International Intelligence Institut [Taking alternates]

Rybaer

First Post
Velmont said:
Now, you are making the things easy for me :)

Go for the contact concept. Suggestion, you are presently woking at the University of San Diego with the oceanographic team. You can decide the project.


Hehe...I'm glad the concept works so well for you. I was a little concerned that it wouldn't fit with the game style.

I will try to get the draft character posted later tonight or early tomorrow.
 

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Rybaer

First Post
Cover Name: Naiad or Sea Nymph
Real Name: Jessica Lorne
Age: 32

Str 12 (+1)
Dex 18 (+4)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 12 (+1)

Init +4
Hero Points 5
Move: 30' (or 50' stretch); 80' swim, 327,860' sprint (over 37,000mph)

Saves:
Damage +6
Fort +4
Ref +4
Will +2

Base Attack Bonus +4
Melee +5
Ranged +8 (+9 within 30')

Base Defense Bonus +5
Defense 19
Mental 17

Feats: Instant Stand, Point Blank Shot, Precise Shot, Toughness, Underwater Combat, All-around Sight, Darkvision; Bonus contact feats (Wealth x2, Connected - mostly academic and military).

Skills:
Computers 1 (+3)
Demolitions 1 (+3)
Diplomacy 3 (+4)
Disable Device 1 (+3)
Escape Artist 3 (+17)
Knowledge: Naval technology 3 (+5)
Languages: English, Mandarin Chinese, Russian 2
Science: Limnology and Oceanography 3 (+5)
Search 4 (+6)

Powers:
Alternate Form (water) 10 [Stunts: Dolphin leap, Super Swim, Amphibious; Flaw: permanent] (46pts)
**Elasticity 10 (50' stretch, +10 escape artist)
**Protection 10
**Swimming 10
**Immunities (Critical hits, Disease, Exhaustion, Poison, Starvation, Suffication, Pressure, Energy: fire, electicity, and cold)

Element Control (water) 10 [Extra: Control Weather; Stunts: create water, destroy water, blast, suffocate, dehydrate] (40pts)
**Telekinesis (water) - 1,024,000lbs
**Create/destroy (water) - 9,375 gal per half action
**Dehydrate (as Disintegrate, but only affects organics/water based items)

Regenerate 1 (2pts)

Invisibility 1 [Flaw: only in water or very heavy rain] (1pt)


Weakness: Disturbing Appearance


Appearance:
Jessica's most striking characteristic is that her body is comprised almost entirely of water. She is transparent and generally lacking visible internal organs. In spite of the fluid nature of her body, she is able to maintain a distinctly female human form to a high degree of detail - she believes that her soul is able to remember her original form.

Her ability to manipulate water allows her to enhance the surface tension of her "skin" to the point that she can physically manipulate things without getting them wet. She can also make her body feel semi-solid, enabling her to shake hands, hug, or otherwise interact with people and objects. Many of these actions require continual concentration, however, so much of the time she is dripping water and a person could poke a hand clear through her body without causing harm.

She often wears clothing when in public, to help eleviate some of the oddity of her condition. Most all the items in her wardrobe are synthetic materials (polyester, nylon, etc) that will hold up to being continually wet. She never bothers with shoes if she can possibly avoid it and prefers to not wear clothing at all when she can get away with it.

Due to the elastic nature of her body, she can assume many forms. Typically, however, she maintains her "default" form - a 5'6" classically female figure. She rarely bothers to simulate hair, though she can if the mood suits her. Occasionally, for formal affairs, Jessica will incorporate colorful tropical (live) fish into her body. Her version of jewelery, as she puts it jokingly.


Personality:
Jessica's unique and unsettling appearance could have left her as a really screwed up woman. Her upbringing, however, enabled her to get past much of that and she is a generally optimistic and friendly woman. She has a tomboy attitude in many things and typically prefers the company of men to women.

She is loyal to causes she deems worthy, and is similarly devoted to friends and colleages. She is quite assertive and will go after her goals with considerable devotion.

Jessica spends most of her time doing research. For recreation, she explores coral reefs and enjoys surfing (though she isn't very good at it unless she "cheats" with her powers).


Background:
When only six years old, Jessica lost her mother to cancer. Her father and two older brothers raised her, giving her a decidedly tomboy upbringing. Her father was a retired Navy man who worked in the shipbuilding industry in Northern California.

Jessica's family spent many of their weekends surfing on the Pacific coast and their vacations were often spent snorkling in exotic locations. While surfing on one such trip at age 13, Jessica found herself trapped underwater in a strong undertow. She panicked and started inhaling water. To her surprise, she could breath it. Over the span of about a minute, her latent mutation overtook her entire body, expelling the non-water matter completely.

She was understandably shocked, but at the same time the sense of freedom and control of the water around her left her in exultation. After a few minutes of exploring, she noticed that her father and brothers were searching for her frantically. She revealed herself to them.

Over the next few years in high school, her brothers laid the groundwork for helping her deal with her new form. As strong and charismatic boys in the school, they made it clear that no one was to pick on their baby sister. The encouragement of her family as well as that of a few key teachers helped her put her life into a positive perspective.

Following high school, she was recruited by the US Navy outside the normal channels. As a civilian, she was granted the equivalent ranking of Lieutenant and given extensive training in naval technology and intelligence. She spent seven years spying on the Chinese and Russian fleets, as well as helping in other operations. She also did a little demolition and rescue work. By the time she left from burn-out, she had attained the civilian rank of Commander.

After "retirement", the Navy paid her way through UCLA and a degree in Limnology and Oceanography. Along the way, she earned some extra money by helping bring rain to drought-stricken areas as well as deflecting the worst damage from a number of hurricanes. Though this business was lucrative, a couple lawsuits were brought upon her. One suit implyed that a rainstorm she manifested had caused a car accident that left a person dead. Another lawsuit suggested that she had caused drought conditions in order to profit from alleviating them. Both cases were tossed out, but Jessica decided to leave that business to God and mother nature.

She has since returned to academia, slowly working on a masters degree at San Diego St. University. Much of her time is spent collecting data in the oceans for a research group that she has joined up with at the school. She lives in a beautiful ocean-front house, custom-built to withstand her continually damp living conditions.


Point Breakdown:
Stats 28
BAB/BDB 22
Feats 14
Skills 7
Powers 89
Weakness -10
Total 150
 
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Mark Chance

Boingy! Boingy!
Velmont said:
The game will start next week. We have Argent and Drak as two contact in the MCA for the Institute. We have buzzard as a member of the Institute, and Mark Chance will join as another agent of the Institute. I'll wait for some news from Mark Chance before beggining. I may start the MCA first, to let Mark Chance the time to finish his character, as he is leaving for the week-end.

Hey all!

I got back from vacationing with the family a day later than planned. Is there still room for me?
 

Velmont

First Post
Yeap, there is still a place for you. I have written up part of the introduction. I will post it Sunday. It will starts mainly with the contacts, so you don't need to hurry too much your character creation, as you'll play an agent.
 

Mark Chance

Boingy! Boingy!
Velmont said:
Yeap, there is still a place for you. I have written up part of the introduction. I will post it Sunday. It will starts mainly with the contacts, so you don't need to hurry too much your character creation, as you'll play an agent.

Excellent. Now that I've got my computer problems fixed, I'll get to work on a character, et cetera. :D
 

Mark Chance

Boingy! Boingy!
Well, no matter how hard I tried, I just couldn't muster the enthusiasm for Jack Frost that I initially felt. So, I reverted to an old stand-by from my DC Heroes days. Hope he makes the grade:

The Anvil
Quote:
"I'm gonna hit you with so many rights, you'll beg for a left."
Power Level: 10
Occupation: Former professional fighter
Real Name: George Washington Courmier
Height: 6' 2"
Weight: 265 lbs.
Eyes: White
Hair: Black

History: Growing up on the mean streets of New Orleans, options seemed limited to the young George Washington Courmier, especially since he never managed to excel in school outside of athletics. He became involved in boxing at the neighborhood community center while still in middle school. From boxing, he moved into kick-boxing and judo. Before he finished high school, George's impressive reputation as an amateur fighter had spread throughout New Orleans. Shortly after he graduated from high school, George was recruited by professional fight promoter Ron McQueen, competing in both kick-boxing and conventional boxing matches. For the next 5 years, he worked his way up the heavy-weight ladder in both sports, facing defeat only once in 23 professional bouts.

Then, on August 15, 1995, the most fateful day of George's life, he faced the United Boxing Association's heavy-weight champion, Roderick Jackson. Jackson was the heavy favorite for the match, especially among the rackets of illegal sports gambling controlled by various crime families. George surprised everyone with the match of his life. Jackson's best hits left George unfazed, whereas George's successful punches rocked the champion repeatedly. Unknown to anyone at the time, George was a mutant whose latent superhuman abilities were coming to the fore during the match. In the fourth round, just as George landed a knock-out right cross to Jackson's jaw, George's mutations fully manifested themselves.

Shock and outrage spread from the arena to the major media. Charges of fraud and cheating ruled the day. While legal action brought against George and McQueen were unable to prove any criminal intent, George was nevertheless stripped of his title and banned from professional fight organizations. McQueen's own career was ruined as well. McQueen and George went underground to the world of illegal, full-contact extreme fighting. Nicknamed the Anvil, George began to earn a new reputation as one of the toughest metahuman brawlers on the underground circuits. The money wasn't great, but it was good enough for McQueen and George to live in comfort, and for George to send money home to help take care of his aging mother Dora.

Anvil's next career change has occurred only recently after being contacted by recruiters for the Institut who had followed his life since his expulsion from legitimate professional fighting.

Personality: Anvil's tough front is entirely a front. He is tough. But he is also an old-school fighter with a firm belief in the honor of the sport. It's just a fight, nothing personal. What happens in the ring stays in the ring, and when the ref says break, you break. He approaches his work for the Institut with same mind-set. The Institut is both his manager and the ref. He fights who is told to fight when he is told to fight.

Powers & Tactics: The mutations that ended Anvil's fighting career radically altered his physiology. He is impervious to conventional injury, and this invulnerability extends even to psychic attacks. Anvil is also much faster and has superhumanly acute senses. Due to his iron-hard flesh and wide-ranging martial arts training, Anvil's unarmed attacks are significantly more effective than prior to his mutation. With a single, well-placed strike, Anvil can shatter steel. He is immune to extremes in temperature, diseases, and his body does not accumulate toxins that cause exhaustion or require sleep. Anvil's tactics are generally simple: close as quickly as possible for melee and hit his foe until that foe is unconscious. This simplicity can be deceiving. Anvil is familiar with a number of martial arts that give him access to a variety of specialized unarmed attacks.

Weaknesses: Anvil's mutations altered his appearance in disturbing ways. His eyes are coated with a milky tissue that, despite expectations, actually augment his visual acuity. His skin's coloration has changed from dark brown to a blue-green that is decidely not natural.

Stat Block: Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex), flat-footed 14; Mental Defense 14 (+4 base), flat-footed 14; Protection +10 (including Mental); Spd 80 ft.; Base Atk +8 (+3 for ranged attacks); Atk +14 melee (+15S, unarmed attack), +5 ranged; SV Dmg +7 (+5 Con, +2 Toughness), Fort +5 (+5 Con), Ref +2 (+2 Dex), Will +0; Str 20 (+5), Dex 14 (+2), Con 20 (+5), Int 13 (+1), Wis 10 (+0), Cha 13 (+1).
Skills (Ranks): Acrobatics +8 (6), Balance +4 (0), Bluff -5 (0), Diplomacy -2 (0), Escape Artist +8 (6), Intimidate +11 (10), Jump +7 (0), Sense Motive +6 (6), Taunt +11 (8).
Feats: Attack Focus (melee), Durability, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Immunity (cold, disease, critical hits, exhaustion, heat), Power Attack, Rapid Healing, Rapid Strike, Rapid Takedown, Startle, Takedown Attack, Toughness.
Powers:
* Protection +10 [Extras: Immunity +5, Mental Protection, Running, Strike, Super-Senses; Source: Mutation; Cost: 7/6 pp; Total: 65 pp].
Equipment: Procurement +5.
Weakness: Disturbing.

Cost Breakdown:
Ability Scores: 30 pp.
BAB: 19 pp.
BDB: 8 pp.
Skills: 12 pp.
Feats: 26 pp.
Powers: 65 pp.
Weakness: -10 pp.
Total: 150 pp.

the_anvil.jpg
 
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Velmont

First Post
I have started a RG thread. Look at my signature and follow the link. Add you haracter there, so I don't have the load all the pages of that thread to have the stats. Thanks.

For the two agent. It will start tommorow. Sorry, but hadn't the time to finish you post now.
 


Velmont

First Post
I have 5 players. It was the number of character I wished for at start. I am taking alternate. For the first issue, I doubt I will add onether person, but with time, I'll need new victims, and they may be new players. If you want to join, submit your character. It will need to be a character with no relation to the Institute (build it as a contact).

As the first issue just starts, you'll have plenty of time to read this thread (and I suggest it, as the information is spread through it). If you are interested, tell me, I'll have to give you a little inside of the next issue, so you can fit in. As I said, I need victims :]

But the first issue just start, so it can take some time before you can join.
 

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