 (Water Walking), Limited to While Moving • 1 point

Run Through Walls: Movement 1 (Permeate 1), Limited to While Moving • 1 points

Run Up Walls: Movement 2 (Wall-crawling 2), Limited to While Moving • 2 points

ADVANTAGES
Agile Feint, Defensive Roll 2, Equipment 1, Improved Initiative 3, Instant Up, Luck 1, Move-by Action, Power Attack, Uncanny Dodge

EQUIPMENT (5 total)
Club (x2) 4
Body Armor (as leather 1)

SKILLS
Acrobatics 4 (+8), Athletics 7 (+9), Close Combat: Batons 5 (+15) Intimidate 8 (+8), Expertise: (Martial Arts) 6 (+6), Perception 8 (+9)

OFFENSE
INITIATIVE +16
Throw +3 Ranged, Damage 2
Fast Attack +15 Close, Damage 5, Multiattack 5, Penetrating 5

DEFENSE
DODGE 15 FORTITUDE 10
PARRY 15 TOUGHNESS 5/3*
WILL 10 *Without Defensive Roll


COMPLICATIONS
Identity:
Motivation: Justice
Reputation: Using to much violence against 'normal' criminals


Power Point Summary: Abilities 36 PP + Defense 17 PP + Skills 19 PP + Advantages 9 PP + Powers 69 PP = 150 PP

[/sblock]

---

The Visitor

[sblock=Picture]
thevisitor.jpg

[/sblock]

[sblock=Background]
Secret Identity: The Visitor (II)
Real Name: D'lyn D'rk - Dylan Dark
Occupation: Teacher
Identity: Secret
Legal Status: Citizen of the United States / Breed Alpha Member
Other Aliases: -
Place of Birth: L'magna System
Marital Status: Single
Known Relatives: M'rge D'rk (mother), H'mar D'rk (father Visitor I)
Group Affiliation: Forever Freedom
Base of Operations: ?
First Appearance: Forever Freedom #0 (Secret Origin Issue)

History: H'mer D'rak, the first Visitor was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system. But he developed strong enough mental powers to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
Arriving on earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
He was later able to return to his home planet, as the evil Regime was finally beaten. Being now the elected leader of his people, he sent his son on a diplomatic and help mission to the planet of his former allies.
D'lyn gladly took the opportunity to proof himself. From his secret identity as a high school science teacher he studies the humans and their social interaction unless Forever Freedom needs his help to fight evil.

Relations to other Heroes and Villains:
Besides his own teammates and the groups regular enemies, D'lyn has a close contact to Avatu often sharing their experience of humanity with each other.
He trained sometimes with Prodigy of the Crusaders, trying to unlock the full potential of his psionic powers. So far only with mixed results. But he helped in return battling Dr. Hand, the psionic villain and member of Turmoil.

Personality: D'lyn is motivated by his curiosity and strong sense for justice. This justice is not always the same as the local law, but he had grown accustomed to it over the years.
He seems sometimes uncaring and aloft, but it is a facade, hiding his true feelings to the people surrounding him. Knowing he is tougher than many others around him, he is willing to take a hit for them, even if it endangers his own health.


Height: 5 ft. 8 in.
Weight: varies
Eyes: Green
Hair: Dark-Blond (Dylan), None (D'lyn)
Unusual Features: Grey-white hairless alien with rubber-like skin.

Strength Level: D'yn is superhuman strong and his durability exceeds even the one of most other heroes.

Known Superhuman Powers:Like his father, D'lyn has an increased strength and durability in regards of other members of his species and displays a finer control over his bodily structure. He has still to develop a finer control over the energies he can emit from his eyes to copy his fathers penetrating vision and similar powers. His psychic abilities are a bit underdeveloped as he has neither yet mastered his telekinesis to more than to propel himself, nor any of his fathers famous telepathic powers.
Equipment: D'lyn is not known to use any specific kind of special equipment, but he sometimes improvises it with his vast knowledge of 'Grey' technology.

[/sblock]

[sblock=Sheet]
Trade-offs: -0 Att, +0 Damage ; -4 Parry/Dodge, +4 Toughness


[FONT=Arial, sans-serif]ABILITIES[/FONT]
[FONT=Arial, sans-serif]STR 10[/FONT]
[FONT=Arial, sans-serif]STA 10[/FONT]
[FONT=Arial, sans-serif]AGL 2[/FONT]
[FONT=Arial, sans-serif]DEX 2[/FONT]
[FONT=Arial, sans-serif]FGT 6[/FONT]
[FONT=Arial, sans-serif]INT 2[/FONT]
[FONT=Arial, sans-serif]AWE 2[/FONT]
[FONT=Arial, sans-serif]PRE 2[/FONT]


[FONT=Arial, sans-serif]POWERS[/FONT] (Source: Alien/Mutant)
[FONT=Arial, sans-serif]Psionic Flight: [/FONT][FONT=Arial, sans-serif]Flight 7 (250 MPH) • [/FONT][FONT=Arial, sans-serif]14 points[/FONT](psionic)
[FONT=Arial, sans-serif]Xenobiology: [/FONT][FONT=Arial, sans-serif]Array (20 points)[/FONT] (biological)
• [FONT=Arial, sans-serif]Eye Beams: (Laser/Heat) [/FONT][FONT=Arial, sans-serif]Ranged Damage 9, Accurate 2 • [/FONT][FONT=Arial, sans-serif]20 points[/FONT]
• [FONT=Arial, sans-serif]Intangibility: [/FONT][FONT=Arial, sans-serif]Insubstantial 4 • [/FONT][FONT=Arial, sans-serif]1 point[/FONT]
• [FONT=Arial, sans-serif]Shapeshifting: [/FONT][FONT=Arial, sans-serif]Shapeshift 2 (Variable Power)[/FONT][FONT=Arial, sans-serif], Continuous, Free Action • [/FONT][FONT=Arial, sans-serif]1 point[/FONT]
[FONT=Arial, sans-serif]Xenoform: [/FONT][FONT=Arial, sans-serif]Protection 4, Immunity 10 (Life Support) • [/FONT][FONT=Arial, sans-serif]14 points[/FONT] (biological)


[FONT=Arial, sans-serif]SKILLS[/FONT]
[FONT=Arial, sans-serif]Close Combat: Unarmed 4 (+10), Expertise: Science 4 (+6), Intimidation 4 (+6), Perception 6 (+8), Ranged Combat: Eyebeams 2 (+4), Technology 8 (+10)[/FONT]


[FONT=Arial, sans-serif]ADVANTAGES[/FONT]
[FONT=Arial, sans-serif]Interpose, Inventor, Languages 1 (English), Move-by Action[/FONT]


[FONT=Arial, sans-serif]OFFENSE[/FONT]
[FONT=Arial, sans-serif]INITIATIVE +2[/FONT]
[FONT=Arial, sans-serif]Eye Beam +10 Ranged, Damage 9[/FONT]
[FONT=Arial, sans-serif]Unarmed +10 Close, Damage 10[/FONT]


[FONT=Arial, sans-serif]DEFENSE[/FONT]
[FONT=Arial, sans-serif]DODGE [/FONT][FONT=Arial, sans-serif]6 [/FONT][FONT=Arial, sans-serif]FORTITUDE [/FONT][FONT=Arial, sans-serif]10[/FONT]
[FONT=Arial, sans-serif]PARRY [/FONT][FONT=Arial, sans-serif]6 [/FONT][FONT=Arial, sans-serif]TOUGHNESS [/FONT][FONT=Arial, sans-serif]14[/FONT]
[FONT=Arial, sans-serif]WILL [/FONT][FONT=Arial, sans-serif]8[/FONT]

COMPLICATIONS
Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.
Identity: D'lyn cares more about his students and Dylan's friends that he admits. He wants to keep them save from his enemies.


[FONT=Arial, sans-serif]POWER POINTS[/FONT]
[FONT=Arial, sans-serif]ABILITIES [/FONT][FONT=Arial, sans-serif]72[/FONT]
[FONT=Arial, sans-serif]SKILLS [/FONT][FONT=Arial, sans-serif]14[/FONT]
[FONT=Arial, sans-serif]POWERS [/FONT][FONT=Arial, sans-serif]50[/FONT]
[FONT=Arial, sans-serif]DEFENSES [/FONT][FONT=Arial, sans-serif]10[/FONT]
[FONT=Arial, sans-serif]ADVANTAGES [/FONT][FONT=Arial, sans-serif]4[/FONT]
[FONT=Arial, sans-serif]TOTAL [/FONT][FONT=Arial, sans-serif]150[/FONT]
[/sblock]
 
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Walking Dad

First Post
More M&M3

[sblock=High Level Visitor]
The Visitor

ABILITIES
STR 13
STA 13
AGL 2
DEX 2
FGT 8
INT 2
AWE 2
PRE 2


POWERS (Source: Alien/Mutant)
Psionic Flight: Flight 7 (250 MPH) • 14 points(psionic)
Xenobiology: Array (22 points) (biological)
• Eye Beams: (Laser/Heat) Ranged Damage 9, Accurate 4 • 22 points
• Intangibility: Insubstantial 4 (subtle, precise) • 1 point
• Invulnerability: Impervious 16, Immunity 6 (alteration, sleep)
• Shapeshifting: Shapeshift 2 (Variable Power), Continuous, Free Action, (Precise, Subtle) • 1 point
Xenoform: Protection 4, Immunity 13 (Life Support, aging, critical hits) • 17 points (biological)


SKILLS
Close Combat: Unarmed 5 (+13), Expertise: Science 4 (+6), Intimidation 6 (+8), Perception 10 (+12), Ranged Combat: Eyebeams 4 (+6), Technology 9 (+11)


ADVANTAGES
Fearless, Improved Initiative, Interpose, Inventor, Languages 1 (English), Move-by Action, Power Attack


OFFENSE
INITIATIVE +6
Eye Beam +15 Ranged, Damage 9
Unarmed +13 Close, Damage 12


DEFENSE
DODGE 9 FORTITUDE 13
PARRY 9 TOUGHNESS 17
WILL 13

COMPLICATIONS
Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.


POWER POINTS
ABILITIES 88
SKILLS 19
POWERS 56
DEFENSES 20
ADVANTAGES 7
TOTAL 190
[/sblock]

[sblock=Blue Shark]
Blue Shark

1359279-tridents_01.jpg


Blue Shark

ABILITIES
STR 9
STA 10
AGL 6
DEX 4
FGT 8
INT 1
AWE 2
PRE 1

ADVANTAGES
Agile Feint, All-out Attack, Favored Environment (aquatic), Fearless, Improved Critical (Trident), Power Attack, Skill Mastery (Perception), Takedown, Tracking

SKILLS
Acrobatics 6, Athletics 6, Insight 4, Intimidation 8, Perception 8, Stealth 6

POWERS
Aquatic: Immunity 3 (cold, drowning, pressure); Movement 1 (Environmental Adaptation—Aquatic); Senses 1 (Low-Light Vision); Swimming 6 (30 MPH) • 16 points
Trident: Unique Weapon (Damage 3, Penetrating 5, Strength-based, Easily Removable). • 6 points.
Atlantean Scale Armor: Impervious Toughness 10, Removable (-2 point) • 8 points

DEFENSES
DODGE +10
PARRY +10
FORTITUDE +12
TOUGHNESS +10
WILL +8

POWER POINTS
Abilities 82 Skills 19
Powers 26 Defenses 14
Advantages 9 Total 150

Complications:
Predjudice: Blue Atlantean
Weakness: Blue Shark dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Background:
Anud Melado was born with blue skin and the ability to breath air, rare traits among the Atlanteans. After becoming an accomplished hunter and warrior, earning the nickname "Blue Shark", his mentors told him to learn from other aquatic heroes who were able to exist on land. This way he met Neptune Perkins, his wife Tsunami and, more important, their blue skinned daughter Deep Blue. They became lovers, but as differences grew, they decided to separate but stay friends in favor to waiting until they start to despite each other.
He joint an elite Atlantean fighting force, called the tridents and was soon named their finest warrior.
But his blue skin and the rumors of his possible Lemurian blood tainted the connection to his people. As Aquaman and Aqualad became more active in the surface world, he quickly followed, taking his favored weapon and armor with him.
On the surface he is still a blue Atlantean, but humans have grown more accustomed to strange looking heroes than the ocean dwellers.

[/sblock]

[sblock=J'edd J'arkus]


Jeddjarkuscrisisdvd.jpg


PL 12 / PP 210

STR 10
STA 10
AGL 2
DEX 2
FGT 6
INT 2
AWE 2
PRE 0

POWERS
Flight: Flight 7 (250 MPH) • 14 points
Martian Biology: Dynamic Array (20 points)
• Eye Beams: Ranged Damage 12, Accurate 5 • 26 points
• Density: Protection 2, Impervious Toughness 12, Sustained, Dynamic • 2 points
• Intangibility: Insubstantial 4 • 2 point
• Intangibility: Invisibility 2 • 2 point
Xenoform: Protection 4, Immunity 10 (Life Support) • 14 points
Biopolymer Reconstruction: Variable Power (shapeshift) 3, Move action, Subtle • 27 points
Telepathy: Dynamic Array (20 points)
• Mental Communication 5 • 21 points
• Mind Reading 10 • 2 points

SKILLS
Close Combat: Unarmed 4 (+10), Expertise: Biology 4 (+6), Intimidation 10 (+10), Perception 8 (+10), Technology 4 (+6)

ADVANTAGES
Extraordinary Effort, Languages 1 (Martian), Move-by Action, Power Attack, Takedown

OFFENSE
INITIATIVE +2
Eye Beam +12 Ranged, Damage 12
Unarmed +10 Close, Damage 10

DEFENSE
DODGE 6 FORTITUDE 10
PARRY 6 TOUGHNESS 14
WILL 10

POWER POINTS
ABILITIES 68 SKILLS 15
POWERS 110 DEFENSES 12
ADVANTAGES 5 TOTAL 210

Background:
(This is the same character seen in Justice League: Crisis on Two Earths, just with a slightly enhanced background)
The Jesters last prank had been nearly the end for J'edd J'arkus as it had been for Angelique. Only by quickly phasing through the ground he had a hope for escaping the blast. Sadly it knocked him still unconscious, floating helpless in the ground. It was much later than his regenerative abilities allowed him to surface. His world was changed. His power base destroyed, Ultraman, Johnny Quick and Owlman dead and President Wilson more confident than ever. Laying low he watched Ultraman and the others escape, but a quick mindread revealed that Ultraman would more likely kill him for "fleeing" the battle than try to join forces again.
Using his mental powers to ensure Erdel's (the man who originally teleported him to earth) help and some stolen secrets from Lex Luthors mind, he managed to escape to the world Luthor had gained help from. After all, now, when the good triumphed in his dimension, it was probably the time for the villains to do here...

[/sblock]

[sblock=Gloom]
GLOOM

shade.jpg


GM kit

Abilities: Charismatic
Advantages: Intimidating & Precise
Skills: Intimidation, Observant
Energy Descriptors: Darkness

Offensive Powers:
Phantom Blast
- Energy Constructs
- Obscure
- Telekinesis

Defensive Powers:
Energy Immunity
Energy Shield

Utility Powers:
Energy Sense
Energy Form
Transmit

---

STR 0
STA 3
AGL 3
DEX 3
FGT 3
INT 0
AWE 2
PRE 3

ADVANTAGES — INTIMIDATING/PRECISE
Accurate Attack, Daze (Intimidation), Startle, Precise Attack (Ranged, Cover)

SKILLS
Ranged Combat: Energy Control 5, Intimidation 7, Investigation 4, Perception 4

POWERS
Phantom Blast: Ranged Damage 12, Affects Insubstantial • 25 points
• Shadow Constructs: Create 12 • 1 point
• Obscure: Ranged Visual Concealment Attack, Cloud Area • 1 point
• Shadow Grip: Move Object 12 • 1 point
Shadow Affinity: Immunity 5 (Darkness) • 5 points
Shielding Shadows: Enhanced Defenses 10 (Dodge 5, Parry 5); Impervious Protection 5, Sustained • 20 points
Shadow Sense: Senses 1 (Darkness Awareness) • 1 point
Shadow Form: Insubstantial 3 (darkness), Activation (Move Action, -1 point) • 14 points
Transmit: Teleport 14 (60 miles), Medium (presence of shadows) • 14 points

DEFENSES
DODGE +12
PARRY +9
FORTITUDE +7
TOUGHNESS +3/+8
WILL +8

POWER POINTS
Abilities 34 Skills 14
Powers 82 Defenses 16
Advantages 4 Total 150

Power Loss: Shadow less area (Brightly lit from all directions)
[/sblock]
 
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