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EviscerusNox

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Everything posted by EviscerusNox

  1. oh doi! Ok, fixed the PL to 11, spent the 2 points left over, added 4 ranks to Craft Artistic and 1 fortitude save
  2. Ok, added the flaw to the area strike, and made the other corrections. Also changed his AP strike from penetrating to Autofire seems more speedster like to me.
  3. I removed the equipment and added protection to Powers that should fix that issue. The reason why he is pl11 is because he's not a new character just one to be unarchived. I linked to the original sheet in my post above. I thought it would be a good idea to resubmit him with the new sheet aesthetic in mind for ease of use is all.
  4. Reformatted and resubmitting Archived character. Link to Original: http://www.freedomplaybypost.com/topic/2521-spitfire-pl-11-eviscerus/#comment-75843
  5. Spitfire Power Level: 11 (167/181PP) Unspent Power Points: 14 Trade-Offs: +2 Defense / -2 Toughness In Brief: First Class White Trash, fire breathing Carnie! Theme: "Firestarter" The Prodigy Alternate Identity: Maxwell "Maxie" Compton, AKA: Max the Fire Eater, AKA: Maxie Napalm Birthplace: Back of a Pinto on the side of the highway in Texas Occupation: Owner/Operator of Fire Eater Ink Affiliations: Family: Description: Age: 25 Apparent Age: Early 20's Gender: Male Ethnicity: Caucasian Height: 5'8" Weight: 146 Eyes: Red Hair: Bald (normally black) Description: Maxie likes tattoos, a lot. Both his arms, back and chest are covered in them. On his left arm there's a long chinese type dragon who's mouth ends at his write, breathing fire up his hand to his fingertips. On his right arm there's a similar dragon, but this one done in the style of H.R. Geiger, breathing black fire. The tattoos on his chest are more varied, including some less than clad women and mermaids, a flaming skull, a number thirteen with some dice and playing cards around it, as well as some script circling his navel reading: Walk Through the Fires of Hell and Come Out Clean. The tattoos on his back are a bit more ordered than his chest. On each shoulderblade there are tattoos of bat wings and down the center of his back there's a tattoo that looks like his skin has been burned and slashed open, and beneath the skin there's a red dragon. Maxie's eyes have turned red as an effect of his mutation, which only helped him fit into the carnival business better. His smile is surprisingly dazzling his skin is well tanned. History: Maxie was born to poor rednecks who moved and lived along the Rio Grande. Being unable to afford to take care of a child, they sold him to a travelling carnival that took an interest in him because of his red eyes and pointed dazzling teeth like fangs. Growing up among carnies taught Maxie many lessons most children don't recieve, such as how to lift someone's wallet, how to play a crowd, how to clean up after elephants, and how to take his turn on high flying trapeze. For the first few years of his internship, Maxie did little more than clean and run errands. Knowing no other way to live, Maxie loved his life in the carnival, the adventuresome spirit lended well to life on the road, and Maxie loved seeing new places. When the carnival (the carnival was named Deedra's Travelling Menagerie) finally got it's very own fire eater, Maxie was immediately drawn to the man. His tattoos and amazing abilities related to fire seemed to speak to Maxie, and so he became the man's apprentice. The fire eater was named Bertram Firebrand, or at least that's what he said, and he had a very easy manner and a soft voice, which belied his abilities that seemed so fantastic and uncommon. Bertram wasn't only a fire eater, he also walked on hot coals, walked into a specially made furnace and came out unscathed, basically any trick that involved fire, Bertram did, and also taught to Maxie. One day, while practicing in the fire chamber, the contraption malfunctioned, usually a sheet of fire was only displayed on the outer side of the chamber, the rest of the chamber remained free and ventilated, but the pilot light blew, causing fire to fill the chamber with Maxie inside. Maxie was horrified and screamed, sure that he was to be burned alive. He heard shouting outside the tank, as Bertram and others were trying to get him out, and he prayed they wouldn't be too late, or he wouldn't be too badly burned. Ten seconds passed, and still Maxie felt nothing. He reasoned that his nerve endings had been burned shut, closing his body off to the pain, which was fine by him. His hair and eyebrows had already been singed away, that he knew, still he refused to open his eyes, afraid they would burst and boil from the heat. After about thirty seconds of raging flames and building pressures, the tank exploded, and Maxie went flying out. Maxie landed against a nearby elephant and was knocked unconcious. He awoke some time later, with his friends, and Deedra, standing over him. Maxie feared the worst, but they were all smiling and congratulating him on the greatest trick they'd ever seen. Only Bertram looked concerned. Apparently Maxie was unscathed, not a burn on him. This puzzled Maxie, but when everything had settled down, Bertram pulled him aside and told him of his suspicions. Bertram believed Maxie was a metahuman, and the tank had triggered his talents. Maxie found this preposterous, but no other logical explanation remained. After a few private tests, Bertram and Maxie learned that he could breath fire, as well as withstand any intensity of flame. Maxie was excited and frightened, all at the same time. He could really breathe fire! Bertram considered his new powers for weeks, and when the carnival arrived in Freedom City, Maxie took his leave of the carnival, with his pay in hand, and decided to make a new life as a hero in the greatest city in America! ... It's been 9 years since Maxie came to Freedom City. He's done his share of heroing, helping out when needed, but the itch to travel got him good after a couple years, so he took his earnings from Fire Eater Ink and went on the road. Mostly he roamed, sometimes, when caught in the middle of some terrible situation he did the hero thing, but mostly he tried to stick to himself. He even, for a small amount of time, rejoined the travelling carnival gig, though he relegated himself to mostly running the rides and not doing the fire eater tricks. Reminded him too much of Bertram. After some years of this he started feeling homesick. A feeling he didn't really recognize at first since he'd never really had a home before Freedom City. He missed the people, the hustle and bustle of big city life, and he missed his ink shop. Everytime he heard or read about some disaster befalling the city he felt like he was abandoning it and it's people. Oh sure, there were plenty other heroes there to answer the call, but that didn't stop him from feeling responsible. On little more than a whim, Maxie packed up his trailer and headed back to Freedom City. Back to his home. Personality & Motivation: Maxie is an upbeat, fast talking boy, and always seems to see the good side of things. Growing up with freaks and misfits has made Maxie extremely accepting, and judges few based on their appearance or background. This trait has also made him develop a seething hatred for bigots and racists. Maxie believes no matter what you look like, or what differences or deformities you have, you can make a difference, and so seeks to be a hero to make the most difference. He does not think less of those who, like he did before, made a difference simply by aweing a crowd, or making someone smile. Powers & Tactics: Maxie can breath fire and can skate across the ground at high speeds while melting it with his breath. He is relatively new to the heroing business so his tactics are pretty straightforward, first he'll go in with his flame blast, after attempting to catch the target unawares. After that he'll continue to blast away till whatever it is goes down. Power Descriptions: The color of the fire maxie breaths is usually your normal reds, yellow and oranges, but if he decides to really turn up the heat the fire will turn white. Other than that it's fire, and behaves mostly like fire, as much as it can coming from a human's mouth. Complications: Carnie (people are naturally mistrusting and fearful of carnies) Stats: 4+6+10+2+4+4 = 30pp Str: 14 (+2) Dex: 16 (+3) Con: 20 (+5) Int: 12 (+1) Wis: 14 (+2) Cha: 14 (+2) Combat: 22 + 16 = 38pp Attack: +11 Grapple: +13 Defense: +13 (+8, Dodge Focus 5), +4 flat-footed Knockback: -4 Initiative: +3 Saving Throws: 2+7+5 = 14pp Toughness: +9 (+5 Con, +4 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +7 (+2 Wis, +5) Skills: 80r = 20pp Acrobatics 12 (+15) Climb 3 (+5) Craft (artistic) 11 (+12) Bluff 8 (+10) Concentration 8 (+10) Escape Artist 7 (+10) Knowledge: Streetwise 4 (+5) Notice 8 (+10) Sense Motive 3 (+5) Sleight of Hand 7 (+10) Stealth 7 (+10) Swim 2 (+4) Feats: 9pp Acrobatic Bluff Dodge Focus 5 Evasion Power Attack Uncanny Dodge (Visual) Powers:4 + 38 + 10 + 4 = 56pp Protection 4 (mutation) [4PP] Fire Eater Tricks (33PP Array; Feats: Alternate Power 5) [38PP] (mutation,fire) Base Power: Damage 11 (Fire Breath; Extras: Area [Cone], Duration [Concentration]); {33/33} Alternate Power: Blast 11 (Spitball; Extras: Area [55-ft. Burst, General]); {33/33} Alternate Power: Blast 11 (Spitfire; Extras: Autofire) {33/33} Alternate Power: Dazzle Visual 11 (Fireblind; Extras: Area [55-ft Burst]) {33/33} Alternate Power: Corrosion 11 (Slagbreath;) {33/33} Alternate Power: Suffocate 11 (Breathtaker; Extras: Range [Ranged]) {33/33} Immunity 10 (Fire Effects) [10pp] Speed 4 (100 mph / 1,000 feet per Move Action; "Firewalker") [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fire Breath Touch Cone DC21 Reflex, DC26 Toughness Bruised [Staged] Spitball Ranged Burst DC21 Reflex, DC26 Toughness Bruised [Staged] Spitfire Ranged DC26 Toughness (Autofire) Bruised [Staged] Fireblind Touch Burst DC21 Relfex Blinded Slagbreath Touch DC21 Fortitude, DC26 Toughness Drain Toughness [Staged], Bruised [Staged] Breathtaker Ranged DC21 Fortitude Suffocating Totals: Abilities (30) + Combat (38) + Saving Throws (14) + Skills (20) + Feats (9) + Powers (56) - Drawbacks (0) = 167/181PP
  6. Breakneck Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness In Brief: Fastest redneck in Freedom City!. Catchphrase: Faster than a scalded haint! Theme: “Live Wire” by Motley Crue Alternate Identity: Colt McCay (Public) Birthplace: Claude, TX Residence: Claremont Academy Campus. Occupation: Student at Claremont Affiliations: Claremont Academy Family: The whole McCay clan as is custom in the south. Problem is he lives so far away now, in the big city that it’s hard to stay in touch. Description: Age: 16 (DoB: 2011, March, 14th) Apparent Age: 16. Gender: Male Ethnicity: Caucasian. Height: 5’9” Weight: 122 lbs Eyes: Brown Hair: Red Colt is so thin and wiry you’d swear he was made by throwing play dough on a stick figure made of copper wire. His hair is in a constant state of unkempt and is a deep true red, not orange like most redheads tend to be, it hangs to his shoulder, and mullets so naturally you’d expect it’s a genetic predisposition. Colt dresses in jeans, t-shirt (which usually sports the logo of some long forgotten 80’s hair band) and sandals when not in school uniform. Colt is always smiling, and despite having little to no experience with dentists his teeth are perfect and white. He sports a pretty deep tan that only appears on his arms and up to his knees. History: It is a well known fact that in places like Claude, TX kids who have little to do will do their best to get into trouble. For Colt, that always involved doing something fast, and dangerous. He’d often “borrow” his older brother Bo’s ’85 IROC Z Camaro and take it for a ride. Highway 287 had long strips of flat curvy two lane highway perfect for adrenaline junkies that Colt made frequent use of, but his real love was a turn in the city limits called “piss corner.” It was a dirt/gravel turn onto 1st street that everyone took too fast and almost no one had ever taken without spinning out and hitting the Bannister fencing. Colt was one of the few who could handle it, or so he thought. On one of those times he was borrowing Bo’s ride, he took the corner at 60, and being only 15 and not what one would call versed in the ways of physics, Colt had no idea that there’s zero chance he could make it out of that turn without rolling the car. When the car began to rise off of it’s left wheels the world slowed, and Colt’s world became white. An instant later he’s standing outside of the car, watching it tumble end over end through the Bannister’s fence and into their minivan. Once his sense came back to him he took a step towards the wreck and found himself careening into the mangled mesh of automobiles and luckily bounced off with only a few bruises. After some careful experimentation, he was able to walk at a normal speed again, and was able to control both the speed of his feet and the speed of his thought. He was fast. Greased lightning got busy with a rocket sled and had a baby kind of fast. Colt smiled, he knew he was in for the beating of his life from Bo. But Bo would have to catch him first! After some talk with Ma and Pa and the rest of the family, they scraped enough money together to get him to Freedom City and into Claremont Academy. With the help of some grants from rich folk and a scholarship he's able to live on campus rather comfortable like. If he needs extra work money, he could always spend an afternoon building a house or something! Firmly entrenched in Freedom City and the academy. Colt passes the time learning about his new powers and learning about things like Physics in school. Now he gets why that turn was impossible to make! Now if he were to just try it at 58 mph, how would that work out, he thought? Personality & Motivation: Colt is a good, kind kid, if a bit reckless. He’s an adrenaline junkie through and through, and his mutation only feeds into that by feeding him more endorphins and more speed the faster he goes. That being said it’s not just about the thrills for him, he wants to help people especially those who don’t have a lot, like he didn’t growing up. This is why he finds it rewarding living in The Fens. Even big cities have their poor folk, and he knows from poor folk. Powers & Tactics: Though relatively new to his powers, growing up with little else to do, Colt knows how to scrap, and he also is relatively smart, able to adapt his powers to do new things other than just punch things real fast. He is a voracious reader and has read and retained thousands of books, whole libraries even, and can often use this information in esoteric ways to help him from time to time. Power Descriptions: Waves of heat radiate off of Colt when he’s using his powers like a desert mirage (it’s the friction) and when moving he is a green and white blur (as those are the colors of his costume). His speed is mutation based and partially due to an extremely overenlarged and overactive adrenal gland, hence his thrillseeking. Complications: Adrenaline Junky: Colt loves to go fast, and basically will do any reckless thing to live on the edge and feed his need: the need for speed! Motor Mouth: Colt tends to forget that others don’t think or act as fast as him and will find himself talking at a pace that no one could comprehend. To top it off, it sounds like a high pitched electrical whirring/whine when he does this, so it’s more than a little annoying. Act First Think Later: Colt doesn’t spend a lot of time thinking about what he's going to do beforehand, or the consequences of his actions. Abilities: 0 + 6 + 4 + 8 -2 + 4 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +19 Attack: +9 Melee, +5 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 3 + 7 = 15PP Toughness: +7 (+2 Con, +1 [Defensive Roll] +4 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +12 (+3 Dex, +6 [Enhanced Reflex Save] +3) Will: +6 (-1 Wis, +7) Skills: 24R = 6PP Acrobatics 6 (+9) Bluff 8 (+10) Craft [Mechanical] 3 (+7) Drive 3 (+6) Knowledge [Popular Culture] 4 (+8) Feats: 17PP Attack Focus (Melee) 4 Beginner’s Luck Defensive Roll 1 Eidetic Memory Equipment 1 Evasion 1 Improved Initiative 4 Jack of All Trades Luck 1 Move By Action Taunt Equipment: 1PP = 5EP Breakneck Costume (Subtle; Immunity [Friction Heat], Quick Change) 3 EP Powers: 12 + 12 + 27 + 3 + 8 + 6 + 4 = 72PP Speed 12 (Breakneck Speed!; 50,000 Mph, 500,000 ft per move action) [12PP] Quickness 12 (10,000 times speed) [12PP] Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [27PP] Base Power: Strike 11 (Beat ‘Em Like a Drum; Extra: Targeted Area Burst, Selective, Flaw: Action [Full]) [22pp] Alternate Power: Move Object 11 (Like the Wind; Air Descriptor) [1PP] Alternate Power: Insubstantial 4 (Pass Through) [1PP] Alternate Power: Concealment 4 (Too Fast for the Naked Eye; All visual senses) [1PP] Alternate Power: Strike 11 (Extra: Autofire) [1PP] Alternate Power: Healing 11 (Accelerated Healing; Flaw: Limited [personal only]) [1PP] Super Movement 3 (Wall-Crawling 2 [full speed, retain dodge bonus[, Water Walking [Flaw: only while running]) [3PP] Enhanced Dodge Focus 8 [8PP] Enhanced Reflex Save 6 [6PP] Protection 4 (Speedster’s Hide) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC 26 Toughness Damage Beat ‘Em… Area DC 26 Toughness Damage Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (6) + Feats (17) + Powers (72) - Drawbacks (0) = 150/153 Power Points
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