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Grailent

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  1. Player's Name: Grailent Character Name: Psyskull Power Level: 10* (125/125PP) *Sidekick Size: Small (4PP) Unspent Power Points: 2 In Brief: Alternate Universe Time Traveler, Floating Psychic Skull Seeking Redemption. Alternate Identity: Emile Christian Identity: Secret Birthplace: Straubing, Bavaria Occupation: Kindergarten Teacher Affiliations: Chimera II (Partner,) Saint Johnathon Elementary School Family: Annette Christian (Mother, Deceased,) Axel Christian (Father, Deceased) Astrid Christian (Sister, Deceased) Description: Age: 34 (DoB: June 20, 1939) Gender: Male Ethnicity: German Height: 2'0/5'6 Weight: 40 lb./130 lb Hair: None/Brown Eyes: Green Emile is floating skull. He looks like a clean, bleach white skull, that is floating. When under the effect of illusion, he appears as studious looking man, with longer hair tied back and traces of stubble. He prefers to appear with longer coats and more covering clothing. Power Description: An extremely intelligent and insightful psychic, reduced to a floating skull. Has kept all of his mental prowess, abilities, and faculties, and has gained the immunities of a skull that needs no oxygen or sustenance. History: Emile Christian was born in 1939, at the dawn of the age of super heroes, though he had no way of knowing this at the time. His family were fairly well off, his mother a succesful baker, his father a professor. They never truly seemed scant of money, and were in his earliest years happ as could be. Things changed as Germany's occupation hardened. Emile wouldn't understand fully what had transpired for many years, but what he did know, was that they had lost everything. Their jobs, their friends, their home. They were forced to move, to a small shanty town out of sight and mind of the Nazis. Even after the war ended, the family's situation did not improve. Along with the new addition of Emile's baby sister, and the drought of resources their new home provided, his parents spirits had been broken. The losses they had endured, the horrors they had witnessed independent of their son, had stopped any hope of improvement. They lived in squalor for many years. This changed when Emile became an adult. Now of legal age, he was reached out to by a nearby university, in a much more well of town. He showed much promise, his studies in psychology already bearing fruit locally, as his town's recent mental improvements showed. They would fund his trip, give room and board, and generally accommodate his less well off status. The only downside, abandoning his family. With a heavy heart, he accepted. That was an exciting time, when Emile had as much to study as he could dream, and when he discovered his own burgeoning abilities. There had been reports of smaller mutations developing in those situated in his birthplace, theorized to be the by-product of nearby Nazi experimentation, But Emile was much more, severe. His powers would only develop more and more as he grew. Graduating with accords as a psychology major, opening the town's newest psychiatry clinic, Emile's life was looking up. News from family brought that down, of course. His sister had written him, telling of the recent passing of their parents. She told him of her now bankrupt state, reached out for help, accused him of abandoning them. He couldn't let it stand. But, though he got plenty of well-off patients, he himself got very little pay. What could he do... It got easier as time passed, using his powers. People were all too happy to reveal secrets, transfer money. At some point, his sister told him she no longer needed his assistance financially, but he couldn't stop. It was just too, intoxicating. Soon, heroes began to come around, searching for the lost funds. They couldn't stop someone of his skill, of course, but he played their little game. Making up a simple costume, the people of the world would treble before, "The Sinister Psychosis!" If you were to research the Sinister Psychosis today, you would learn that he soon moved operations, grouped with several others with similar goals, to Freedom City, to enact a heist for one of the most valuable gems in the known world. You would also know that this failed, that Psychosis, jailed and trapped in the city, faded away into history. You can find a minor exhibit in the Freedom City Museum of history that details him and several other European villains. In another world, another time, however, he was never approached about any heist. Instead, he was approached by a shadowy group, a splinter faction of an american governmental branch, looking for someone of his 'talents' to keep members in line. The pay was too good to pass up, and he happily accepted. Psychosis never learned the full story about the facilities going ons, only that they had found a unique specimen, and were using American humans as test subjects. On of these American's, a young man named Leon, he felt a certain kinship with. The first meeting was pure circumstance, the lad had been wandering about, Psychosis had been patrolling, they had met and struggled, and locked themselves inside the room they founds themselves in. With little to do, Psychosis struck up conversation, and fond that the Leon was not to different from himself. Even after being found, the two met in secret. Something about him, brought forth something Emile hadn't felt in quite some time. There was still some level of animosity, of course, as prisoner and jailer have, but a true trust was clearly developing. Trust that would be put into play, one fateful day. The facility was attacked, super heroes who had been trailing them. The Heads of Staff had gone mad, activated a self destruct function in the facility. Emile wasn't willing to die for a paycheck, and he began to flee. Something stopped him as he passed Leon, and he found himself opening his cell. Emile screamed warnings, and he woke with a start, the pair making their way as fast as possible outside the facility. Even at the very edge of the station's borders, it still wasn't enough.They were doomed, Emile knew. His life flashed before him, and he knew this is what he deserved. But Leon was different, he was an innocent, a victim. He used all of his strength to create a field of protection for his friend. In his final moments, he noted something peculiar. It seemed the heroes were going to try to counter the blast with one of their own. Fantastic. He felt searing pain twice over, heard static and otherworldly sounds. He only had a moment, as a hand grasped at his shoulder and pulled him down, to note the strange hole where his force-field had been. He fell for some time, in pain all the while, before, finally, losing consciousness. He awoke with a start, to a strange setting. A field, untouched by explosions or society. TO his left, an unconscious Leon. His right, a fisherman. He moved toward the man, noting a strange feeling of loss, and was startled when the man screamed and fainted. He looked down, behind him, nothing. Nothing... Emile would never truly get over his losses, and spent a good while in shock, but eventually he was shaken out of it by Leon's awakening. Without purpose, the pair wandered for a time, in a world alien to them. Eventually they drifter toward America. Crimes were present every step of the journey, and eventually Emile decided they would their purpose, his redemption. It took some coercion, but eventually Leon came around. People were none to happy with the floating skull and the monster man, carrying the name of historic villain. Leon had deferred to him in the matter, as he was poor with names. (Emile himself was little better.) Eventually, enough was enough, and the headed for Freedom City to gain some semblance of respectability. Committing what would hopefully be the only crime of their new careers, the pair stole the original Chimera's mystical mask. The pair decided to settle in the city for a time, Leon working odd jobs. Emile, refusing his original profession, decided to work somewhere similar to his father, as a teacher. Of course, the only openings were in the kindergarten grade level, but, it was a start. Personality & Motivation: In public is a generally jovial and sarcastic individual. In private, Emile is more serious, though he is still capable of humor. Holds Leon and his students in high regard, but can disrespectful to strangers and those he dislikes. Emile is extremely prideful of his powers, as well as his intelligence. Powers & Tactics: A powerful psychic, more focused upon mental manipulation, allowing others to do the work. Has many distraction techniques, and can be a useful asset to team-mates. In a pinch can create a forcefield to improve his and allies defenses. Is also a skull, immune to disease, suffocation, etc. Uses mental flight to propel himself. Complications: Redemptive: Emile could be considered an idealist, in that he believes that others can see the errors of their ways as he has. New Leaf: Emile was once a villain, and he is greatly ashamed of that fact. He is sincerely determined to redeem himself, and prove that he is worth trust and compassion. Public Relations: Somewhere along the monster friend with a villain name, the skull thing, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Psyskull. Secret: Superhero Identity, Secret Skeleton Head. Partner: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Though he has stable employment compared to Leon, Kindergarden Teachers are not payed well. Relic: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in Psychology, His track of pop cultrure and history leave something to be desired. Teacher: Though he often can find time for super-heroics, Emile is still a dedicated teacher. He is protective of his class, and threating them is one of the few things capable of irking him. Stats Abilities: -9 + 6 + 0 + 12 + 12 + 0 = 30PP STR: 1 (-5) DEX: 16 (+3) CON: -- INT: 22 (+6) WIS: 22 (+6) CHA: 10 (+0) Combat: 1 = 2PP Initiative: +7 Attack -4, -5 Base, +1 (Size) Grapple -9, -5 base, -4 (Size) Defense +8, +0 base, +6 Dodge, +1 Size, +1 [+0 Flat-Footed] Knockback -8 Saving Throws: 5 + 2 = 7PP Toughness: +0/*+12(+0 Con, *With Force-Field), +0 flat-footed, Fortitude: Immune Reflex: +8 (+3 Dex, +5) Will: +8 (+6 Wis,+2) Skills: 22R= 7PP Bluff 4 (+4) Skill Mastery Concentration 4 (+10) Skill Mastery Knowledge (Behavioral Sciences) 4 (+10) Skill Mastery Knowledge (Theology And Philosophy) 4 (+10) Language 2 (English, German[Native]) Sense Motive 4 (+10) Skill Mastery Feats: 15PP Assessment Distract Evasion Fearless Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Luck Move-By Action Master Plan Skill Mastery 1 (Sense Motive, Bluff, Knowledge (Behavioral Sciences), Concentration) Set Up Taunt Teamwork Ultimate Will Uncanny Dodge (Sight) Powers 40pp + 24pp + 4pp = 68pp Immunity 40 (Life Support, Fortitude) [40pp] Psionic Skull Array (Alternate Power 10) [24pp] Base: Telepathy 7 [14pp]AP: Illusion 3 (All Senses) (Extra: Action) [13pp]AP: Confusion 7 [14pp]AP: Mind Switch 6 (Extras: Attack, Area) [13pp]AP: Mind Control 6 (Feats: Consciousness Extra: Mental Link) [14pp]AP: Power Control 7 [14pp]AP: Force Field 13 (Feats: Selective) [14pp]AP: Mental Blast 3 [12pp]AP: Mind Shield 11 (Extras: Affects Others 2, Area) [14pp]AP: Power Resistance (Mental) 7 [14pp]AP: Mind Switch 7 [14pp]Flight 2 (25 MPH) [4pp] Size 4 + Abilities 30 + Combat 2 + Saves 7 + Skills 7 + Feats 15 + Powers 68 - 9= 125/125 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Telepathy Perception DC 20 Will Mind Probed Mental Blast Perception DC 19 Will Damage (Mental) Mind Control Perception DC 20 Will Controlled Mind Switch Perception DC 20 Will Controlled (Switch) Illusion Perception DC 20 Will Illusion'd Confusion Perception DC 20 Will Mental [Confused (Varies)] Power Control Perception DC 20 Will Mental [Power's Controlled]
  2. Player's Name: Grailent Character Name: Chimera II Power Level: 10 (150/150PP) Trade-Offs: Variable Unspent Power Points: 0 In Brief: Alternate universe time traveler, taking on the identity of 70's Villain for want of purpose. Alternate Identity: Leon Summers Identity: Secret Birthplace: Boston, Massachusetts Occupation: Rotating Affiliations: Psyskull (Partner) Kimberly Ashvale (Chimera I, Villian, Technical alternate counterpart, Deceased) Family: Rosemary Summers (Mother, Deceased,) Jacob Summers (Father, Deceased) Description: Age: 23 (DoB: May 11, 1950) Gender: Male Ethnicity: African American Height: 6'0" Weight: 150 lb. Hair: Black Eyes: Hazel Leon Summers is a fit younger man, with generally attractive features, longer dusty hair, and a pleasant, if tired smile. His age is normally belied by his constantly tires eyes and expression. His normal attire, though shifting to fit his current occupation, usually consists of plainer jackets and coats, as well as worn pants and shirts. As Chimera, his outfit consists of a dark blue jacket, hood, and white armband and knuckle bandages, as well as a ceramic mask. The mask is pure white, and carved with a crawling, intricate sweep of ruby vines. Power Description: A human male forcibly experimented on, fused with Grue Genetics and animal DNA. Capable of transforming his limbs into those of the animals of earth, including bears, tigers, snakes, etc. Wears a specially enchanted mask, capable of glamouring away the facial morphs superficially, while still allowing them to function normally. The Grue genetics inside Chimera give him limited access to the species's extendable limbs. History: Leon was born in 1950 to Rosemary Summers, a struggling seamstress, and Jacob Summers, a small-town sheriff living in the city of Boston. The family struggled financially for most of Leon's young life, and at an early age he too began working odd jobs, wherever they could be found. Though they had little freedom in trying times, the family remained unified and jovial, his parents kept aloft by both each other, and the exciting tales of Freedom City often passed down the country. His parents saw the glory in it all, the excitement and wonder in the adventures. Leon was a bit more realistic, and he often found the tales a bit frightening. Being invaded by aliens, monsters, zombies? He would do just fine without all that, thank you very much! And just fine, he did. Though he find it a mite difficult, he worked quietly and diligently through school, saving every penny he could get, Leon and his family were ecstatic when the news came into the most prestigious university in the state. He was his family's pride, a Geology major in the making, and he threw his everything into his studies. Making some few acquaintances along the way, including the school Beau Kimberly Ashvale, Leon's final year was looking bright. A brief study of Kimberly Ashvale will bring up some choice hits these days. A psychologically troubled individual, responsible for several mysterious disappearance through her school life, she was invited along with several other promising schoolmates to a special sponsored field trip. A cross-country affair down to California to meet some big-shots with big promises. The bus never arrived along it's destination. A small splinter group, formed of disgruntled AEGIS members, stationed along the coast of Europe, received some test subjects for it's latest advancement. The recovered body of an alien life form, a Grue, had been discovered there, kept hidden from the public. The subjects were bonded with choice pieces of the Grue's genetics, separated into study groups to test it's effects. Leon and Kimberly were placed with the animal sub-group. Within this sub-group, the Grue never fully integrated. Leon could never fully transform himself into an animal, and Kimberly suffered severe mental degradation. They were lab rats, tortured and mistreated for too many years. It seemed never ending, hopeless. A small group of heroes hailing from Freedom City, tracking the disappearance on the side for many years. It was a slow journey, but eventually, they found their men. The walls exploded, the evidence destroyed, chaos emerged. Among it all, Kimberly, a beautiful, charismatic, and twisted individual convinced the heroes, that their mission had been completed, long before the discovery of the other subjects, left to rot. The only lasting survivor of the incident, Kimberly would become the villain Chimera, as she slipped fully into evil. Her most notable achievement, the theft of a mystical mask, said to hide even the most hideous of forms, held an exhibit in the Freedom City Museum of History to this day. At least, that's how it happened in our reality. In another reality, another world, the reluctant small-time German supervillian, The "Sinister Psychosis," was a staff member of the splinter faction. He kept potential malcontents in-line with his mental prowess, and the mole in the organization never even though of betraying them, allowing a much extended period of research. Leon, the least broken among all the subjects, developed a rapport with him. The two had a surprising amount in common, country boy's with a bright future, forced into a path they never wanted. They still had animosity, of course, but a true trust was developing. That trust came into play, when early one morning, Psychosis opened Leon's cell in a panic. The facility had been discovered, they were being torn apart. The heads had decided upon only one option, the complete leveling of the entire area. The two had to escape, immediately. A brief struggle with several other subjects later, the pair managed to break to the very edge of the facility. But it was no use, the explosion, it was coming fast. Leon felt himself pushed under the weight of a field, and looked out to see Psychosis, holding his hands out, staring at something. Leon wouldn't be able to see what it was, as he found the ground beneath him vanish. He was only able to barely touch Psychosis before he fell. He awoke to a strange sight, a green field, free of destruction or society. To his right, a...skull. Floating by a boat and an unconscious man. It would be a long time before he could adjust with his new friend's...loss. The two were caught unaware by the world they now inhabited. Along with the small historical discrepancies, the two had been shot forward in time, at least forty years. Lost ad alone, the pair wandered for a time, without purpose of family. Eventually, they began to come upon crimes. Though they bickered for a time, the two eventually began to fight back against these encounters. Though they meant well, people were less than pleased with the monster man and his skeleton friend, holding onto a name associated with a historic villain (at Psyskulls behest, as Leon had no talent for names.) Eventually, in an effort to ease distrust and maintain some level of secrecy, the pair staged what would hopefully be the only crime of their new careers. Breaking and Entering into Freedom City's Historic Museum, the two borrowed a dusty museum piece. The mask din't work quite as well for Leon as it did for his predecessor, only hiding his facial transformations. But it was enough, and now, slightly more respectable than before, Chimera II and his skeleton head friend hold out, as struggling men scraping by, and as part time super secret Heroes! Personality & Motivation: Leon is a generally serious and dutiful man, constantly working to fund himself and his family and friends. He is often tired or drained, but he still holds plenty of capacity for kindness and amusement. Though not a genius, he is reasonably intelligent, though he benefits much more from common sense not shared among his peers. Though he is generally affable, he holds those who struggle daily in much higher regard to the more well off. The most notable way to encourage annoyance or anger within Leon is to show extreme ego and arrogance, two things he finds appalling. As Chimera, Leon is perhaps a bit more mouthy than normal, mostly because it helps him cope with danger or stress. He is mostly distasteful of his powers, though the connection and understanding with nature and animals it has led to is appreciated. Powers & Tactics: A technical type of shapeshifter, capable of summoning force powers from the animals of earth. Technically a failure, as the project that created him was to create full shapeshifters, Chimera nonetheless holds power within him. He can complement his powers with decent physical prowess and a sharp mind. Chimera treats every threat with equal measure, never looking for true pain or death, but bringing his A-game as best he can. His battle-plans often rely on adapting to is opponents, starting with simple brute force and allowing them to expose a weakness or flaw to exploit. This has resulted in skill equal in both defense and offense. A bit harder than most to take down, both in part because of his limited regeneration, and his potential to summon forth defensive powers of the wild. Complications: Horror Hero: Leon's powers are not the most, pleasant to witness. Need a claw, boom, crab claw instead of an arm. Need suction, boom, tentacle leg. Need bite, boom, snake arm, etc. This has been mitigated slightly with the help of his mask, which hides superficially the strange looking facial morphs, but it's still not uncommon for the old lady who's purse just returned to scream at his tail. Newbie: Leon is extremely new to super heroics, having perhaps been in the business for three months. He defers mostly to those with more experience in heroic matters, normally Psyskull (though that has turned out poorly before..) and can get a bit panicked when forced to make large decisions alone. Public Relations: Somewhere along the villain name, the skull friend, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Chimera. Secret: Superhero Identity, Skeleton Head Friend. Sidekick: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Leon works constant shifting jobs to pay the rent, and often super-heroics find a way to squeeze into life. Groovy, Baby: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in geology, Leon is still a man out of time. His track of pop culture, current events, events that were current twenty years ago, they all leave something to be desired. Loved and Lost: Leon is still mournful about the loss of his friends and family, old but sprightly in his time, now relics of the past. Disrespect them, there will be problems. Stats Abilities: 8 + 6 + 6 + 2 + 6 + 0 = 28PP STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) Combat: 4 + 2 = 6PP Initiative: +6 Attack +6/*+10, +4 Base, +2, [*+4 Melee] Grapple +13 Defense +7, +5 Base, +2, [+5 Flat-Footed] Knockback -2 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +9 (+3 Con, +6 Defensive Roll), +4 flat-footed Fortitude: +7 (+3 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 45R = 12PP Acrobatics 4 (+7) Intimidate 4 (+4) Concentration 8 (+13) Skill Mastery Knowledge (Earth Sciences) 4 (+5) Knowledge (Tactics) 4 (+5) Notice 4 (+7) Skill Mastery Survival 4 (+7) Skill Mastery Handle Animal 4 (+4) Sense Motive 4 (+7) Skill Mastery Feats: 57PP Attack Focus (Melee) 4 (+4 attack) Animal Empathy Beginner's Luck Defensive Roll 3 (+6 Toughness) Elusive Target Endurance Evasion 1 Improved Block (+2 Block) Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Instant Up Luck Move-By Action Power Attack Quick Change Improved Trip (+4 Trip) Sidekick 25 Skill Mastery 1 (Sense Motive, Survival, Notice, Concentration) Take-down Attack 2 Track Ultimate Will Uncanny Dodge (Olfactory) Weapon Bind Powers: 30 + 2 + 2 = 34PP Animal Mimicry 4 (36 + 3) [39pp] EX: Extra Subject 2, Stacking Elongation 2 [2pp] Abilities 28 + Combat 6 + Saves 11 + Skills 13 + Feats 58 + Powers 34 = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
  3. Player's Name: Grailent Character Name: Psyskull Power Level: 10* (125/125PP) *Sidekick Size: Small (4PP) Unspent Power Points: 0 In Brief: Alternate Universe Time Traveler, Floating Psychic Skull Seeking Redemption. Alternate Identity: Emile Christian Identity: Secret Birthplace: Straubing, Bavaria Occupation: Kindergarten Teacher Affiliations: Chimera II (Partner,) Saint Johnathon Elementary School Family: Annette Christian (Mother, Deceased,) Axel Christian (Father, Deceased) Astrid Christian (Sister, Deceased) Description: Age: 34 (DoB: June 20, 1939) Gender: Male Ethnicity: German Height: 2'0/5'6 Weight: 40 lb./130 lb Hair: None/Brown Eyes: None/Blue Emile is floating skull. He looks like a clean, bleach white skull, that is floating. When under the effect of illusion, he appears as studious looking man, with longer hair tied back and traces of stubble. He prefers to appear with longer coats and more covering clothing. Power Description: An extremely intelligent and insightful psychic, reduced to a floating skull. Has kept all of his mental prowess, abilities, and faculties, and has gained the immunities of a skull that needs no oxygen or sustenance. History: Emile Christian was born in 1939, at the dawn of the age of super heroes, though he had no way of knowing this at the time. His family were fairly well off, his mother a succesful baker, his father a professor. They never truly seemed scant of money, and were in his earliest years happ as could be. Things changed as Germany's occupation hardened. Emile wouldn't understand fully what had transpired for many years, but what he did know, was that they had lost everything. Their jobs, their friends, their home. They were forced to move, to a small shanty town out of sight and mind of the Nazis. Even after the war ended, the family's situation did not improve. Along with the new addition of Emile's baby sister, and the drought of resources their new home provided, his parents spirits had been broken. The losses they had endured, the horrors they had witnessed independent of their son, had stopped any hope of improvement. They lived in squalor for many years. This changed when Emile became an adult. Now of legal age, he was reached out to by a nearby university, in a much more well of town. He showed much promise, his studies in psychology already bearing fruit locally, as his town's recent mental improvements showed. They would fund his trip, give room and board, and generally accommodate his less well off status. The only downside, abandoning his family. With a heavy heart, he accepted. That was an exciting time, when Emile had as much to study as he could dream, and when he discovered his own burgeoning abilities. There had been reports of smaller mutations developing in those situated in his birthplace, theorized to be the by-product of nearby Nazi experimentation, But Emile was much more, severe. His powers would only develop more and more as he grew. Graduating with accords as a psychology major, opening the town's newest psychiatry clinic, Emile's life was looking up. News from family brought that down, of course. His sister had written him, telling of the recent passing of their parents. She told him of her now bankrupt state, reached out for help, accused him of abandoning them. He couldn't let it stand. But, though he got plenty of well-off patients, he himself got very little pay. What could he do... It got easier as time passed, using his powers. People were all too happy to reveal secrets, transfer money. At some point, his sister told him she no longer needed his assistance financially, but he couldn't stop. It was just too, intoxicating. Soon, heroes began to come around, searching for the lost funds. They couldn't stop someone of his skill, of course, but he played their little game. Making up a simple costume, the people of the world would treble before, "The Sinister Psychosis!" If you were to research the Sinister Psychosis today, you would learn that he soon moved operations, grouped with several others with similar goals, to Freedom City, to enact a heist for one of the most valuable gems in the known world. You would also know that this failed, that Psychosis, jailed and trapped in the city, faded away into history. You can find a minor exhibit in the Freedom City Museum of history that details him and several other European villains. In another world, another time, however, he was never approached about any heist. Instead, he was approached by a shadowy group, a splinter faction of an american governmental branch, looking for someone of his 'talents' to keep members in line. The pay was too good to pass up, and he happily accepted. Psychosis never learned the full story about the facilities going ons, only that they had found a unique specimen, and were using American humans as test subjects. On of these American's, a young man named Leon, he felt a certain kinship with. The first meeting was pure circumstance, the lad had been wandering about, Psychosis had been patrolling, they had met and struggled, and locked themselves inside the room they founds themselves in. With little to do, Psychosis struck up conversation, and fond that the Leon was not to different from himself. Even after being found, the two met in secret. Something about him, brought forth something Emile hadn't felt in quite some time. There was still some level of animosity, of course, as prisoner and jailer have, but a true trust was clearly developing. Trust that would be put into play, one fateful day. The facility was attacked, super heroes who had been trailing them. The Heads of Staff had gone mad, activated a self destruct function in the facility. Emile wasn't willing to die for a paycheck, and he began to flee. Something stopped him as he passed Leon, and he found himself opening his cell. Emile screamed warnings, and he woke with a start, the pair making their way as fast as possible outside the facility. Even at the very edge of the station's borders, it still wasn't enough.They were doomed, Emile knew. His life flashed before him, and he knew this is what he deserved. But Leon was different, he was an innocent, a victim. He used all of his strength to create a field of protection for his friend. In his final moments, he noted something peculiar. It seemed the heroes were going to try to counter the blast with one of their own. Fantastic. He felt searing pain twice over, heard static and otherworldly sounds. He only had a moment, as a hand grasped at his shoulder and pulled him down, to note the strange hole where his force-field had been. He fell for some time, in pain all the while, before, finally, losing consciousness. He awoke with a start, to a strange setting. A field, untouched by explosions or society. TO his left, an unconscious Leon. His right, a fisherman. He moved toward the man, noting a strange feeling of loss, and was startled when the man screamed and fainted. He looked down, behind him, nothing. Nothing... Emile would never truly get over his losses, and spent a good while in shock, but eventually he was shaken out of it by Leon's awakening. Without purpose, the pair wandered for a time, in a world alien to them. Eventually they drifter toward America. Crimes were present every step of the journey, and eventually Emile decided they would their purpose, his redemption. It took some coercion, but eventually Leon came around. People were none to happy with the floating skull and the monster man, carrying the name of historic villain. Leon had deferred to him in the matter, as he was poor with names. (Emile himself was little better.) Eventually, enough was enough, and the headed for Freedom City to gain some semblance of respectability. Committing what would hopefully be the only crime of their new careers, the pair stole the original Chimera's mystical mask. The pair decided to settle in the city for a time, Leon working odd jobs. Emile, refusing his original profession, decided to work somewhere similar to his father, as a teacher. Of course, the only openings were in the kindergarten grade level, but, it was a start. Personality & Motivation: In public is a generally jovial and sarcastic individual. In private, Emile is more serious, though he is still capable of humor. Holds Leon and his students in high regard, but can disrespectful to strangers and those he dislikes. Emile is extremely prideful of his powers, as well as his intelligence. Powers & Tactics: A powerful psychic, more focused upon mental manipulation, allowing others to do the work. Has many distraction techniques, and can be a useful asset to team-mates. In a pinch can create a forcefield to improve his and allies defenses. Is also a skull, immune to disease, suffocation, etc. Uses mental flight to propel himself. Complications: Redemptive: Emile could be considered an idealist, in that he believes that others can see the errors of their ways as he has. New Leaf: Emile was once a villain, and he is greatly ashamed of that fact. He is sincerely determined to redeem himself, and prove that he is worth trust and compassion. Public Relations: Somewhere along the monster friend with a villain name, the skull thing, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Psyskull. Secret: Superhero Identity, Secret Skeleton Head. Partner: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Though he has stable employment compared to Leon, Kindergarden Teachers are not payed well. Relic: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in Psychology, His track of pop cultrure and history leave something to be desired. Teacher: Though he often can find time for super-heroics, Emile is still a dedicated teacher. He is protective of his class, and threating them is one of the few things capable of irking him. Stats Abilities: -9 + 6 + 0 + 12 + 12 + 0 = 30PP STR: 1 (-5) DEX: 16 (+3) CON: -- INT: 22 (+6) WIS: 22 (+6) CHA: 10 (+0) Combat: 1 = 2PP Initiative: +7 Attack -4, -5 Base, +1 (Size) Grapple -9, -5 base, -4 (Size) Defense +8, +0 base, +6 Dodge, +1 Size, +1 [+0 Flat-Footed] Knockback -8 Saving Throws: 5 + 2 = 7PP Toughness: +0/*+12(+0 Con, *With Force-Field), +0 flat-footed, Fortitude: Immune Reflex: +8 (+3 Dex, +5) Will: +8 (+6 Wis,+2) Skills: 22R= 7PP Bluff 4 (+4) Skill Mastery Concentration 4 (+10) Skill Mastery Knowledge (Behavioral Sciences) 4 (+10) Skill Mastery Knowledge (Theology And Philosophy) 4 (+10) Language 2 (English, German[Native]) Sense Motive 4 (+10) Skill Mastery Feats: 16PP Assessment Distract Evasion Fearless Improved Block (+2 Block) Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Luck Move-By Action Master Plan Skill Mastery 1 (Sense Motive, Bluff, Knowledge (Behavioral Sciences), Concentration) Set Up Taunt Teamwork Ultimate Will Uncanny Dodge (Sight) Powers 40pp + 23pp + 4pp = 67pp Immunity 40 (Life Support, Fortitude) [40pp] Psionic Skull Array (Alternate Power 7) [23pp] Base: Telepathy 7 [14pp]AP: Illusion 3 (All Senses) (Extras: Action) [13pp]AP: Confusion 7 [14pp]AP: Mind Switch 6 (Extras: Attack, Area) [14pp]AP: Mind Control 6 (Feats: Consciousness Extra: Mental Link) [14pp]AP: Power Control 7 [14pp]AP: Force Field 13 (Feats: Selective) [14pp]AP: Mental Blast 3 [12pp]AP: Mind Shield 12 (Extras: Affects Others 1) [13pp]AP: Mirror Image 3 [12pp]Flight 2 (25 MPH) [4pp] Size 4 + Abilities 30 + Combat 2 + Saves 7 + Skills 7 + Feats 16 + Powers 67 - 9= 125/125 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Telepathy Perception DC 20 Will Mind Probed Mental Blast Perception DC 19 Will Damage (Mental) Mind Control Perception DC 20 Will Controlled Mind Switch Perception DC 20 Will Controlled (Switch) Illusion Perception DC 20 Will Illusion'd Confusion Perception DC 20 Will Mental [Confused (Varies)] Power Control Perception DC 20 Will Mental [Power's Controlled]-------- Chimera II's 'Sidekick.' Any tips, advice, or insight is greatly appreciated! I've separated the two as Chimera already has replies. They'll be linked together once they are placed in the bank.
  4. I've boosted attack up to 10 focus, though you may mean melee specifically. I'll try to make some samples, the standard source book doesn't have ton of examples. From what I can tell, mimicry is more specific than shapeshifting, "I want the strength stat of a bear, I want power: flight from this bird.."
  5. I figured the animal mimicry would cover the stats at least a bit. Also, thank you.
  6. Player's Name: Grailent Character Name: Chimera II Power Level: 10 (150/150PP) Trade-Offs: Variable Unspent Power Points: 0 In Brief: Alternate universe time traveler, taking on the identity of 70's Villain for want of purpose. Alternate Identity: Leon Summers Identity: Secret Birthplace: Boston, Massachusetts Occupation: Rotating Affiliations: Psyskull (Partner) Kimberly Ashvale (Chimera I, Villian, Technical alternate counterpart, Deceased) Family: Rosemary Summers (Mother, Deceased,) Jacob Summers (Father, Deceased) Description: Age: 23 (DoB: May 11, 1950) Gender: Male Ethnicity: African American Height: 6'0" Weight: 150 lb. Hair: Black Eyes: Hazel Leon Summers is a fit younger man, with generally attractive features, longer dusty hair, and a pleasant, if tired smile. His age is normally belied by his constantly tires eyes and expression. His normal attire, though shifting to fit his current occupation, usually consists of plainer jackets and coats, as well as worn pants and shirts. As Chimera, his outfit consists of a dark blue jacket, hood, and white armband and knuckle bandages, as well as a ceramic mask. The mask is pure white, and carved with a crawling, intricate sweep of ruby vines. Power Description: A human male forcibly experimented on, fused with Grue Genetics and animal DNA. Capable of transforming his limbs into those of the animals of earth, including bears, tigers, snakes, etc. Wears a specially enchanted mask, capable of glamouring away the facial morphs superficially, while still allowing them to function normally. The Grue genetics inside Chimera give him limited access to the species's extendable limbs. History: Leon was born in 1950 to Rosemary Summers, a struggling seamstress, and Jacob Summers, a small-town sheriff living in the city of Boston. The family struggled financially for most of Leon's young life, and at an early age he too began working odd jobs, wherever they could be found. Though they had little freedom in trying times, the family remained unified and jovial, his parents kept aloft by both each other, and the exciting tales of Freedom City often passed down the country. His parents saw the glory in it all, the excitement and wonder in the adventures. Leon was a bit more realistic, and he often found the tales a bit frightening. Being invaded by aliens, monsters, zombies? He would do just fine without all that, thank you very much! And just fine, he did. Though he find it a mite difficult, he worked quietly and diligently through school, saving every penny he could get, Leon and his family were ecstatic when the news came into the most prestigious university in the state. He was his family's pride, a Geology major in the making, and he threw his everything into his studies. Making some few acquaintances along the way, including the school Beau Kimberly Ashvale, Leon's final year was looking bright. A brief study of Kimberly Ashvale will bring up some choice hits these days. A psychologically troubled individual, responsible for several mysterious disappearance through her school life, she was invited along with several other promising schoolmates to a special sponsored field trip. A cross-country affair down to California to meet some big-shots with big promises. The bus never arrived along it's destination. A small splinter group, formed of disgruntled AEGIS members, stationed along the coast of Europe, received some test subjects for it's latest advancement. The recovered body of an alien life form, a Grue, had been discovered there, kept hidden from the public. The subjects were bonded with choice pieces of the Grue's genetics, separated into study groups to test it's effects. Leon and Kimberly were placed with the animal sub-group. Within this sub-group, the Grue never fully integrated. Leon could never fully transform himself into an animal, and Kimberly suffered severe mental degradation. They were lab rats, tortured and mistreated for too many years. It seemed never ending, hopeless. A small group of heroes hailing from Freedom City, tracking the disappearance on the side for many years. It was a slow journey, but eventually, they found their men. The walls exploded, the evidence destroyed, chaos emerged. Among it all, Kimberly, a beautiful, charismatic, and twisted individual convinced the heroes, that their mission had been completed, long before the discovery of the other subjects, left to rot. The only lasting survivor of the incident, Kimberly would become the villain Chimera, as she slipped fully into evil. Her most notable achievement, the theft of a mystical mask, said to hide even the most hideous of forms, held an exhibit in the Freedom City Museum of History to this day. At least, that's how it happened in our reality. In another reality, another world, the reluctant small-time German supervillian, The "Sinister Psychosis," was a staff member of the splinter faction. He kept potential malcontents in-line with his mental prowess, and the mole in the organization never even though of betraying them, allowing a much extended period of research. Leon, the least broken among all the subjects, developed a rapport with him. The two had a surprising amount in common, country boy's with a bright future, forced into a path they never wanted. They still had animosity, of course, but a true trust was developing. That trust came into play, when early one morning, Psychosis opened Leon's cell in a panic. The facility had been discovered, they were being torn apart. The heads had decided upon only one option, the complete leveling of the entire area. The two had to escape, immediately. A brief struggle with several other subjects later, the pair managed to break to the very edge of the facility. But it was no use, the explosion, it was coming fast. Leon felt himself pushed under the weight of a field, and looked out to see Psychosis, holding his hands out, staring at something. Leon wouldn't be able to see what it was, as he found the ground beneath him vanish. He was only able to barely touch Psychosis before he fell. He awoke to a strange sight, a green field, free of destruction or society. To his right, a...skull. Floating by a boat and an unconscious man. It would be a long time before he could adjust with his new friend's...loss. The two were caught unaware by the world they now inhabited. Along with the small historical discrepancies, the two had been shot forward in time, at least forty years. Lost ad alone, the pair wandered for a time, without purpose of family. Eventually, they began to come upon crimes. Though they bickered for a time, the two eventually began to fight back against these encounters. Though they meant well, people were less than pleased with the monster man and his skeleton friend, holding onto a name associated with a historic villain (at Psyskulls behest, as Leon had no talent for names.) Eventually, in an effort to ease distrust and maintain some level of secrecy, the pair staged what would hopefully be the only crime of their new careers. Breaking and Entering into Freedom City's Historic Museum, the two borrowed a dusty museum piece. The mask din't work quite as well for Leon as it did for his predecessor, only hiding his facial transformations. But it was enough, and now, slightly more respectable than before, Chimera II and his skeleton head friend hold out, as struggling men scraping by, and as part time super secret Heroes! Personality & Motivation: Leon is a generally serious and dutiful man, constantly working to fund himself and his family and friends. He is often tired or drained, but he still holds plenty of capacity for kindness and amusement. Though not a genius, he is reasonably intelligent, though he benefits much more from common sense not shared among his peers. Though he is generally affable, he holds those who struggle daily in much higher regard to the more well off. The most notable way to encourage annoyance or anger within Leon is to show extreme ego and arrogance, two things he finds appalling. As Chimera, Leon is perhaps a bit more mouthy than normal, mostly because it helps him cope with danger or stress. He is mostly distasteful of his powers, though the connection and understanding with nature and animals it has led to is appreciated. Powers & Tactics: A technical type of shapeshifter, capable of summoning force powers from the animals of earth. Technically a failure, as the project that created him was to create full shapeshifters, Chimera nonetheless holds power within him. He can complement his powers with decent physical prowess and a sharp mind. Chimera treats every threat with equal measure, never looking for true pain or death, but bringing his A-game as best he can. His battle-plans often rely on adapting to is opponents, starting with simple brute force and allowing them to expose a weakness or flaw to exploit. This has resulted in skill equal in both defense and offense. A bit harder than most to take down, both in part because of his limited regeneration, and his potential to summon forth defensive powers of the wild. Complications: Horror Hero: Leon's powers are not the most, pleasant to witness. Need a claw, boom, crab claw instead of an arm. Need suction, boom, tentacle leg. Need bite, boom, snake arm, etc. This has been mitigated slightly with the help of his mask, which hides superficially the strange looking facial morphs, but it's still not uncommon for the old lady who's purse just returned to scream at his tail. Newbie: Leon is extremely new to super heroics, having perhaps been in the business for three months. He defers mostly to those with more experience in heroic matters, normally Psyskull (though that has turned out poorly before..) and can get a bit panicked when forced to make large decisions alone. Public Relations: Somewhere along the villain name, the skull friend, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Chimera. Secret: Superhero Identity, Skeleton Head Friend. Sidekick: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Leon works constant shifting jobs to pay the rent, and often super-heroics find a way to squeeze into life. Groovy, Baby: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in geology, Leon is still a man out of time. His track of pop culture, current events, events that were current twenty years ago, they all leave something to be desired. Loved and Lost: Leon is still mournful about the loss of his friends and family, old but sprightly in his time, now relics of the past. Disrespect them, there will be problems. Stats Abilities: 8 + 6 + 6 + 2 + 6 + 0 = 28PP STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) Combat: 4 + 2 = 6PP Initiative: +6 Attack +6/*+10, +4 Base, +2, [*+4 Melee] Grapple +13 Defense +7, +5 Base, +2, [+5 Flat-Footed] Knockback -2 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +9 (+3 Con, +6 Defensive Roll), +4 flat-footed Fortitude: +7 (+3 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 45R = 12PP Acrobatics 4 (+7) Bluff 4 (+4) Concentration 8 (+13) Skill Mastery Knowledge (Earth Sciences) 4 (+5) Knowledge (Tactics) 4 (+5) Notice 4 (+7) Skill Mastery Survival 4 (+7) Skill Mastery Handle Animal 4 (+4) Sense Motive 4 (+7) Skill Mastery Feats: 57PP Attack Focus (Melee) 4 (+4 attack) Animal Empathy Beginner's Luck Defensive Roll 3 (+6 Toughness) Elusive Target Endurance Evasion 1 Improved Block (+2 Block) Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Instant Up Luck Move-By Action Power Attack Quick Change Improved Trip (+4 Trip) Sidekick 25 Skill Mastery 1 (Sense Motive, Survival, Notice, Concentration) Take-down Attack 2 Track Ultimate Will Uncanny Dodge (Olfactory) Weapon Bind Powers: 30 + 2 + 2 = 34PP Animal Mimicry 4 (36 + 3) [39pp] EX: Extra Subject 2, Stacking Elongation 2 [2pp] Abilities 28 + Combat 6 + Saves 11 + Skills 13 + Feats 58 + Powers 34 = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
  7. I suppose I'm going to take your advice on this, and make a new character up. I like the idea a lot, and I'm gonna keep cracking on it, buuuttttt I have thought up some other characters, so I have a fallback. I'm seriously grateful for all the advice.
  8. Player Name: Grailent Character Name: Rescue Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 0/30 In Brief: Troubled Teen to One Man Rescue Service. Alternate Identity: Felix Crenshaw Identity: Secret Birthplace: Portland, Oregon Occupation: Grocery Clerk, Volunteer Medic Affiliations: Dan and Deb's Healthy Living Convenience, 38th Street Family: Lewis Crenshaw (Father, 34), Natalie Crenshaw (Mother, 33), Candice Crenshaw (Sister, 24) Description Age: 18 (DoB: 8/13/1997) Apparent Age: 18 Gender: Male Ethnicity: Asian-American Height: 6'0" Weight: 133 Eyes: Brown Hair: Black Shaggy nape-length dark hair, smooth nose and jaw, and slightly bushy eyebrows. Felix is, in a word, innofensive. Not unattractive, but not strikingly handsome, either. Pass him on the street, you probably won't even notice him. Upright but not especially so gait, and a relaxed and quiet tone let you know that he probably hasn't led a super interesting life, though that is of course, slightly untrue. In his daily life, Felix almost always wears simple, baggy clothing in muted palletes, mostly because they're comfortable and flexible. This also unintentionally hides his physique, one of a fairly frequent runner from an early age. As Rescue, however, Felix takes every effort to be noticed. His "costume," esentially a silk raiancoat, pants, and boots, blares with bright orange and yellow. Silver strips of reflective safety tape dot the outfit. The goggles and scarf help to hide his identity, as well as offer some basic protection. In a storm, a fire, a blackout, an apocalypse, Rescue is very hard to miss as he calls out for you. Power Descriptions Rescue's powers, to him, anyway, seem perfect for search and rescue - he can create up to five copies of himself, walk through walls like they aren't there, calm down or inspire hope in uncooperative civies, heal wounded on the go... When using any of his powers, Rescue summons up a minor but pleasant looking water vapour effect. When he creates a clone, the vapor flows off him, forming a human shape that quickly solidifies. When he moves through walls and other objects, he creates and outline of this vapor. When he touches someone, to heal them or manipulate an emotion, he creates a swirling mass surrounding his hand. He throws out a ball of the water vapor to create a slippery area, or a debilitating cloud around one's head. When working with his doubles, Rescue remains fairly in tandem. He can see through their eyes, as can they, meaning things such as walkie talkies are normally irrelevant. In combat, the Rescue's are not perfectly in-synch, and all of them normally use only basic punches and kicks. Rescue never fights with himself, being something of a hive-mind (though he would hate to admit it.) They refer to each other as different entities (1, 2 etc.) and can be seen in mock conversations often. History Born ostensibly in a city, but much more so raised in the rural portions of Oregon, Felix was often alone in his life. His parents were hard working and honest, but often tied up. His sister was shy and withdrawn, more interested in reading and writing than her brother. With no real substantial talents as he could tell, no real friends, and no real coping mechanism, he was desperate for purpose. Purpose, would soon find him, however. Part of a generation of troubled children, who in their later years formed "cliques" and began to fight over turf, Felix was perhaps a bit out of his happy place. Being the only person in his class with an interest in medical science, he often volunteered to help patch up hurt kids. The wounds often progressively became worse as time passed, but nothing seemed too out of the ordinary otherwise. That changed when Amanda Springs was found underneath the local bridge. Her body was wracked with a horrible, oozing wound, one not even a called in professional could identify. It grew progressively over her throughout the week, until she was unidentifiable. Then, another teen, Scott Herein, was found, heavily wounded near a smashed part of a forest. This kept up throughout the year, teens found in progressively more wounded in terrifying situations. The only common thread between them was their membership in different cliques around the town. Felix tried very hard not to think about this. He couldn't help them, they weren't good kids...but no one really deserved a fate like that. He remained torn throughout the year, out of the way of police and supernatural investigations. At least, until he became the next victim. He wasn't part of a gang, unless medical staff counted. He was, however, a bystander who did nothing to help, an accessory to crime. At least, that was what SHE believed. Tara Edder, famed punching bag of the school. She'd gone missing a year prior, with no evidence turning up. Felix finally understood, why that was. She ranted and raved as she dragged him, paralyzed, toward a cave system. He was far too out of it to hear her, but she didn't care. Slamming him on a roller bed with a giant monster arm helped him hear her crystal clear, though. The caverns were her safe place, where where went for solace from the world. One fateful day, during a minor earthquake Felix could vaugely recall, the cave had collapsed, and she had been sent into it's depths. Heavily injured and alone, she had discovered a machine, alien technology, perhaps? It seemed a good a place as any to die, so she had sat in it. The machine, changed her. AS far as she could tell, the machine was designed to create super beings. It could drag out latent potential, based on subconscious and knowledge. Tara had gained the ability to copy any other power, though she only discovered this when the nosy, poisonous shrew Amanda Springs had found her new home. With this discovery, Felix realized her plan. The machine had damaged her, internally. She thought she was enacting justice against the town. She couldn't see, how awful her plan was. He watched, as she dragged someone else out of the machine, touched them, and grumbled, leaving them with several others, tied up and writhing about. Placing him in the machine's center, Tara left to obtain a new victim while Felix "cooked," not even entertaining the notion that he had the will or awareness to crawl out of it's depths. He could barely walk, he was scared out of his mind, he wanted to escape. But he couldn't. Not only because it was pointless and probably impossible, but also because of the others with him in the cave. Failed subjects, presumably, not good for powers or vengeance, left to rot. He dragged himself to them, and freed as many as he could. Most were confounded by the freedom, and he could only squeak out the barest request to run before his legs gave out. He faded in and out of consciousness then. He saw glimpses of, a battle? Some of the subjects must have stayed to fight Tara. He saw her final moments, limply clinging to the machine that had given her purpose, and he felt pity and sorrow swell up inside. He felt his legs being dragged, back...toward the machine... He woke with a start, as a piece of debris smashed beside him. It seemed, the machine had had fallen apart, the power holding it's pieces in place running out. But, how was he alive? He scanned the nearby area for others, seeing only a corpse. One which looked, a bit familiar.He screamed, as his own corpse turned to cloud like vapor and merged with him, noting that he felt more whole than prior. He checked himself over. He was till himself, he wasn't a ghost, what was going on? It would only be, over a month later, back with his ecstatic family, that he finally learned what had happened in full. The people he had helped had dragged him as he lay dying toward the machine. He had cooked in the thing for over a week before it ran out of juice, and got a full blast of super powers. He could copy himself, he could walk through walls, he could heal people with, cloud magic, or something! He kept secret any powers he discovered, only telling people that the machine had healed him back to life. He thought often about Tara as he reached graduation, about her cause. It was wrong, and awful, but she had been correct about one thing. He had been a bystander, in a way a willing aid in crime, and people, innocent people, had been hurt on account of him. He couldn't let that go. He had to make amends. And so, moving to the big city named Freedom to start fresh, he began a new career. Innocents in peril would never have to fear, when the Marvelous Rescue was on the the scene to help! Personality & Motivation Rescue is friendly, as well as usually attempting to be jokey. He tries to be non-conflictive, though he can sometimes become annoyed or angry. He rarely hesitates before plunging headlong into nearly any life-threatening scenario if innocents are in trouble, and has prior being involved with arguments with general authority on his refusal to sacrifice an innocent for a good cause. He often works alone, though that has more to do with his focus than any other issue. Rescue is mostly at peace with his powers. The only real exception, the ability to manipulate the emotions of others, is a bit of a sore spot. He has made a vow to never use the ability abusively, for pure minor personal gain (Free things, gratification, etc,) He makes exceptions for serious situations, however. (Fighting Villians, Helping Civilians, Making a massive bully afraid of the color red during prom...) Rescue is at times inconsistent with his doubles. He knows as much as they do that they are all the same person, being a hive mind of sorts. Despite this, they interact with each other frequently as individuals, with different names and tones, insults and compliments, and even occasional game participation (though they must promise not to peak through the others eyes.) If nothing else, to him it seems like good social practice. As Felix, he is much calmer and individual. He's normally just one of himself, much more low key, and concerned with things much more in common with a teen fresh out of school looking for a college or other opportunities. Powers & Tactics Rescue's main goal is search and rescue. Split up, sense people in need, move about, heal others as needed, get them to safety. With his five duplicates, he can be throughout a scene fairly quickly, and internally communicate need and danger. If there are no more civies as he can see, or a villain desperately needs stopped, Rescue will join a fight. In actual combat, Rescue and his duplicates attempt to disable opponents and assist allies. Having an extended lifespan, thanks to regenerative capabilities, re-directive capabilities and multiple bodies, Rescue is fairly hard to put down for good. There are other situations in which having more than one of yourself is useful - doing general grunt work, spreading messages or gathering information, observing, or working together to lift heavy things. He is especially well tune for scouting thanks to his ability through walls and sense living presences. Complications Secret Identity. Another day, another double life. Being in more than two places at once helps out a fair bit, however. Fear of Heights From a young age, Rescue was never one for heights. He could never see the appeal in roller coasters, or scaling high surfaces (though he did enjoy climbing up safety harnessed rock walls and the like). In a best case scenario, Rescue will be willfully down a clone in extremely high environments. Worst case, probable minor panic attack. "Super-villians attackin' the mall, we get the frickin road cone man..." Rescue has a less than stellar public image. Though his efforts and powers are appreciated, organizations and general government are distrustful of him, as an independent hero who refuses to register any groups, schools or the like with more controlled super-heroics. The general public at large are usually disrespectful, if they know or acknowledge him at all. As Felix, he has heard himself referred to as 'D-Tier' and unimpressive, though he tries not to let it get to him. Tabloids, internet groups, they all love putting him down (in the most disregarding, flippant way possible of course.) Stats Abilities: 4 + 7 + 4 + 4 + 8 + 0 = 27PP Strength: 14 (+2) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 10 (+0) Combat 4 + 2 = 6PP Initiative: +3 Attack: +3 (+1 Unarmed) Melee, +3 (1 Unarmed) Ranged,+1 Defense: + 3 Knockback: -3 Saving Throws 4 + 4 + 3 + 5 = 15PP Toughness: +6 (Con +2, +4) Fortitude: +6 (Con +2, +4) Reflex: +6 (Dex +3, +3) Will: +8 (Wis +4, +4) Skills 58R = 13PP Medicine 8 (+10) Skill Mastery Climb 4 (+10) Skill Mastery Knowledge: Popular Culture 4 Knowledge: Life Science 8 (+10) Skill Mastery Languages 1 (Japanese, English [Native]) Notice 8 (+10) Skill Mastery Sense Motive 8 (+0) Survival 4 (+0) Swim 4 (+0) Feats 26PP Beginner's Luck Attack specialization: unarmed 1 Blind Fight Defensive Roll 2 Dodge Focus 2 Skill Mastery 1 (Knowledge: Life Science, Medicine, Notice, Climb) Endurance 2 Teamwork: 2 Elusive Target Instant Up Prone Fighting Equipment 4 Improved Disarm 2 Improved Trip Improvised Tools Quick Change Power Attack Uncanny Dodge : Auditory Equipment 4pp = 20EP Personal: Flash Goggles [1EP] Emergency Pepper Spray [15EP] Rescue Pack: Binoculaurs [1EP] Flashlight [1EP] Gas Mask [1EP] Rebreather [1EP] Powers: 24 + 7 + 6 + 2 + 2 + 3 = 44PP "One Man Rescue Team, on the scene!" [Duplication 8] (16 + 6) [24 pp] PF: Absorption Healing Mental Link Progression 2 Sacrifice EX: Survival [Healing 2] (4 + 3) [7pp] PF: Persistent Ex: Energizing Total [Super Movement: Permeate 3] [6pp] [Detect: Living 2] [2pp] [Mind Shield 2] [2pp] [Emotion Control 3] (6 - 1) [5 pp] FL: Sense-Dependent [Touch] [Mind Shield 2] [2pp] [Immunity 1: In-Object Suffocation] [1pp] [Friction Control 1: Loss Of Friction] [3pp] [Deflection 1] (2+1) [3pp] Ex: Action [Cold Control 2] (4+1) [5pp] AP: Environmental Control Totals: Abilities (30) + Combat (6) + Saving Throws (15) + Skills (13) + Feats (26) + Powers (60) - Drawbacks (0) = 150/150 Power Points
  9. Grailent

    WIP- Rescue

    The fluff part is that his powers all have a water vapor effect, which basically just means cloud-like. RP wise, if he was less focused on search and rescue, he probably could have been 'Stratos' or something and it would have worked. So cold control is him throwing a thick, cold, debilitating mini-cloud into your face. I dediced to do this because it seemed like a hero like rescue would have friendly looking effects, basically. Set-Up was from a different build I changed mid creation. Theprofession thing, I should probably take off, yeah. I've edited the combat stats a bit, I assume you mean something more like this?
  10. Grailent

    WIP- Rescue

    Your definitely right-ish. I want to believe I can make it work, though. I've added some more offensively useful powers to help even things out, and once I get some dinner I'll probably add it to the fluff. Though as a side note, I remember The Question wrecking people and aliens, and I would assume stat-wise he's not to different from my PC.
  11. Grailent

    WIP- Rescue

    Player Name: Grailent Character Name: Rescue Power Level: 10 (147/150PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 0/30 In Brief: Troubled Teen to One Man Rescue Service. Alternate Identity: Felix Crenshaw Identity: Secret Birthplace: Portland, Oregon Occupation: Grocery Clerk, Volunteer Medic Affiliations: Dan and Deb's Healthy Living Convenience, 38th Street Family: Lewis Crenshaw (Father, 34), Natalie Crenshaw (Mother, 33), Candice Crenshaw (Sister, 24) Description Age: 18 (DoB: 8/13/1997) Apparent Age: 18 Gender: Male Ethnicity: Asian-American Height: 6'0" Weight: 133 Eyes: Brown Hair: Black Shaggy nape-length dark hair, smooth nose and jaw, and slightly bushy eyebrows. Felix is, in a word, innofensive. Not unattractive, but not strikingly handsome, either. Pass him on the street, you probably won't even notice him. Upright but not especially so gait, and a relaxed and blase tone let you know that he probably hasn't led a super interesting life, though that is of course, slightly untrue. In his daily life, Felix almost always wears simple, baggy clothing in muted palletes, mostly because they're comfortable and flexible. This also unintentionally hides his physique, one of a fairly frequent runner from an early age. As Rescue, however, Felix takes every effort to be noticed. His "costume," esentially a silk raiancoat, pants, and boots, blares with bright orange and yellow. Silver strips of reflective safety tape dot the outfit. The goggles and scarf help to hide his identity, as well as offer some basic protection. In a storm, a fire, a blackout, an apocalypse, Rescue is very hard to miss as he calls out for you. Power Descriptions Rescue's powers, to him, anyway, seem perfect for search and rescue - he can create up to five copies of himself, walk through walls like they aren't there, calm down or inspire hope in uncooperative civies, heal wounded on the go... When using any of his powers, Rescue summons up a minor but pleasant looking water vapour effect. When he creates a clone, the vapor flows off him, forming a human shape that quickly solidifies. When he moves through walls and other objects, he creates and outline of this vapor. When he touches someone, to heal them or manipulate an emotion, he creates a swirling mass surrounding his hand. He throws out a ball of the water vapor to create a slippery area, or a debilitating cloud around one's head. When working with his doubles, Rescue remains fairly in tandem. He can see through their eyes, as can they, meaning things such as walkie talkies are normally irrelevant. In combat, the Rescue's are not perfectly in-synch, and all of them normally use only basic punches and kicks. Rescue never fights with himself, being something of a hive-mind (though he would hate to admit it.) They refer to each other as different entities (1, 2 etc.) and can be seen in mock conversations often. History Born ostensibly in a city, but much more so raised in the rural portions of Oregon, Felix was often alone in his life. His parents were hard working and honest, but often tied up. His sister was shy and withdrawn, more interested in reading and writing than her brother. With no real substantial talents as he could tell, no real friends, and no real coping mechanism, he was desperate for purpose. Purpose, would soon find him, however. Part of a generation of troubled children, who in their later years formed "cliques" and began to fight over turf, Felix was perhaps a bit out of his happy place. Being the only person in his class with an interest in medical science, he often volunteered to help patch up hurt kids. The wounds often progressively became worse as time passed, but nothing seemed too out of the ordinary otherwise. That changed when Amanda Springs was found underneath the local bridge. Her body was wracked with a horrible, oozing wound, one not even a called in professional could identify. It grew progressively over her throughout the week, until she was unidentifiable. Then, another teen, Scott Herein, was found, heavily wounded near a smashed part of a forest. This kept up throughout the year, teens found in progressively more wounded in terrifying situations. The only common thread between them was their membership in different cliques around the town. Felix tried very hard not to think about this. He couldn't help them, they weren't good kids...but no one really deserved a fate like that. He remained torn throughout the year, out of the way of police and supernatural investigations. At least, until he became the next victim. He wasn't part of a gang, unless medical staff counted. He was, however, a bystander who did nothing to help, an accessory to crime. At least, that was what SHE believed. Tara Edder, famed punching bag of the school. She'd gone missing a year prior, with no evidence turning up. Felix finally understood, why that was. She ranted and raved as she dragged him, paralyzed, toward a cave system. He was far too out of it to hear her, but she didn't care. Slamming him on a roller bed with a giant monster arm helped him hear her crystal clear, though. The caverns were her safe place, where where went for solace from the world. One fateful day, during a minor earthquake Felix could vaugely recall, the cave had collapsed, and she had been sent into it's depths. Heavily injured and alone, she had discovered a machine, alien technology, perhaps? It seemed a good a place as any to die, so she had sat in it. The machine, changed her. AS far as she could tell, the machine was designed to create super beings. It could drag out latent potential, based on subconscious and knowledge. Tara had gained the ability to copy any other power, though she only discovered this when the nosy, poisonous shrew Amanda Springs had found her new home. With this discovery, Felix realized her plan. The machine had damaged her, internally. She thought she was enacting justice against the town. She couldn't see, how awful her plan was. He watched, as she dragged someone else out of the machine, touched them, and grumbled, leaving them with several others, tied up and writhing about. Placing him in the machine's center, Tara left to obtain a new victim while Felix "cooked," not even entertaining the notion that he had the will or awareness to crawl out of it's depths. He could barely walk, he was scared out of his mind, he wanted to escape. But he couldn't. Not only because it was pointless and probably impossible, but also because of the others with him in the cave. Failed subjects, presumably, not good for powers or vengeance, left to rot. He dragged himself to them, and freed as many as he could. Most were confounded by the freedom, and he could only squeak out the barest request to run before his legs gave out. He faded in and out of consciousness then. He saw glimpses of, a battle? Some of the subjects must have stayed to fight Tara. He saw her final moments, limply clinging to the machine that had given her purpose, and he felt pity and sorrow swell up inside. He felt his legs being dragged, back...toward the machine... He woke with a start, as a piece of debris smashed beside him. It seemed, the machine had had fallen apart, the power holding it's pieces in place running out. But, how was he alive? He scanned the nearby area for others, seeing only a corpse. One which looked, a bit familiar.He screamed, as his own corpse turned to cloud like vapor and merged with him, noting that he felt more whole than prior. He checked himself over. He was till himself, he wasn't a ghost, what was going on? It would only be, over a month later, back with his ecstatic family, that he finally learned what had happened in full. The people he had helped had dragged him as he lay dying toward the machine. He had cooked in the thing for over a week before it ran out of juice, and got a full blast of super powers. He could copy himself, he could walk through walls, he could heal people with, cloud magic, or something! He kept secret any powers he discovered, only telling people that the machine had healed him back to life. He thought often about Tara as he reached graduation, about her cause. It was wrong, and awful, but she had been correct about one thing. He had been a bystander, in a way a willing aid in crime, and people, innocent people, had been hurt on account of him. He couldn't let that go. He had to make amends. And so, moving to the big city named Freedom to start fresh, he began a new career. Innocents in peril would never have to fear, when the Marvelous Rescue was on the the scene to help! Personality & Motivation Rescue is friendly, as well as usually attempting to be jokey. He tries to be non-conflictive, though he can sometimes become annoyed or angry. He rarely hesitates before plunging headlong into nearly any life-threatening scenario if innocents are in trouble, and has prior being involved with arguments with general authority on his refusal to sacrifice an innocent for a good cause. He often works alone, though that has more to do with his focus than any other issue. Rescue is mostly at peace with his powers. The only real exception, the ability to manipulate the emotions of others, is a bit of a sore spot. He has made a vow to never use the ability abusively, for pure minor personal gain (Free things, gratification, etc,) He makes exceptions for serious situations, however. (Fighting Villians, Helping Civilians, Making a massive bully afraid of the color red during prom...) Rescue is at times inconsistent with his doubles. He knows as much as they do that they are all the same person, being a hive mind of sorts. Despite this, they interact with each other frequently as individuals, with different names and tones, insults and compliments, and even occasional game participation (though they must promise not to peak through the others eyes.) If nothing else, to him it seems like good social practice. As Felix, he is much calmer and individual. He's normally just one of himself, much more low key, and concerned with things much more in common with a teen fresh out of school looking for a college or other opportunities. Powers & Tactics Rescue's main goal is search and rescue. Split up, sense people in need, move about, heal others as needed, get them to safety. With his five duplicates, he can be throughout a scene fairly quickly, and internally communicate need and danger. If there are no more civies as he can see, or a villain desperately needs stopped, Rescue will join a fight. In actual combat, Rescue and his duplicates attempt to disable opponents and assist allies. Having an extended lifespan, thanks to regenerative capabilities, re-directive capabilities and multiple bodies, Rescue is fairly hard to put down for good. There are other situations in which having more than one of yourself is useful - doing general grunt work, spreading messages or gathering information, observing, or working together to lift heavy things. He is especially well tune for scouting thanks to his ability through walls and sense living presences. Complications Secret Identity. Another day, another double life. Being in more than two places at once helps out a fair bit, however. Fear of Heights From a young age, Rescue was never one for heights. He could never see the appeal in roller coasters, or scaling high surfaces (though he did enjoy climbing up safety harnessed rock walls and the like). In a best case scenario, Rescue will be willfully down a clone in extremely high environments. Worst case, probable minor panic attack. "Super-villians attackin' the mall, we get the frickin road cone man..." Rescue has a less than stellar public image. Though his efforts and powers are appreciated, organizations and general government are distrustful of him, as an independent hero who refuses to register any groups, schools or the like with more controlled super-heroics. The general public at large are usually disrespectful, if they know or acknowledge him at all. As Felix, he has heard himself referred to as 'D-Tier' and unimpressive, though he tries not to let it get to him. Tabloids, internet groups, they all love putting him down (in the most disregarding, flippant way possible of course.) Stats Abilities: 4 + 7 + 4 + 4 + 8 + 0 = 27PP Strength: 14 (+2) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 10 (+0) Combat 4 + 2 = 6PP Initiative: +3 Attack: +3 (+1 Unarmed) Melee, +3 (1 Unarmed) Ranged,+1 Defense: + 3 Knockback: -3 Saving Throws 4 + 4 + 3 + 5 = 15PP Toughness: +6 (Con +2, +4) Fortitude: +6 (Con +2, +4) Reflex: +6 (Dex +3, +3) Will: +8 (Wis +4, +4) Skills 58R = 13PP Medicine 8 (+10) Skill Mastery Climb 4 (+10) Skill Mastery Knowledge: Popular Culture 4 Knowledge: Life Science 8 (+10) Skill Mastery Languages 1 (Japanese, English [Native]) Notice 8 (+10) Skill Mastery Sense Motive 8 (+0) Survival 4 (+0) Swim 4 (+0) Feats 26PP Beginner's Luck Attack specialization: unarmed 1 Blind Fight Defensive Roll 2 Dodge Focus 2 Skill Mastery 1 (Knowledge: Life Science, Medicine, Notice, Climb) Endurance 2 Teamwork: 2 Elusive Target Instant Up Prone Fighting Equipment 4 Improved Disarm 2 Improved Trip Improvised Tools Quick Change Power Attack Uncanny Dodge : Auditory Equipment 4pp = 20EP Personal: Flash Goggles [1EP] Emergency Pepper Spray [15EP] Rescue Pack: Binoculaurs [1EP] Flashlight [1EP] Gas Mask [1EP] Rebreather [1EP] Powers: 24 + 7 + 6 + 2 + 2 + 3 = 44PP "One Man Rescue Team, on the scene!" [Duplication 8] (16 + 6) [24 pp] PF: Absorption Healing Mental Link Progression 2 Sacrifice EX: Survival [Healing 2] (4 + 3) [7pp] PF: Persistent Ex: Energizing Total [Super Movement: Permeate 3] [6pp] [Detect: Living 2] [2pp] [Mind Shield 2] [2pp] [Emotion Control 3] (6 - 1) [5 pp] FL: Sense-Dependent [Touch] [Mind Shield 2] [2pp] [Immunity 1: In-Object Suffocation] [1pp] [Friction Control 1: Loss Of Friction] [3pp] [Deflection 1] (2+1) [3pp] Ex: Action [Cold Control 2] (4+1) [5pp] AP: Environmental Control Totals: Abilities (30) + Combat (??) + Saving Throws (15) + Skills (13) + Feats (26) + Powers (60) - Drawbacks (0) = 144/150 Power Points ----------- So the main thing is I have absolutely no comprehension of the combat stats, how to allocate them, how they get boosted, etc. Any tips on making the character, problems you noticed, things that are helpful? Not trying to min-max but I don't want the character to be useless or non-functional, or illegal.
  12. Okay, so, I'm not really super familiar with m&m. I'm reading the proper rules and all, so hopefully I'll eventually be decent with it. I decided to join this site because it's an established, fairly popular pbp. I've played others like this before, since it's a general genre of appeal to me, and I wanted to try out a different character rp wise. Personality and history and the like I have a good grasp on. The request for help in this thread is almost entirely stat and game related. The character is basically a one man rescue service, focused mainly on duplication and healing. He'll have some sort of enhanced mobility (Super Speed, phasing through walls, etc.) I'm pretty much sold on emotion manipulation, maybe mind shield. Focus on being evacuation guy rather than fighter, though having some feats to help out others is probably good. He's essentially a normal human, stat wise, though a pretty good one. If this is the improper use of this sub-forum, I apologize. Even if the system does click pretty quickly, any tips or advice is still appreciated.
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