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Clover.jpg


Insight
Clover Hughes

PL: 9 (142pp)

Abilities: STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 10/28 (+0/+9) CHA: 12/38 (+1/+14)

Skills: Bluff 10(+11/+24), Climb 4(+5), Diplomacy 5(+6/+20), Knowledge: Tactics 14(+16), Knowledge: Current Events 6(+8 ), Notice 14(+14), Sense Motive 14(+14/+23), Stealth 8(+12), Survival 2(+2/+11), Languages 3(French, German, Japanese)

Feats: All-Out Attack, Assessment, Attack Specialization (3)[Unarmed], Attractive (1), Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (3), Evasion (2), Equipment (2), Master Plan, Power Attack, Set-up, Skill Mastery (2) [Bluff, Climb, Current Events, Diplomacy, Notice, Sense Motive, Stealth, Tactics], Uncanny Dodge [Visual]

Powers: Drain 6[All Skills] (No Save(+2), Area: Cone(+1); Only Combat Skills(-1), Only vs Insight(-1), Full Round(-1); PFs: Progression(Area) [225ft Cone], Slow Fade 2(1pp/min), Subtle, AP: Observation Mastery[Enhanced Wisdom(no will save) +18, Enhanced Charisma(Sense Dependent: Visual) +26]; 23pp), Speed 1(1pp), Strike 2 (Mighty, 5pp), Quickness 6[Tactics Only (-2), 2pp]

Equipment: (10 EP)
Reinforced Clothing (Protection 4, Subtle; 5 EP)
Reinforced Gloves (Strike 4, Subtle; 5 EP)

Combat: Attack +5 [Unarmed +11] Defense 21 (21 flat-footed) Init +4

Saves: Toughness +7 (6 flat-footed) Fortitude +10 Reflex +11 Will +10

Abilities 20 + Skills 20 (80 Ranks) + Feats 22 + Powers 29 + Combat 26 + Saves 25 = 142pp

:!: Insight's mutation allows her to take a full round action to study those around her and anticipate their movements, allowing her to utilize her combat abilities to an even greater degree. Typically Clover starts a fight with a free action to come up with a master plan and observing her opponents movements to know the best way to come at them.

:!: Clover is a back up character that I have come up with for a teen heros games called Generation Legacy run by Tokiwong over on the Enworld boards. She has the same PP total as my current character Kelly Mitchell.

History:
Clover is a military brat, but not just a military brat, an ambasadorial military brat. Her mother is a dignitary in the UN embassy in Belgium although she has recently come off a rotation in Egypt. Her father is currently in charge of the UN military presence in Belgium, but for the most part he chooses to be part of whichever embassy that his wife is part of.

Clover spent her childhood moving from one UN base to another with occasional stays at embassies throughout the world. She has pretty much always wanted to join the UN Forces, and she plans to do so officially when she reaches 18. Recently she has been sent to the UN controlled Mudaba Academy for Elites(mutants) in the terraformed Sahara and is fully intending to join Legacy, the teenage UN Supers team. The girl even wants to lead the team, though that will certainly clash with the already established pecking order and melodrama that is the highschool super team. She believes that organization and training are neccessary to bring the team over its current troubles.
 

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Tempest
Kelly Mitchell
Age: 16

PL: 9 (140pp)
Trade-Offs:
Defense Max: 7 (-2) Toughness Mas: 11(+2)
Attack Max: 8(-1) Damage Max: 10(+1)

Abilities: STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 6 (-2) CHA: 16 (+3)

Skills: Bluff 10(+13), Diplomacy 10(+13), Knowledge: Pop Culture 4(+4), Notice 2(+4), Perform Singing 12(+15), Stealth 4(+8)

Feats: Attack Focus Ranged (4), Defensive Roll (1), Dodge Focus (4), Imp. Initiative 3 (+12 to initiative), Evasion (2), Luck (2), Uncanny Dodge, Attractive, Skill Mastery (1) [Bluff, Diplomacy, Perform, Stealth], Benifit (2), (Status + Wealth), Ultimate Save (Toughness), Dedicated (Her Friends) [+4 to will saves vs betraying her friends]

Powers:
Lightning Blast (Area, Selective, Indirect (3); 4pp/rank +3; 43pp + 7APs=50pp)
-AP: Condensed Lightning
Strike +10(Aura 10, Penetrating 10, Slow 9, Accurate (*2*/+8 total), Affects Insubstantial (2), Incurable)
-AP: Fatigue +9 (Area, Selective, Aura (7))
-AP: Dazzle +9 (Auditory + Visual) (Area, Progression; Full *Round* *2*)
-AP: Telekinesis +11 (Area, Selective) (25.6 ton heavy load)
-AP: Drain (All abilities) +9 (Area, Selective, Full *Round*; Slow Fade(4=1/hour))
-AP: Snare +10 and Create Object +7(Continuous; innate, precise)
-AP: Weather Control 13 (Hamper Move(*2*), Extreme Cold(*2*), Obscure Visual(1[partial]); Touch Range, Full *Round*) [19 mile radius]

Immunity +6 (Sleep, Weather Effects)
Flight +3
Force Field +10


Combat: Attack +5 [Unarmed +9] Defense 19 (19 flat-footed) Init +4

Saves: Toughness +11/1, Fortitude +10*, Reflex +14*, Will +0
*the Fortitude and Reflex saves have a flaw on them, if her forcefield is down they are +0 and +4 respectively

Abilities 8 + Skills 11 (44 Ranks) + Feats 23 + Powers 72 + Combat 14 + Saves 12 = 140pp

:!: Kelly is no great thinker, nor even slightly perceptive the opposite of both her parents who posses multiple doctorates. Actually, Kelly is the person they coined the term ditz for. The girl wears her emotions on her sleeve, and thanks to her powers, so does the weather in a 19 mile radius. The girl draws a constant stream of energy from being a conduit of nature and she rarely if ever sleeps anymore.

:!: The only constant in Kelly's strategy for anything is improvisation and adaptation, the girl has never used her powers the same way twice in a fight. (Actually this is Kelly 2.0 swapped over from 1.0 the first attempt at 2.0 was rather crappy and she was recently updated)

History:
Kelly is a wholesome all american girl, and not only is she beautiful, she is incredibly wealthy. Kelly's entire family were changed into Elites by the Comet. Her father, gained Super Intelligence, not that he wasn't already the peak of Human intellect, but the comet pushed his creative juices, and togetherr he and his wife who had gained luck powers struck out for themselves creating a multi-billion dollar corporation around his patents and inventions which he mass produced and sold around the globe.

Only 2 at the time of the comet, thanks to the incredible wealth and fame of her family (and elites in general who are treated like starts), Kelly grew up in the spot light coming out with her first album by the time she was 14. Due to her popularity as a pop singing sensation, and her family money, Kelly was targeted by a Pantheon agent. This mind-controller Neuro broke Kelly's will leaving gaping chunks in her memory, and led her into a fight against the World's Premeir super team, the UN Justice Elite. Once freed of Neuro's influence, Kelly was sent to the Mudaba Adin Institute for Elite teens.

While at school it was revealed that Kelly's Mental defenses were permanently crushed by Neuro to make her more easy to control, and in fact Neuro had never lost control over her mind, he had only lain dormant and when his true body died, he rose up to try and gain full control. Eventually he was removed but gained control of another host in the process.

After various adventures, Kelly has lost her soul to the Demon Queen of Hell, and then her friends were ordered to arrest her under the belief that the demon was controlling her. Within 5 minutes of her arrest Kelly activated a new power, teleportation, and teleported home only to have her father murdered before her eyes by a Pantheon agent who had almost killed her in the past. She found her mother bruised and battered, and that her mom had asked her old Pantheon acquaintances for help after she realized that Neuro had taken control of her husband. At the end of the most recent issue we learned that Neuro had actually mind-controlled Kelly's mother, calling himself Legion now, he attacked Kelly's boyfriend in order to gain control of Tommy's $20+ billion company and its army of sentient battle androids that he has been selling to various governments. It is also revealed that she was a key member of the Pantheon organization before it turned Terrorist, and that Kelly's actual father is the terrorist leader Bishop.
 

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Jester
Makenzie Wolf

PL: 6 (90pp)

Abilities: STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2)

Skills: 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(+11), Sleight of Hand 1(+5), Stealth 7(+11)

Feats: Accurate Attack, Acrobatic Bluff, Attractive (1), Defensive Roll (2), Dodge Focus (2), Evasion (2), Equipment (4), Improved Acrobatic Trick*, Skill Mastery (1) [Acrobatics, Notice, Sense Motive, Stealth], Sneak Attack (1), Uncanny Dodge [Hearing]

Powers:
Healing 3 (PF: Triggered(injured); 7pp)

Equipment: (20/20 EP)
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]

Combat: Attack +8; Defense 18 (Uncanny Dodge, 13 flat-footed); Init +4

Saves: 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

:!: Jester is a PL 6 version of Nightwing, but unlike Dick she is alone, and has never had someone to show her the ropes. Jester is one of the first 30 super humans. 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.

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 bullsee'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, want ing 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 spellany 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.
 
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