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Sanctuary

Eldrich has created a pocket dimension that is accessible via a doorway at a local church and the right key, or direct teleportation which leads to a pocket realm that resembles an organic crystal and stone structure that is used as a base of operations for the Guardians, a team he has put together. Considering the location and nature of the Base it has the Isolated Location and Power System traits.

Combat Simulator: This circular chamber is charged with Atlantean magic, and constructs that allow the room to create realistic scenarios for training. Eldrich had the room especially built for the Guardians, and although he does not enforce any specific training schedule, he expects them to use it.

Communications: Although Eldrich was loathe to have them installed, Sanctuary includes several non-magical forms of communication with the outside world, and a rather exotic form of telepathy via a crystal orb mechanism that is usable by even non-mentalists.

Computer: Sanctuary is blessed not with a computer system but a capricious air spirit by the name of Sylph that serves much of the same purpose. She controls much of the structure and is very friendly if a bit flighty and nosy.

Defense System & Security System: Eldrich has established several wards and protection spells that defend Sanctuary from attack and invasion. The defenses seek to subdue attackers until actual help can arrive.

Super Power: Teleport +10 [Stunt- Extended Teleport]: The base has a powerful incantation which allows it to teleport members that have been given specific charms by Sylph. These charms allow them to use the Teleport Power of the base to move to and from the base as a Full-Round Action with Disorientation effects.

Living Space: The base contains ten rooms, or living quarters for long-term stay. They are comfortable but styled in the way of the Atlantis, and with ornate and archaic designs and amenities, though still quite comfortable once one gets use to it.

Infirmary: A powerful enchantment has been placed in this set of chambers which greatly improve the rate of healing by any that partake of the salt baths that are situated in these chambers. They always smell of incense, and also include mundane forms of medical supplies as well.


This is the base of the Guardians
 

Echo
(Jonathan Eckel)
PL 10

Age: 64
Gender: male
Height: 5’11
Weight: 158 lbs
Eyes: Green
Hair: Grey
Occupation: Retired, former piano tuner
Team Name: Guardians
Base of Ops: Sanctuary

Attributes: [Cost 22 pts.]
STR: 10 +0
DEX: 18 +4
CON: 14 +2
INT: 14 +2
WIS: 16 +3
CHA: 10 +0

Defense: 20 [10 + 4 Dex + 5 Purchased + 1 Dodge] [cost 10 pts.]
Initiative: +8 [+4 Dex +4 Improved Initiative]
BAB: +6[cost 18pts.]
Melee: +6
Ranged: +10
Speed: 30’ [30 Base]

Damage: +4 [+2 Con, +2 Toughness]
Fort: +4 [+2 Con, +2 Great Fortitude]
Reflex: +6 [+4 Dex, +2 Lightning Reflexes]
Will: +5 [+3 Wis, Iron Will]

Hero Points: 5

Flaw: Blind

Attacks:

Superpowers:
Energy Control: Sonic 10 Ranks, Stunt: Disintegration, Extras: Area, Energy Blast and Stun (+10), Force Field (+10), [Source: Mutation, Cost 44 pts.]
Super Senses: 10 Ranks, Extra: Telescopic Hearing (+4) , Flaw: Only Hearing None [Source: Mutation, Cost 14 pts.]


FEATS: Ultra Hearing, Blindsight, All Around Sight, Surprise Strike, Ricochet Attack, Point Blank Shot, Rapid Shot, Precise Shot, Toughness, Improved Initiative, Dodge, Lightning Reflexes, Great Fortitude, Iron Will, Skill Focus (Listen) [Cost 28 pts.]

Skills: [Cost 10 pts.]

Computers +3 [1 rank]
Craft (piano) +5 [3 ranks]
Listen +20 [2 ranks]
Sense Motive +15 [2 ranks]
Taunt +4 [4 ranks]
[2 ranks]


Final Cost: 22 points (Abilities), 10 points (Defense), 18points (Offense), 68 points (Powers), 28 points (Feats), 14 points (Skills) –10 (Flaws)= 150 points

History (Origin): .

Personality: .

Appearance: Jonathan Eckel is an elderly man with tanned, weathered skin marred by scores of wrinkles, with his face adorned by a carefully trimmed gray beard and a slightly thinning head of similarily gray hair. He's in excellent shape for someone his age, and moves with surprising grace for one of the blind. He tends to wear pressed slacks and stylish button down shirts, and never ventures anywhere without his wraparound sunglasses and cane.
 
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Tokiwong said:
Sanctuary

Super Power: Teleport +10 [Stunt- Extended Teleport]: The base has a powerful incantation which allows it to teleport members that have been given specific charms by Sylph. These charms allow them to use the Teleport Power of the base to move to and from the base as a Full-Round Action with Disorientation effects.

Can I teleport myself into and out or is it out of reach for me? The big advantage I see to us emy power instead of that one is I would not be disoriented.
 

Velmont said:
Can I teleport myself into and out or is it out of reach for me? The big advantage I see to us emy power instead of that one is I would not be disoriented.
you can teleport yourself out... but not in :)
 


Just waiting on everyone to post... I would like a posting schedule of about one a day during the weekdays
 
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