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Shizuochan

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  1. Player Name: Shizuochan Inquisitor D Power Level: 10 (150/150PP) Trade-Offs: +5 Attack Bonus/-5 Damage ; +5 Defence/-5 Toughness Unspent Power Points: 0 In Brief: Intrepid detective hero slash aspiring writer with the powers of anatomic separation, and a fine appreciation for the martial arts. Alternate Identity: Kenneth ‘Kenny’ Xia (Xia Yifei) Identity: Secret Residence: Freedom City Birthplace: Shandong, China Occupation: English Tutor Affiliations: N/A Family: Parents (Freedom City), Sister (Freedom City), Brother (Studying in Beijing, China) Description: Age: 27 (DoB: 1990) Gender: Male Ethnicity: Asian (Chinese) Height: 5’9” Weight: 165lbs Eyes: Hazel Hair: Black A lean, compact man of average height, innocuous looks and unruly hair. In everyday civilian life, the picture perfect representation of ‘uninspired’: baggy leisurewear (his wardrobe consists primarily of sweatpants, oversized flannels and university hoodies), tired eyes and a lazy disposition. As Inquisitor D, favors a hero-ing outfit of black and grey. A mask of grey covers his face, while a slim-fitting leather make allows for a balance of mobility and protection. Power Descriptions: At any given time, Inquisitor D is able to split off segments of his body, which are able to move around through flight. Although disconcerting, the appearance of the act is not so gruesome - thankfully, the magic of the 23rd Hexagram makes this a bloodless endeavor. History: Young aspiring novelist Kenneth Xia was, for lack of a better word, bored. He had attributed it to his parents forcing him to work his way into law school (which he had little to no interest in), although he was aware that perhaps he was straw-manning. Even when he brainstormed for his latest police procedural novel, or began feverishly typing away overly dramatic monologues, Kenneth felt empty. Kenneth had felt emptiest, however, just before the most important night of his life. As he descended into dream-sleep (unexpected, as he had not dreamed for quite some time), the blissful black of slumber became a garden of jade, with a single table of lacquered bamboo. Upon the table was a book bearing an ephemeral glow; Kenneth recognised it as the I Ching. At this point in human history, the I Ching was mass published! Yet, in his dreamscape, he felt compelled to read it. When he awoke, Kenneth Xia was imbued with the principles of the 23rd Hexagram, Bo. The 23rd of the Hexagrams compelled him to lay bare the secrets of life, the peel away the corrupt hands that held them. It blessed him with an innate understanding of the martial arts and the ability to split himself into multiple entities - in return, it bound Kenneth to a destiny as an agent of truth. As such, the aspiring crime-novelist became Inquisitor D, a reference to fabled Chinese lawman Di Renjie. Compelled by spell to solve criminal mysteries aplenty, Inquisitor D went to work in the heart of Freedom City. Personality & Motivation: An aspiring writer, Kenneth Xia had, in his mind, romanticised everything - and thusly became inevitably disappointed when he experienced the real thing (the thing being, naturally, life and what it had to offer him). The sole exception, however, has been the night-vigilante act; the visceral adrenaline and fear of it has taken him completely. In essence, one could say Inquisitor D’s reason for existence is the seeking of thrills. On the other hand, the romanticising writer did not die when the intrepid detective was born, Kenneth is still in love with the idea of the ‘good end’. Save for the most vile of villains, Kenneth wishes for the happiest of endings for all; redemption for the criminals, salvation for the innocent. Apart from the matter of criminals however, is Kenneth’s love for the mystery - one day, he hopes to unravel a mystery that does not disappoint him. Powers & Tactics: A skilled martial artist, Inquisitor D is nonetheless cognisant that his forte lies within his skills, as opposed to his physicality. He prefers to stick to the shadows of night, using his anatomic abilities to scout/distract, and then subduing his enemies once the path of least resistance has been discovered. As far as CQC goes, Inquisitor D prefers to grapple and subdue, and aims to minimise the damage dealt to his foes. Complications: Secret: Identity Responsibility: Currently employed as a University-level writing tutor, Kenneth needs to pay the bills by accommodating his students’ schedules. Enemy: Kenneth derives his anatomic power from the 23rd Hexagram (‘Bo’) of a magical copy of the Chinese Classic, the I Ching. Each Hexagram grants power to only one living wielder; Lao Shiren the Tyrant wishes to consolidate the power of the 64 Hexagrams. ‘Naturally’, this involves killing the living wielders of them. As such, ‘Inquisitor D’ often runs afoul of the Tyrant’s agents. Good End: Inquisitor D strongly disapproves of the “prison industrial complex”. Save for perpetrators of the most abhorrent crimes, Kenneth will, perhaps foolishly, go out of his way to attempt to ‘redeem’ criminals, even when they blatantly have no interest in it. Compulsion of the 23rd Hexagram: The Principle of Bo, the 23rd Hexagram of the I Ching is to ‘peel away’, to lay bare what lays within. As such, Kenneth Xia is supernaturally compelled to solve every mystery, unravel every conspiracy. Abilities: 5 + 7 + 4 + 4 + 4 + 2 = 26PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 30 + 20 = 50PP Initiative: +7 Attack: +15 Melee, +15 Ranged Grapple: +20 Defense: +16 (+10 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +5 (+4 Con, +1 [Defensive Roll]) Fortitude: +8 (+4 Con, +4) Reflex: +11 (+7 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 96R = 24PP Acrobatics 4 (+11) Bluff 8 (+10) Computers 4 (+8) Disable Device 6 (+10) Disguise 4 (+6) Drive 2 (+9) Escape Artist 2 (+9) Gather Information 4 (+6) Investigate 8 (+12) Knowledge (Behavioural Science) 4 (+8) Knowledge (Civics) 4 (+8) Knowledge (Current Events) 8 (+12) Knowledge (Streetwise) 4 (+8) Language 1 (Mandarin Chinese) Notice 8 (+12) Search 8 (+12) Sense Motive 1 (+5) Sleight of Hand 8 (+15) Stealth 8 (+15) Feats: 26PP Ambidexterity Beginner’s Luck Blind-Fight Defensive Attack Defensive Roll 1 Dodge Focus 5 Grappling Finesse Equipment 2 Hide in Plain Sight Improved Critical 2 (Unarmed) Improved Grab Improved Pin Improvised Tools Improved Trip Instant Up Power Attack Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Takedown Attack 2 Uncanny Dodge (Hearing) Equipment: Equipment 2 [10/10EP] - Camera [1] - Cell Phone [1] - Commlink [1] - Laptop Computer [1] - Digital Audio Recorder [1] - Video Camera [2] - Handcuffs [1] - Mini-Tracer [1] - Camo Clothing (Urban) [1] Powers: 9 + 3 = 12PP Anatomic Separation 3 (Extras: Variable Split (+1)) [9PP] (Magic) Flight 2 (Quirk: Limited to Separated Body Parts (-1)) [3PP] (Magic) Drawbacks: (-0) + (-0) = -0PP n/a DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Damage (Physical) Totals: Abilities (26) + Combat (50) + Saving Throws (12) + Skills (24) + Feats (26) + Powers (12) - Drawbacks (0) = 150/150 Power Points
  2. Ye, I read you, and thank you! The mechanics themselves of boomerangin' aren't so much an interest to me - I'd like to clean slate to make a character to better work into the setting and tone you guys here have put together.
  3. Interestingly, I was hoping to use those very points to make a very, uh, well, surface hate-sink character and grow from there, but it has now occurred to me the flaw in the idea, and that perhaps I've gone too meta. So, basically: I agree! I hope there's no hard feelings if I scrap this character to pursue another one!
  4. Wew, I did it! Sorry for the hassle - was a bit scared of moving things around too much due to unfamiliarity (too used to 3e!)
  5. Duly noted on the forewarning! I will endeavor the make the character bearable - at the very least, he will not devolve into Sterling Archer :p. I believe the mechanics should be in order, changes made: - Took off a few feats (I believe Contacts/Well-Informed and two others that now escape my mind) for 4 additional Dodge Focus. Which... doesn't exactly put me at cap, but is much closer (9.5, I think)! - Otherwise, notation in Combat Section and Feats should be fine. - Dazzle cost noted correctly. Keeping in Deflect for now... but actually I totally concede the point of it not being very good. Thanks very much!
  6. Player Name: Shizuochan Character Name: Boomer-Lad Power Level: 10 (150 PP) Trade-Offs: +5 Attack/-5 Damage Unspent Power Points: 0 In Brief: Disavowed playboy spy turned aspiring cape; self-centered, self-defeating, armed with boomerangs and spy skills. Residence: Downtown, Freedom City Base of Operations: N/A Catchphrase: “Lad. Boomer-Lad.” Alternate Identity: Sidney Cole Identity: Public Birthplace: Sydney, Australia Occupation: Former Spy, Currently Unemployed Heir Affiliations: Free Agent Family: Randall Cole (Father), Martha Cole (Mother), Sophia Cole (Sister), Margo Thewlis (Ex-Wife) Description: Age: 27 Apparent Age: As above. Gender: Male Ethnicity: Caucasian Height: 6’1 Weight: 196 lbs Eyes: Green Hair: Dirty-Blonde Description: Sidney Cole is a man blessed with natural good looks, and presents himself as such. Short, dirty-blonde hair is left unkempt, while his face is constantly slack, an easy - empty - grin plastered upon tanned skin. Sidney is a man of high fashion - tailored black suits, jewellry and fancy watches. A life of military training lends a compact, rigid strength to Sidney’s lean form, toned and responsive. As Boomer-Lad, there are a few deliberate decisions made in regards to his costume. Not a flyer, he nonetheless has ‘wings’ which are meant to emulate the two halves of a boomerang, adding to the mnemonic nature of symbolism. The camouflage patterning is meant to call-back to his days as military, while his mask does little to conceal his photogenic face. Power Descriptions: Sidney Cole does not have powers, but is a capable physical fighter and former spy. As Boomer-Lad, his ‘powers’ of choice are loaded into his twin boomerangs Lassie and Sassy, and his impressive prowess with them. The boomerangs themselves are technologically-augmented with a variety of utilities; grapple-hook, smoke/flashbomb capabilities, and even the ability to interface with technology. History: It’s not a lie that Sidney Cole was born in Australia. That he was born and raised there? A definite lie. Born to wealthy American world-travellers, Sidney Cole found himself latching unto the stereotypical perception of Australians in his school days. Assuming a rugged, carefree persona and a (truthfully awful) faux Australian-accent, Sidney Cole managed to maintain popularity and a spot on the quote-on-quote ‘high council’ of high-school social politick. And that suited him just fine. Sidney Cole’s enlisting with the army - to the chagrin of his worried parents - also stemmed from his need for respect. When the Graduation ceremony came to pass, he received the loudest applause of all, receiving thanks from strangers for ‘service’ that he had not even given. This pathological need for respect informed his behavior once enlisted - he excelled, despite having no real care for the military life, no real love for his country. That his recruitment into a Secret Agency was almost entirely predicated by a resolve and thirst for perfection driven by a need for respect was… admittedly not too unusual. Well-trained, naturally athletic, and with superb coordination, Sidney Cole made a fine agent. Only problem was: being a fine agent led to less fanfare than he was accustomed to. Cloak and daggers - not his favorite. And so, Sidney Cole transitioned from dedicated agent to flamboyant playboy, wannabe James Bond, with predictable results: he transitioned from exceptional performer to unabashed failure. Having become reckless, and self-destructive, Sidney Cole was recalled from assignment, and promptly removed from service. From the ashes of the lost agent emerged Boomer-Lad, a ‘hero’ cultivated to attract fanboy and fangirl alike - the smoldering Australian vibe, the wanton playboy magnetism, and boomerangs to serve as his symbol. And also stereotypical Australian symbolism. Again. Personality & Motivation: Doing good feels good, but being recognised for it is so much better. That ‘fact’ is the crux of Sidney Cole, a man capable of forethought, surprising intelligence and intense deliberation, but so obsessed with fame and glory that it carries over into the realms of self-sabotage. A need to be recognised as great at every turn of his life pervades all aspects of his life; a formerly trained stealth operative, Sidney will outright take sub-optimal (and inevitably gaudy) courses of action if it gives him a moment in the spotlight. Powers & Tactics: Sidney knows all the core fundamentals and tenets of a well-planned operation; casing the scene, making note of enemy tendencies and weaknesses, and exploiting them while exposing oneself to minimal risk. Too bad that’s not the way he handles business nowadays. Boomer-Lad will challenge dark wizards and fire-breathers alike, counting on feats of acrobatics and trick-boomeranging to subdue villains in stylish fashion. His two trusted boomerangs, Lassie and Sassy, have a variety of tricks and gimmicks to them, which can be used in a variety of situations. Complications: Reputation: Amongst heroes, Boomer-Lad is known as a poseur, a glory-hog. Otherwise, he also has negative repute due to the nature of his removal from military service. Addiction: Sidney Cole thrives off adoration - to that end, his fighting style and hero image are all cultivated to elicit oohs and aahs. He will forego obvious solutions if a chance for a ‘highlight reel play’, so to speak, presents itself. Abilities: 4 + 12 + 6 + 4 + 4 + 8 = 38PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 26 + 10 = 36PP Initiative: +6 Attack: +13 Melee, +15 Attack Focus) Ranged Grapple: +15 Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Knockback: -1/-2 Saving Throws: 2 + 1 + 3 = 6PP Toughness: +3/5 (+3 Con, +2 [D. Roll]) Fortitude: +5 (+3 Con, +2) Reflex: +7 (+6 Dex, +1) Will: +5 (+2 Wis, +3) Skills: 92R = 23PP [Acrobatics] [5] +11 [Bluff] [7] +11 [Computers] [3] +5 [Disable Device] [5] +7 [Disguise] [4] +8 [Drive] [2] +8 [Escape Artist] [4] +10 [Gather Information] [5] +9 [Investigate] [5] +7 [Knowledge: Current Events] [5] +7 [Knowledge: Streetwise] [4] +6 [Language: Mandarin, Russian, French, Spanish, Japanese, Korean] [6] [Notice] [4] +6 [Pilot] [4] +10 [Profession: Spy] [4] +6 [Search] [5] +7 [Sense Motive] [5] +7 [Sleight of Hand] [5] +11 [Stealth] [4] +10 [Survival] [4] +6 [Swim] [2] +4 Feats: 31PP Ambidexterity Attack Focus (Ranged) 2 Benefit 2 (Wealth) Defensive Roll 2 Dodge Focus 10 Equipment 8 Improved Aim Improved Critical (Boomerang) Improved Ranged Disarm Quick Draw Ranged Pin Skill Mastery (Bluff, Disable Device, Profession: Spy, Sense Motive) Powers/Equipment: 16 + 0 + 0 = 16PP (Feats: Equipment 8; 45) Device 5 (Trick Boomerangs “Lassie” and “Sassy”; 25 pp device, Flaws: Easy to lose, Modifiers: Multiple Object 1) [16PP] (metal boomerang, technology, training) Boomerang Array (18 PP array, Power Feats: Alternate Power 6) [24DP] Base Power: Blast 3 (Basic Throw; Power Feats: Homing 1, Ricochet 2) [9PP] (boomerang, training) AP: Super Movement 4 (Mode: Grapplerang; Slow Fall, Swinging, Wall-Crawling 2) [8PP] (boomerang with grapple-line, training) AP: Datalink 2 (Mode: Remote-a-Rang; Radio Communication Based; Power Feats: Machine Control) [3PP] (boomerang, technology; one boomerang remote controls what the other boomerang is linked to) AP: Dazzle 5 (Mode: Bang-a-Rang; Visual Senses) [10PP] (boomerang, light-based/flashbang, training) AP: Deflect 5 (Deflecting Throw, Slow and Fast Projectiles; Extras: Ranged) [15PP] (boomerang, training) AP: Obscure 6 (Mode: Smoke-a-Rang; visual and olfactory, 250’ radius) [18PP] (boomerang, smoke-bomb, training) AP: Trip 5 (Power Feats: Homing 1, Ricochet 2) [8PP] (boomerang, training) Equipment “The Lad-Mobile” As armored car (Strength: 35, Speed: 5, Defense: 8, Toughness: 12, Huge) [11EP] Powers: Flight 5 (250 mph; rocket thrusters) [10EP] Features: Alarm, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smokescreen [7EP] [Total: 28EP] “The Lad-Pad” As Skyscrapers (5 floors). Size: Large. Toughness: 10. Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. [16 EP] Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Physical) Boomerang Toss Ranged DC 20 Toughness Damage (Physical) Dazzle Ranged DC 16 Reflex/Fortitude Blinded Trip Ranged Opposed Rank 5 vs Dex Prone Totals: Abilities (38) + Combat (36) + Saving Throws (6) + Skills (23) + Feats (31) + Powers (16) - Drawbacks (0) = 150/150 PP
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