Sniktch's PC Gallery - CotSQ and more

[CotSQ]

Bruskin
Male Fey'ri Sorcerer 10 (ECL 13)

Str 13 Dex 18 Con 12(14) Int 17 Wis 11 Cha 20(22)
HD: 10d4+20 HP: 53 Init: +4 BAB +5 Grapple +6
AC:(+4 Dex, +2 deflect, +4 armor, +4 symbiote) 24
Saves: Fort +7 Ref +9 Will +9

Skills: Concentration +14, Spellcraft +14, Spot +8, Listen +4, Search +10, Scry +10, Alchemy +13, Knowledge(arcana) +10

Languages: common, elven, abyssal, undercommon, draconic

Feats: Aerial Combat, Flyby Attack, Hover, Spell Penetration

Special: DR 10/magic, fly 40(poor), alter form, low-light vision, Uncanny Dodge (Can't be flatfooted, can't be flanked), Dodge 4/day, spell-like abilities: 1/day - detect thoughts, dimension door, enervation

Spells per day: (DC 16 + spell lvl) 0) 6, 1) 8, 2) 8, 3) 7, 4) 6, 5) 4
Spells known: 0) light, read magic, detect magic, ray of frost, acid splash, electric jolt, lubricate, prestidigitation, resistance
1) silent sound, true strike, shield, magic missile, ray of enfeeblement
2) resist elements, web, Dalamar's dissolver, darkvision
3) Acid bath, Haste, hold person
4) Improved Invisibility, baleful Polymorph (polymorph other)
5) Ranathan's Roaming Catastrophe

Gear: +2 Amulet of Health, +4 bracers of armor, +2 ring of deflection, +2 vest of resistance, +2 cloak of charisma, pearl of power (2nd), ring of counterspells (slay living), +2 heavy mace, mw shortbow, 20 arrows, 19 +1 arrows, wand of detect magic (48c), wand of negative energy ray (1st - 49c), wand of magic missile (7th - 25c), Wand of daylight (15c), wand of blindsight (6th - 14c), Wand of dispel magic (6th - 8c), potion of cure light (x2), potion of glibness, potion of lesser restoration, 4 doses drow sleep venom, small ruby (500 gp), 821 gp

Attacks: +2 heavy mace +8, dmg 1d8+3
mw shortbow +10, dmg 1d6
 

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[CotSQ]

Malobar Britomar Muriir - Deceased??
Male Vampiric High Elf rogue 7/ dungeon delver 3 (ECL 15)

Str 22 Dex 24 Con - Int 16 Wis 16 Cha 16
HD: 10d12 HP: 76 Init +11 BAB +7 Grapple +13
AC:(+6 Dex, +5 armor, +6 nat, +2 deflect, +2 shield) 31 (33 vs traps)
Saves: Fort +3 Ref +16 Will +6

Skills: Escape Artist +13, Climb +11, Craft(stonemasonry) +10, Disable Devise +16, Hide +35, Move Silently +35, Open Lock +20, Search +28, Use Magic Device +13, Tumble +14, Jump +13, Spot +25, Balance +17, Decipher Script +12, Listen +15, Sense Motive +11, Bluff +11

Languages: common, elven, sylvan, undercommon, draconic

Feats: Dodge, Combat Reflexes, Weapon Focus (shortsword), Alertness, Improved Initiative, Lightning Reflexes, Blind-fight

Class: Sneak Attack +4d6, danger sense +2/+4 vs traps, blindsight 20', stonecunning, uncanny dodge (can't be flatfooted or flanked), Evasion, Traps

Special: Undead qualities, vampire weaknesses, +4 turn resistance, cold & electric resist 20, fast healing 5, DR 10/silver, darkvision 60', alternate form, spider climb, create spawn, blood drain, children of the night, gaseous form, Domination (DC 18 ), Energy Drain (2 lvl - DC 18 )

Gear: +1 mithral shirt, +1 mithral buckler, +2 ring of deflection, +1 shortsword of wounding, mw composite longbow (+3 str), 17 arrows, 5 doses drow sleep venom, elven cloak, elven boots, vest of escape, wand of hold person (37c), wand of cure light (31c), mw thieves tools, 50' silk rope, grappling hook, backpack, beltpouch, bedroll, chalk, expandable pole, long-reach tongs, long-reach thieves tools, signal whistle, necklace of copper dragon scales (4c), 200 gp

attacks: +1 shortsword of wounding+15/+10 dmg 1d6+7 + bleeding (19-20/x2)
slam +13, dmg 1d6+6 + energy drain (20/x2)
mw composite longbow +15/+10 dmg 1d8+3 (20/x3)

Spawn: 2 Duergar, 2 Hobgoblins, 4 Drow
 

[CotSQ]

Thut-hakh
Male Bugbear Rogue 2/Assassin 7 [ECL 14]

Str 18 Dex 18 Con 16 Int 14 Wis 12 Cha 6
HD: 3d8+9d6+36 HP: 92 Init +8 BAB: +8 Grapple: +12
AC:(+4 Dex, +3 nat, +4 armor) 21 FF 21 T 14
Saves: Fort +6 Ref +15 Will +4

Skills: Climb +12, Hide +21, Move Silently +21, Open Lock +12, Disguise +6, Search +12, Disable Device +12, Listen +8, Spot +8

Languages: Goblin, common, undercommon, Abyssal

Feats: Dodge, Mobility, Quick Draw, Improved Initiative, Spring Attack

Special attacks: Sneak Attack +5d6, Death Attack (DC 19)
Special Qualities: Scent, Evasion, Poison Use, Uncanny Dodge (can't be flatfooted, can't be flanked)

Gear: 6 mw daggers, mithral shirt, 3 doses drow sleep venom

Attacks: mw dagger (melee or ranged) +13/+8 dmg 1d4+4 (19-20/x2)
 

[CotSQ]

Dyema
Male Human Sorcerer 7/Spell Addict 5

Quote: "This isn't about money! Its about power! Naked, merciless force!"

Str 8 Dex 14 Con 14 Int 10 Wis 12 Cha 19
HD: 12d4+24 HP: 52 Init +2 BAB +5 Grapple +4
AC:(+2 Dex) 12 (16 w/ mage armor, 20 w/ mage armor & shield)
Saves: Fort: +5 Ref +5 Will +7

Skills: Concentration +17, Knowledge(arcana) +13, Spellcraft +13, Diplomacy +9

Languages: Common

Feats: Skill Focus (Spellcraft), Skill focus (Knowledge (arcana)), Combat Casting, Spell Focus (transmutation), Spell Penetration, Heighten Spell, Spell Focus (enchantment)

Special: Wild Casting (Must make Concentration check (DC 12 + [2 x spell lvl] when casting a spell or the spell fizzles without effect. If check fails by > 5, spell addict takes dmg = to spell lvl)
Crippling Casting (If spell addict fails any Concentration check to cast a spell, he may voluntarily take dmg = to spell lvl to successfully cast spell)
Engorged Spell (May sacrifice a spell of higher lvl to make a spell more difficult to dispel. Opposing casters get a -2 on dispel checks for every level the sacrificed slot is above the cast spell. Example: A spell addict engorges a 3rd lvl spell by sacrificing a 7th lvl slot - attempts to dispel suffer a -8 penalty)
Power Casting (If spell addict fails any Concentration check to cast a spell, he may voluntarily sacrifice a spell slot of same or greater lvl to successfully cast spell)

Spells per Day (15th caster lvl, DC 14 + spell lvl): 0) 6, 1) 7, 2) 7, 3) 7, 4) 7, 5) 6, 6) 6, 7) 4
Spells Known: 0) Arcane mark, daze, dancing lights, detect magic, light, open/close, ray of frost, read magic, resistance
1) Mage armor, magic missile, shield, charm person, protection from good
2) Cat's Grace, Endurance, invisibility, web, darkbolt
3) haste, hold person, fly, blink
4) polymorph (self), baleful polymorph (polymorph other), confusion, stoneskin
5) telekinesis, passwall, feeblemind, cone of cold
6) Flesh to stone, analyze dweomer, true seeing
7) Reverse Gravity, Spell turning

Gear: dagger, longspear, mw light crossbow, 10 bolts, Wand of Fireballs(6th caster level - 7 charges)

Attacks: longspear +7 ranged (10' reach), dmg 1d8-1 (20/x3)
dagger +4 melee or +7 ranged, dmg 1d4-1 (19-20/x2)
mw light crossbow +8 ranged, dmg 1d8 (19-20/x2)
 

[CotSQ]

Higreld Pel, Loathegrot of Skull-Skewer
Male Goblin Wizard (diviner) 5/Alienist 7 prohibited: Enchantment
Height: 2'8" Weight: 31 lbs Eyes: White Hair: None Skin: Green

Str 7 Dex 16 Con 16 Int 21 (25) Wis 13 Cha 12
HD: 12d4+36 HP: 72 Speed 20 Init: +3 BAB: +5 Grapple: -1
AC: (+1 size, +3 Dex, +1 deflection) 15
Saves: Fort +6 Ref +6 Will +10

Skills: Alchemy (13) +20, Concentration (15) +18, Disguise (3) +4, Gather Information (7) +8, Knowledge(arcana) (13) +20, Knowledge(the planes) (15) +22, Knowledge(religion) (6) +13, Scry (13) +20, Spellcraft (15) +22, Tumble (2) +5

Languages: goblin, common, undercommon, terran, draconic, orc, infernal, abyssal, dwarven, halfling, elven, celestial, giant

Feats: Spellcasting Prodigy (wizard), Scribe Scroll*, Augment Summoning, Improved Familiar, Extend Spell*, Heighten Spell, Repeat Spell, Malign Spell Focus

Gear: diadem of intellect +4, cloak of flying, ring of red conjures, nipple ring of exquisite pain, wand of summon monster IV (9), wand of evard's black tentacles (18c), wand of melf's acid arrow (34), wand of lightning bolt (6th caster level - 11), potion of cure moderate wounds, potion of invisibility, potion of haste, potion of sneaking, scroll: burning hands, ring of deflection +1, mw dagger

Spells per day: 0) 4, 1) 6+1, 2) 6+1, 3) 6+1, 4) 5+1, 5) 3+1, 6) 2+1 (+1*)
Spellbook: Level 0: read magic, detect magic, arcane mark, distort shadow, ghost sound, prestidigitation, disrupt undead, no light, slash tongue, detect poison, mental alarm, deftness, foraging charm, coin of the realm, resize, glittering razors, zap trap, thunderhead, yell, footpad's grace, clean, launch bolt, light, mage hand, mending, open/close, pet cemetary, quick sober, resistance

Level 1: shield, mage armor, true strike, change self, summon monster I, identify, enlarge, expeditious retreat, bestow wound, comprehend languages, unseen servant, magic missile, buoyancy net, cause fear, chill touch, lesser sonic orb, negative energy ray, ray of enfeeblement, spider climb, spirit worm, tenser's floating disc, weeping wounds

Level 2: summon monster II, invisibility, melf's acid arrow, darkbolt, wither limb, see invisibility, resist elements, adrenaline surge, command undead, dark flames, dead eyes, death armor, false life, flame/frost weapon, ghoul touch, life bolt, shrapnel, spectral hand

Level 3: summon monster III, dispel magic, haste, bolt of conjuring, devil eye, mestil's acid breath, halt undead, bone field, healing touch, negative energy burst, reverse arrows, spider poison, strength of the dead, vampiric touch, magic circle against evil

Level 4: scrying, summon monster IV, phantasmal killer, greater magical flow enhancement, evard's black tentacles

Level 5: summon monster V, rary's telepathic bond, stop heart, mestil's acid sheath

Level 6: summon monster VI, true seeing, planar binding

Commonly Prepared:
0: read magic, detect magic, detect magic, resistance
1: shield, expeditious retreat, magic missile, magic missile, magic missile, magic missile, (true strike)
2: invisibility, command undead, life bolt, adrenaline surge, extended mage armor, darkbolt, (see invisibility)
3: haste, dispel magic, dispel magic, dispel magic, haste, halt undead, (devil eye)
4: evard's black tentacles, evard's black tentacles, summon monster IV, summon monster IV, phantasmal killer, (scrying)
5: stop heart, summon monster V, extended greater magical flow enhancement, (rary's telepathic bond)
6: summon monster VI, extended summon monster V, (true seeing), (repeating summon monster III)

Clotlick (pseudonatural stirge familiar)
tiny magical beast; HD 5;hp 36;Init +4;Spd 10 ft, fly 40 ft (average); AC 19;Atk Touch +6;Dmg Touch d3-4;SA Attach, blood drain, true strike;Sq Electricity/acid resistance 10, DR 5/+1, SR 10, alternate form
 

[M&M] Genesys

Goblin AKA Phillip Urich

Str 10 Dex 18 Con 16 Int 20 Wis 8 Cha 10
BAB +4 (melee +4, ranged + Defense (4) 18
Saves: Damage +11 (+5) Fort +3 Ref +9 Will +7

Skills: Computers (4) +9, Disable Device ( +13, Drive (1) +5, Pilot (1) +5, Repair (10) +15, Sleight of Hand (4) +8

Feats: Intellect Fortress, Evasion, Aerial Combat, Point Blank Shot, Iron Will, Precise Shot, Rapid Shot, Hero's Luck

Powers: Luck +8 (Jinx, Flaw: Jinx only, Flaw: Uncontrolled, Stunt: Counter Luck, cost 4pp)
Weapon (bombs) +8 (Stunt: Dual Damage, cost 1pp)
Flight +8 (Perfect Maneuverability, Flaw: Device, Flaw: Limited - wings, cost 2pp)
Energy Blast (sonic) +5 (non-lethal, Flaw: range decrease, cost 1pp)
Armor +2 (cost 1pp)
 

[M&M] Genesys

Jimmy Lee
16 year old Chinese Male
Height: 5'10" Weight: 170 Eyes: Black Hair: Black

Str 12 Dex 20 Con 16 Int 13 Wis 14 Cha 11
BAB +5 (melee +10, ranged +10) Defense: (+4) 25
Saves: Damage +3/+12 Fort +3 Ref +12 Will +4

Skills:

Feats: Dodge, Expertise, Evasion, Iron Will, Rapid Strike, Instant Stand, Attack Finesse, Move-by Attack, Whirlwind Attack, Stunning Attack

Powers: Super-Dexterity +6 (Extras: Super Senses, Danger Sense(flawed: blindspot(disease))
Strike +6 (Stunt: Dual Damage)
Combat Sense +5

Edit: I'll get the rest of the M&M characters up soon, but I haven't finished entering them all into Word yet.
 
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[M&M] Red & Gold

MAGMAN aka Stephen Huntington

Str 20 Dex 10 Con 20 Int 8 Wis 14 Cha 14; BAB+8; Saves: Damage +7 (+Protection +10) Fortitude +7 Reflex +0 Will +4; Defense 20 (+10 Base); Move 50ft (30ft in human form); Hero Points 5; Reach 50ft

Powers:
Alternate Form (Lava) +10 (Extras: Energy Field, Tunneling; Power Stunts: Rapid Tunneling; Source: Alien; Flaws: Slow x2 (full round action); Cost 5pp)

Feats:
Toughness, Great Fortitude, Iron Will, Power Attack, Leadership, Attack Focus (Unarmed Strike), Takedown Attack, Rapid Takedown, Durability, Blindsight

Skills:
Bluff +11 (+9ranks +2ability), Intimidate +16 (+9ranks +5ability +2synergy), Taunt +13 (+9ranks +2ability +2synergy), Escape Artist +19 (+9ranks +10 Elasticity)

Effects of Alternate Form:
Grants Protection +10, Elasticity +10 and Strike +10. Also grants the following Immunities: Fire, Radiation, Magnetic, Disease, Poison, Pressure, Suffocation, Starvation, Exhaustion, Critical Hits. Can Tunnel through normal ground at 50ft per half action, x4000 sprint. Is surrounded by an aura of heat that hurts anyone trying to touch him, or anyone that he touches at +10stun.

Most common attack:
+14melee, damage +15stun and +10stun (energy field)
with Power Attack:
+9melee, damage +20stun and +10stun (energy field)

Origin:
Stephen Huntington was a normal young boy living in England. At about the age of seven, he started to complain of violent, horrible dreams. He said that he dreamt nearly every night of being taken out of his room by squat figures, and being laid on a table while they 'did stuff to him'.

These dreams continued, despite all the available medical help. For another five years. After that, he started disappearing during the day. It turns out they weren't dreams. It was actually happening. Stephen is one of the few actual recorded cases of genuine alien abduction. Each time he was abducted the aliens modified him, changing the way his brain and mind worked. Eventually, on his sixteenth birthday, the changes fully manifested themselves.

Stephen underwent an involuntary change to his magma form for the first time, causing panic in all present at his party. His dreams had recently abated somewhat, and his parents had started to hope that everything would be normal. The Change stopped all that. Stephen was pulled out of school and examined endlessly by doctors, but he eventually realised their power to contain him was minimal. He escaped, tunneling through the floor and began a reclusive life underground.

Within the last year, he has been contacted by *another member of the team, or the team's mentor, if they have one* and has agreed to use his power to fight against evil in the world. He's been able to resume his human shape for the first time in two years, and enjoy life a little.

Magman doesn't ever hold back in a fight, preferring to leave his foes unconscious and disabled as quickly as possible. He trusts to his amazing ability to withstand damage to protect him, and frequently lashes out with awesomely powerful blows.

The reason for his alien transformation has not yet become apparent.
 

[M&M] Red & Gold

Bloodstorm

Str 10 Dex 14 Con 16 Int 20 Wis 16 Cha 16
Skills: Computers +11, Craft (Pharmaceuticals) +11, Concentration +9, Knowledge (occult) +11, Medicine +9, Science (Biology) +11, Sense Motive +9, Sleight of Hand +8, Spot +9 (6 ranks in each)
Feats: Great Fortitude, Iron Will, Darkvision, Scent, Track, Indomitable Will, Immunity: Disease, Toughness
Atk Bonus: +8 (melee +8, ranged +10)
Def Bonus: +8 (normal 20, flatfooted 18 )
Initiative: +2
Saves based on above: Dmg +12 Fort +12 Ref +9 Will +12

Powers: Sorcery +10 (see below, 3pp), Amazing Saves +7 (his unique circulatory condition gives him amazing reflexes, damage resistance, and willpower. Extras: adds to all 4 saves, 4pp)

Sorcery
Control: Possession (Flaw: Touch range). Bloodstorm can enter and take over the mind and body of another target. If he succeeds, his body and possessions disappear as he merges with the target while in control.
Defensive: Immunities (critical hits, kinetic energy, fire, electricity, poison, suffocation, exhaustion, sonic, vibration, radiation)
Divination: Postcognition (Flaw: Must taste blood to activate). Bloodstorm can taste spilled blood to get a postcognitive flashback from the perspective of the person whose blood it was, around the time that the blood was spilled.
Illusion: Excluded.
Offensive: Energy Blast (blood missile, stun; Flaw: Full Effect)
Transportation: Exlcuded.
Transformation: Create Object (limited: Blood Creatures only), Animation (Extra: Triggered by Create Object, Flaw: Blood Creatures only), Healing (Extra: Regrowth; Flaw: Empathetic Healing), Incorporeal (affected by energy blasts; Extra: Float (Good Maneouverability), Phase Attack, Ghost Touch) Bloodstorm can transform himself into a flying, humanoid haze of red blood mist, capable of slipping through tiny gaps under doors and suchlike.

Flaw: Restricted - Material Ward (blocked or neutralized by cold iron)
Flaw: Harmful Casting (Bloodstorm uses his blood for casting, and must consume at least a small portion for each spell. Whenever he activates any Sorcery ability, he must make a Fort save of DC 15 or highre or suffer a single stun hit)
Flaw: Rote (Can only cast spells he knows)

For Create/Animate Blood Creatures:
Sample Blood Creature
Str +5 Dex +2 hardness 5
Atk +8m, +5r (+5S dmg) Def 12/10 Init +2
Saves: Dmg +5 Fort +0 Ref +2 Will +0

Weaknesses:
Susceptible to Cold: In freezing conditions, Bloodstorm's blood starts to clot faster, meaning he needs to start taking Fortitude saves :p
Addiction to Anticoagulants: Needs a dose of anticoagulants every few hours, or he starts to treat normal temperature as cold for the purposes of his cold weakness.

Origin:

Doctor Alan Hammersmith was a respected medical practitioner and researcher, but he always kept his interest in the occult, the sorcerous and the mythical. During his researches at companies and universities he took every opportunity he could to further his knowledge of the occult and to increase his personal library of the otherworldly.

Eventually he set up practice in London, but very soon he ran into trouble. A mob of criminals decided his surgery would be an easy target, and several thugs turned up late one evening, just as he was about to lock up and finish the few bits of paperwork he needed to do. Alan was a proud man, tall and imposing and not easily intimidated, but he was taken by surprise as the thugs barged their way in, and before he knew it, he had a handgun being waved under his nose.

Unable to think of anything to do other than do as they said, he let them into the back and gave them access to the drugs and chemicals; and these weren’t just standard medical supplies either, for he was a respected medical researcher in the academic community and had a few research contracts from companies, and so some of the substances in the lockers were fairly ‘non-standard’. Enraged as he saw his equipment being plundered, both his academic researches and the essential drugs for his patients, he could do nothing but let the thugs leave. They went, with dire warnings about what would happen if he told the police, for they claimed to know where he lived, and in parting told him to expect them back next week.

He spent the next few days in a staet of worried distraction. Would they come back? Did he dare go to the police? In the end he resolved to see whether or not they did try to come back and raid his practice again, then to decide after that. Maybe he’d make himself ready for their arrival, too.

And they did come back that next week, barging in at the same time with cocky grins, laughing at the imperious doctor glaring angrily but futilely at them and unable to stop them taking what they wanted. But then one of the thugs made to take the small stock of pills he had for one of his patients who was suffering a disease that would kill her without her medication, and Alan couldn’t stand by any more. He angrily tried to take the pills back and ended up on the floor, taking a bad beating from the gang. They tried to subdue him with an injection of his own anaesthetic, but by mistake used the wrong syringe; one in fact filled with an experimental battlefield medical treatment he had received for analysis from one of the companies he researched for, an agent that had amongst its effects massively increased blood clotting.

As the doctor began to scream in pain, the injection ravaging his system, the crooks finally managed to grab a real syringe of anaesthetic and injected him with that too. It shut up his screams but now he was flopping round on the floor like a gutted fish in agony, and they decided to just get the hell out of there before anyone came to investigate the disturbance.

In agony on the floor, the clotting agent and anaesthetic playing havoc in his veins, mixing in unforeseen ways, Alan realised that pretty soon the injection would clot up his entire bloodstream, and managed to crawl over to a cabinet and slug back some anticoagulant pills. The pain lessened a bit, and he thought he might have bought enough time to get back home.

He staggered the distance through the cold night to his house, occasionally taking some more anticoagulants to stop his blood clotting up, and probably taking far more than was a good idea for human consumption. Upon reaching home, feeling his body beginning to give up, he collapsed into his study and began scrabbling through the aged tomes on his shelf, looking for something, anything, to stop the injections from just killing him. He knew he didn’t have much time…

He doesn’t know exactly what happened after that, but he woke the next day a different man.

The chemicals had mixed and altered his physiology, and as far as he could tell, he had managed to cast some crude invocation or incantation to stop the melange from killing him. Now his very blood seemed to be boiling with energy, the drugs combined with the sorcery having had a drastic effect on him. He cut himself by mistake and watched as the blood almost instantly hardened.

That was the start of a new life for him. Using his occult knowledge, he found himself able to tap into the energy within his blood, capable of manipulating it in strange and mysterious ways. In time, he would seek out books of true magical lore, expanding his powers and understanding of what had happened to him. Right now though, he had a score to settle.

The gang dealt in drugs, guns and prostitution, with many tough thugs and firearms at their disposal. They certainly weren’t expecting the doctor to turn up at the doorstep of their premises and belligerently cause trouble. They hadn’t even been sure if he was still alive. So they let him in, thinking they had the situation under control, since after all what could the man do? As they found out, he could do a lot. After he left the scene, there was blood everywhere, though how much of it was his and how much of it theirs was hard to tell.
 

[M&M] Red & Gold

Julian Chambers, aka Flashstrike

Str 14 Dex 20 Con 14 Int 13 Wis 14 Cha 10 cost: 25pp
Atk +8 (+13m, +13r) cost: 24pp
Def +8 (29 (30 w/ Dodge)/18 cost: 16pp
Init: +15 Saves: Dmg: +11(evasion)/+2 Fort +2 Ref +11 Will +4
Move: 30 (teleport 50)

Skills: Acrobatics (5) +18, Balance (1) +14, Jump (5) +9, Climb (5) +7, Spot (5) +7 total skills: 21 ranks - cost: 7pp

Feats: Attack Finesse, Dodge, Evasion, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Ambidexterity, Two Weapon Fighting, Extra Limb (prehensile tail) cost: 22pp

Powers
Teleport +10 (Extra: Disorient, 3pp, Power Stunts: Turnaround, Fusillade, cost: 34pp)
Super-Dexterity +6 (4pp, cost: 24pp)
Weapon +4 (Sai, stun damage, 1pp, cost: 4pp)
Weapon +4 (Sai, stun damage, 1pp, cost: 4pp)

Weakness: Disturbing Appearance (-5 Bluff & Diplomacy, cost: -10pp)

Origin:

Julian ws born in Seattle, Washington to a typical Amercian family. Dad, mom and older sister all lived in a comfortable two-story house in a nice West Seattle neighborhood. Julian, however, was not typical, he was born with a small tail. Doctors said it was a natural occurance and happened 1 out of every 50,000 births. The tails usually don't grow with the rest of the body and present no health risks. They could even remove it with cosmetic surgery when Julian got older, if the family wanted. The family decided against the surgery, and the tail did stay stunted. Until Julian hit puberty.

Shortly after his thirteenth birthday, while on a family camping trip on the Olympic penninsula, Julian's body started to change, and not in the normal way. His tail grew and he started getting body hair. Green body hair. In two weeks time his tail had grown to a length of 4 feet and he was covered in a fine green coat of hair. Knowing his son couldn't return to the city looking the way he did, but not wanting to abandon him, Julian's father sent him to live with an old family friend who lived in the Olympic mountains. Gary Warren ran a small dojo/temple in the solitude of the mountains and agreed to take Julian in and finish raising him.

In the beginning, Julian was very unhappy with his situation and often let his anger get the better of him. After some time, through Gary's teachings, he learned that he wasn't cursed and he could lead a semi-normal life. He began to see his differences as gifts and, with Gary's guidance, began honing his natural agility with and integrating his tail into his martial arts training. After being with Gary a year, his attitude had greatly improved. Julian also discovered a new talent. He could instantly teleport himself across short distances with a thought.

Thanks to the mental discipline developed through his martial arts training, Julian was able to integrate his teleportation into his martial arts routine and, combined with his rapidly improving agility, became a devistating master able to routinely hold his own against Gary, occasionally beating him outright.

After a few more years, Julian had surpassed Gary's training, even taking over the teaching of a few of Gary's other students. The fact that the other students accepted Julian as a teacher, even preferring him to Gary in a few instances, did more for Julian's self esteem than any of Gary's teachings ever could. They even gave him a nickname, Flashstrike, based on his ability to teleport close, attack an opponent, then teleport away before it could respond.

When he turned 18 Julian decided he would return to the city and see his family. Before he left, however, he received word that his father had been transferred and his family had moved to Freedom City on the East Coast. Not sure if he was really ready for a cross country trip, but determined to show his family how well he's matured, he decided to go for it. After an intense two-week journey, made tougher because he had no ID other than his Social Security card, Julian finally arrived in Freedom City. While wandering the city looking for his family's new home, he witnessed some street toughs mugging a blind streetperson. Not one to let transgressions like this go, Julian intervened and quickly drove the assailants away. The blind man thanked Julian profusely, but when he asked for Julian's name, Julian just replied "My friends call me Flashstrike." Thus that was the name that was passed amongst the subsociety of the homeless, growing in reputation as a savior.

After reacquainting himself with his family, a tense but ultimately happy reunion, Julian was contacted by an entity referring to itself only as "The Other", asking for Julian's, for Flashstrike's, help in combating the growing criminal element of Freedom City. Bored with spending almost all of his time hiding in his parent's house (with his appearance he only ventured out at night where he could stay relatively nondescript), he accepted the offer and soon found himself at a strange complex located about 30 miles outside the city.
 

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