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Transcendence Now - M&M Game [Resumed!]
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<blockquote data-quote="Shalimar" data-source="post: 2878384" data-attributes="member: 9600"><p>It is 2ed. I'll repost Jester over here from the other thread to get the ball rolling now that we have a home. </p><p></p><p>Makenzie Wolf</p><p></p><p>History: Makenzie was born into a travelling circus family of acrobats that worked the east cost, spending the majority of its time in the North East. The girl was a natural acrobat, like the rest of her family, she was an incredibly dexteruous acrobat capable of completing death defying stunts on a tight rope or trapezee. The girl enjoyed the rush of excitement and the twinge of fear from the crowd that she got while performing. The girl even managed a few tricks that her parent's hadn't considered, with her incredible hand eye coordination and balance, the girl was able to send throwing discs into the bullseye's of distant targets in the midst of her mid-air acrobatics.</p><p></p><p>Makenzie was making a bit of a name for herself with her throwing disc tricks, in one of her stunts she made 7 rotations throw the air as she was being passed from her brother to her father, and she sent a veritable storm of her thowing discs, into the dead center's of 12 targets arranged in a circle around her, and the crowd ate it up. One person in the crowd saw a lot of potential in the girl, and in her whole family, wanting them to pull off a museum heist for him and his gang. The Wolfs refused since the circus was leaving town anyway they didn't think it would spell any trouble for them. They were wrong. On opening night in New York, the Trapezee and safety net both were frayed sending the family to their death's except for Makenzie who had her throwing discs, wire, and a few extra seconds to react and put them together.</p><p></p><p>Makenzie was in the hospital for a month not expected to walk let alone ever be able to perform her acrobatic feats again. Her family was gone, she'd never walk again, and she wanted revenge. Thats when the program came to her, they offered her the ability to walk again, to be able to heal from almost any wound, and she gladly accepted the offer, thinking the ability to heal from anything would help her deal with T. Carter and his gang.</p><p></p><p>Makenzie is based off of Nightwing, and she is pretty much a female version of him. She wants revenge, but legal revenge. Think Batman methodology, scare your opponent into giving it up themself.</p><p>[sblock=Stats]</p><p><u><strong>PL: 6 (90pp)</strong> </u></p><p></p><p><strong><u>Abilities:</u></strong> STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) </p><p><strong><u>Skills:</u> </strong>Acrobatics 11(+15), Bluff 4(+6/+10), Diplomacy 4(+6/+10), Escape Artist 1(+5), Knowledge: Streetwise 6(+6), Notice 8(+10), Sense Motive 10(+12), Sleight of Hand 1(+5), Stealth 7(+11)</p><p><u><strong>Feats:</strong></u> Accurate Attack, Acrobatic Bluff, Attractive (1), Defensive Roll (2), Dodge Focus (2), Evasion (2), Equipment (4), Fast Acrobatic Feint*, Skill Mastery (1) [Acrobatics, Notice, Sense Motive, Stealth], Sneak Attack (1), Uncanny Dodge [Hearing]</p><p></p><p>*This feat allows Jester to make an acrobatic feint check as a move action without the usual -5 penalty.</p><p></p><p><u><strong>Powers:</strong></u></p><p>Healing 3 (PF: Triggered by Injured; 7pp)</p><p></p><p><u><strong>Equipment: (20/20 EP)</strong></u></p><p>Costume (Protection 1[Subtle]) [2ep]</p><p>Mask (Commlink, Darkvision) [3ep]</p><p>Throwing Discs (Blast 2[Autofire 3, Improved Crit.(19-20)], Mighty) [11ep]</p><p>-AP: Snare Discs (Snare 4[Improved Crit.(19-20), Reversible, Tether]) [1ep]</p><p>-AP: Staff (Strike 2[Extended Reach, Improved Trip, Leaping 1, Mighty, Subtle]) [1ep]</p><p>-AP: Swing Lines (Swinging, Speed 2) [1ep]</p><p></p><p><u><strong>Combat:</strong></u> Attack +8; Defense 18 (Uncanny Dodge, 13 flat-footed); Init +4 </p><p><u><strong>Saves:</strong></u> Toughness +4 (2 flat-footed), Fortitude +3(2), Reflex +6(2), Will +6(5) </p><p></p><p>Abilities 16 + Skills 13 (52 Ranks) + Feats 17 + Powers 7 + Combat 28 + Saves 9 = 90pp</p><p></p><p>:!: Although Intially fairly low level, Jester's regen will quickly ramp up to respectable levels.</p><p>:!: Tactics: Jester is a born acrobat from a family of acrobats, to her fluid grace and tumbling are like breathing is to others. With Acrobatic bluff, Improved Acrobatic Trick, and skill mastery of Acrobatics, Jester will be feinting her opponents right and left leaving them wide open for her sneak attacks, which is about the only way for her to reach her caps. She'll generally take a move action to bluff(with 25 result) and then use her standard action to attack with her staff or throwing discs.[/sblock]</p></blockquote><p></p>
[QUOTE="Shalimar, post: 2878384, member: 9600"] It is 2ed. I'll repost Jester over here from the other thread to get the ball rolling now that we have a home. Makenzie Wolf History: Makenzie was born into a travelling circus family of acrobats that worked the east cost, spending the majority of its time in the North East. The girl was a natural acrobat, like the rest of her family, she was an incredibly dexteruous acrobat capable of completing death defying stunts on a tight rope or trapezee. The girl enjoyed the rush of excitement and the twinge of fear from the crowd that she got while performing. The girl even managed a few tricks that her parent's hadn't considered, with her incredible hand eye coordination and balance, the girl was able to send throwing discs into the bullseye's of distant targets in the midst of her mid-air acrobatics. Makenzie was making a bit of a name for herself with her throwing disc tricks, in one of her stunts she made 7 rotations throw the air as she was being passed from her brother to her father, and she sent a veritable storm of her thowing discs, into the dead center's of 12 targets arranged in a circle around her, and the crowd ate it up. One person in the crowd saw a lot of potential in the girl, and in her whole family, wanting them to pull off a museum heist for him and his gang. The Wolfs refused since the circus was leaving town anyway they didn't think it would spell any trouble for them. They were wrong. On opening night in New York, the Trapezee and safety net both were frayed sending the family to their death's except for Makenzie who had her throwing discs, wire, and a few extra seconds to react and put them together. Makenzie was in the hospital for a month not expected to walk let alone ever be able to perform her acrobatic feats again. Her family was gone, she'd never walk again, and she wanted revenge. Thats when the program came to her, they offered her the ability to walk again, to be able to heal from almost any wound, and she gladly accepted the offer, thinking the ability to heal from anything would help her deal with T. Carter and his gang. Makenzie is based off of Nightwing, and she is pretty much a female version of him. She wants revenge, but legal revenge. Think Batman methodology, scare your opponent into giving it up themself. [sblock=Stats] [u][b]PL: 6 (90pp)[/b] [/u] [b][u]Abilities:[/u][/b] STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) [b][u]Skills:[/u] [/b]Acrobatics 11(+15), Bluff 4(+6/+10), Diplomacy 4(+6/+10), Escape Artist 1(+5), Knowledge: Streetwise 6(+6), Notice 8(+10), Sense Motive 10(+12), Sleight of Hand 1(+5), Stealth 7(+11) [u][b]Feats:[/b][/u] Accurate Attack, Acrobatic Bluff, Attractive (1), Defensive Roll (2), Dodge Focus (2), Evasion (2), Equipment (4), Fast Acrobatic Feint*, Skill Mastery (1) [Acrobatics, Notice, Sense Motive, Stealth], Sneak Attack (1), Uncanny Dodge [Hearing] *This feat allows Jester to make an acrobatic feint check as a move action without the usual -5 penalty. [u][b]Powers:[/b][/u] Healing 3 (PF: Triggered by Injured; 7pp) [u][b]Equipment: (20/20 EP)[/b][/u] Costume (Protection 1[Subtle]) [2ep] Mask (Commlink, Darkvision) [3ep] Throwing Discs (Blast 2[Autofire 3, Improved Crit.(19-20)], Mighty) [11ep] -AP: Snare Discs (Snare 4[Improved Crit.(19-20), Reversible, Tether]) [1ep] -AP: Staff (Strike 2[Extended Reach, Improved Trip, Leaping 1, Mighty, Subtle]) [1ep] -AP: Swing Lines (Swinging, Speed 2) [1ep] [u][b]Combat:[/b][/u] Attack +8; Defense 18 (Uncanny Dodge, 13 flat-footed); Init +4 [u][b]Saves:[/b][/u] Toughness +4 (2 flat-footed), Fortitude +3(2), Reflex +6(2), Will +6(5) Abilities 16 + Skills 13 (52 Ranks) + Feats 17 + Powers 7 + Combat 28 + Saves 9 = 90pp :!: Although Intially fairly low level, Jester's regen will quickly ramp up to respectable levels. :!: Tactics: Jester is a born acrobat from a family of acrobats, to her fluid grace and tumbling are like breathing is to others. With Acrobatic bluff, Improved Acrobatic Trick, and skill mastery of Acrobatics, Jester will be feinting her opponents right and left leaving them wide open for her sneak attacks, which is about the only way for her to reach her caps. She'll generally take a move action to bluff(with 25 result) and then use her standard action to attack with her staff or throwing discs.[/sblock] [/QUOTE]
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