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Kombucha Mushroom Person

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  1. Abilities: 6 + 6 + -10 + 0 + 6 + 6 = 14PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: Nil (+0) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +3 Attack: +13 melee, +5 range Defense: +13 (+5 base, +8 dodge focus), +3 flat-footed Grapple: +16 Knockback: -3 Saving Throws: 0 + 5 + 5 = 10PP Toughness: +7 (+0 con, +7 Protection) Fortitude: Immune Reflex: +8 (+3 dex, +5) Will: +8 (+3 wis, +5) Skills: 52R = 13PP Acrobatics 7 (+10) Diplomacy 7 (+10) Intimidate 7 (+10) Language 1 (English, French [native]) Notice 7 (+10) Perform (keyboards) 2 (+5) Sense Motive 7 (+10) Sleight of Hand 7 (+10) Stealth 7 (+10) Feats: 25PP Acrobatic Bluff Assessment Attack Focus (melee) 8 Distract (Intimidate) Dodge Focus 8 Hide In Plain Sight Move-by Action Power Attack Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth) 1 Startle Uncanny Dodge (auditory) Powers: 6 + 22 + 30 + 1 + 7 + 1 + 1 = 68PP all powers are vampirism descriptor Concealment 3 (hearing, sight) [6PP] Base Effect: Damage 7 (claws; Extras: Penetrating, Secondary Attack; Feats: Alternate Power 1) [22PP] Alternate Power: Fatigue 7 (fangs; Extras: Linked to Healing), Healing 7 (blood drain; Extras: Standard Action; Flaws: Personal, Limited to successful Fatigue) Immunity 30 (Fortitude Saves) [30PP] Leaping 1 (x2) [1PP] Protection 7 [7PP] Speed 1 (10MPH) [1PP] Super-Senses 1 (low-light vision) [1PP] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Claws Touch DC 23 Toughness Damage (Penetrating, Secondary Attack) Fangs Touch DC 17 Fortitude Fatigue Totals: Abilities (14) + Combat (20) + Saving Throws (10) + Skills (13) + Feats (25) + Powers (68) + Drawbacks (-0) = 150/150 Power Points
  2. La Sombre Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage, +3 Defense, -3 Toughness In Brief: A fledgling vampire wanting to use his curse to take down the scourge of corruption. Catchphrase: "Shhh. You're not going to die." Theme: Alternate Identity: Faust Felix (Secret) Birthplace: Paris, France Residence: Base of Operations: Occupation: None Affiliations: Family: Mayme (vampire mentor) Description Age: 21 (DoB: 14 July, 1997) Apparent Age: early twenties Gender: Male Ethnicity: Afro-French Height: 1.78m Weight: 90kg Eyes: Black Hair: Black Faust is physically fit with a body of a gymnast, athletic and lithe with muscle tone. His head is shaved clean, but he leaves a small patch on his chin and just under his lip. Normal nights he's made to wear formal attire; a long sleeved button up shirt, a vest, dress slacks, shined shoes, and gloves. He opts to where a top hat when out doing his mistress's bidding. Though when not under her thumb, he has a costume for when he's La Sombre. A full body black spandex suit that covers his head to his toes. The top is a mask. History: Faust's early days were simple, he was a people person, loved mingling with different circles. But he truly loved the nightlife. The sights, the sounds, the drugs and the sex. Little did he know he was a pretty little fly wrapping himself in Lady Mayme's web. Faust and Mayne made fast friends and lovers, but she was grooming him as her next victim. Though she really didn't want to kill off the beautiful specimen of a man, if she made him a vampire, she'd have to take care of him. It was a risk she was willing to take. One night in the throws of passion, while Faust was stoned out of his gourd, she drained him of his blood. He didn't even struggle. He knew what was happening, even though he was high as a kite. As he lay there dying, Lady Mayme gave him his first taste of his new life. For the next few months, Faust and Mayme were on the happiest honeymoon they could ever want. They both taught each other things neither knew. Faust however began to itch against his undeath. Being powerful was no good unless you exerted that power. He knew of heroes in other countries. He even talked to Mayme about going to America to 'enrich themselves in the culture'. Mayme said it would be a while before they could even think about that luxury. And for the most part, she kept him busy. But what Mayme didn't know is that Faust had been trying out the hero gig behind her back. Taking down gangs and corrupt cops. Due to her teaching him how to harness The Shroud, he was an invisible nightmare to those who would harm the people of Paris. Personality & Motivation: Faust is a talkative fellow, he loves meeting new people and learning about them. He's a passionate person. Even before his undeath, he loved getting close to others. He's dependent on companionship. Even though Mayme will be with him 'forever', he longs to have more than just her in his life. Which it basically has come to. She keeps him on a short leash. His heroics are thrillseeking romps. He does enjoy the feeling when he takes down another 'bad guy' but this street level vigilantism is getting droll. He wants to test his skills out on villainy. He wants to be the hero people want. Powers & Tactics: Under the tutelage of Lady Mayme, Faust has learned to access The Shroud that all vampires have. Even fledglings like him. Whle he is not powerful or diverse as her, he has used his inner power to do simple things such as grow claws and fangs. Find sustenance in living blood. Run incredible speeds, jump incredible heights. See in the dark as long as there is a flicker of light. And his newest trick, using The Shroud to mask him from eyes and ears. That's his main trick now. He disappears and shreds any opposition that might be in the area. They never see it coming. Power Descriptions: None to speak of. The Shroud is internal vampire age and prowess. Speed and Leaping, sure, they look like he's running and jumping. Concealment is he just disappears from view. Claws and Fangs are not that noticeable. He slices, he dices, he julienne fries. Complications Je suis La Sombre!: It's an identity that he keeps secret. Le jour redoute: During the day, vampires are helpless until they get into a place where no sun is touching. Oui, Maitresse: Lady Mayme is his mentor. She teaches him how to behave like a vampire and use The Shroud. She also has him in thrall until she dies. Sorry. My English is bad: He only knows English at a rudimentary level.
  3. Name: Carson Kent Ethnicity: Half Black Half White Age: 23 Birthdate: February 14 Height: 6'6" Weight: 246 pounds Hair: Black Eyes: Green Carson is a massive guy who sports some handsome good looks. His body is built for strength, agility, and endurance to keep up with the superhuman community. Despite his good looks, he's very imposing looking like he can block out the sun if he stands still. He wears urban clothes. Long shorts, jersey (which kind depends on what season), shoes that are freshly made. He always looks and stands ready for anything to happen. He's that big guy you always see in the background. Lurking. History: Carson's mother's side was rich. Still are. But Daria didn't like to hang around Wading Way or North Bay. She'd be in the rougher parts of town, hiding among the less fortunate. Sure, money bought nice things, but it couldn't buy fun. She made friends out there. None she could hold on to though, but there was Theo. He was a big guy who always hung by her side and took flack for it. After a few months after meeting Theo, Daria and him had grown close and decided to consummate the relationship. Though one mistake led to an accident. Not that they knew. It happened a few times. Three months later Daria started showing. Once her parents found out, she was told not to go back or she'd be cut off. She didn't want to lose her family, but she didn't want to lose her boyfriend. So she told called Theo and told him the truth. He didn't believe it at first, but after a car was sent for him and he ended up in (one of) her places of residence, it dawned on him. They (her parents) didn't want Theo around, but were not going to have their daughter any worse for the wear. They arranged a quick marriage. Later, Carson (her father's name) Leon (his father's name) Kent (her last name) was born. Theo did stick around to raise his little man, like he said he would. Daria was there too., but she grew cold after not having connected with her street connections. Theo and Carson were it. She loved them both. But she had her mother talking in her ear. How she was supposed to act like a lady now that she was a mother and a wife. And she took to it. Theo thought it weird, but he was enjoying it all. Carson knew the love of his mother and father during childhood. When Carson was grown, he was given his nest egg allowance. It was a hefty multi-million. The Kents were worldwide oil magnates. Enough to 'get him on his feet'. He hung out with his dad more than his mother. She loved him, but she wasn't fun like his father. His father taught him everything he knew, plus Carson took up other hobbies that Theo would never get to do without them. Ski boarding was their favorite sport. Carson met a girl on a trip one day. Her name was Yuri. She was smart and beautiful and funny. But smart mostly. She was one of those super tech geniuses that could build a rocket out of chewing gum and paper clips. Her family was a tech industry type. Yuri and Carson became fast friends. They got the bright idea one day to build super gadgets to test out 'just for fun'. Carson wasn't fooling Yuri, so she built them the best she could. And That's when Carson took to the air. Busting criminals with super gadgets. He doesn't have a name yet, but him, Theo, and Yuri are working on it! Abilities 8 + 8 + 8 + 4 + 0 + 6 = 34 points Strength 18 (+4) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 16 (+3) Skills 44 ranks = 11 points Acrobatics 8 (+12) Bluff 6 (+9, +13 with Attractive) Diplomacy 6 (+9, +13 with Attractive) Drive 8 (+12) Knowledge (streetwise) 8 (+10) Feats 20 points Acrobatic Bluff Ambidexterity Attractive Benefit 2 (Wealth 2) Connected Defensive Roll Distract (Bluff) Elusive Target Endurance Evasion Fearless Improved Disarm Improved Initiative Instant Up Power Attack Redirect Seize Initiative Taunt Uncanny Dodge (visual) Powers 4 + 4 + 4 + 16 = 27 points Device 1 (cool shades, hard to lose): Super-Senses 5 (Direction Sense [GPS], Infravision, Time Sense, Ultravision, Tracking [Infravision]) Device 1 (awesome costume, hard to lose): Concealment 2 (normal vision; Flaws: Blending), Protection 3 Device 1 (flying snowboard, hard to lose): Flight 5 (Flaws: Platform) Device 4 (gnarly power gauntlet, hard to lose): Strike 4 (Power Feats: Mighty; Extras: Linked Stun 7; Alternate Powers: Kinetic Control 8) Combat 24 + 22 = 46 points Attack +12 Grapple +16 Damage +4 (unarmed), +7 (stun), +8 (kinetic control or strike) Defense +11 (+7 flat-footed) Knockback -4 Initiative +8 Saving Throws 4 + 4 + 4 = 12 points Toughness +9 (+7 flat-footed, +4 without costume) Fortitude +8 (4 constitution, 4) Reflex +8 (4 dexterity, 4) Will +4 (0 wisdom, 4) Abilities 34 + Skills 11 + Feats 20 + Powers 27 + Combat 46 + Saves 12 = Total 150
  4. Iron Palm Str 20 Dex 18 Con 20 Int 10 Wis 14 Cha 10 Skills: Acrobatics 8 (+12), Climb 8 (+13), Concentration 12 (+14), Escape Artist 8 (+12), Intimidate 12 (+12), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+12) Feats: Accurate Attack, All-Out Attack, Assessment, Attack Specialization 2 (strike), Defensive Roll 3, Distract (Intimidate), Elusive Target, Evasion 2, Fearsome Presence 6, Improved Critical (strike, 19-20), Improved Initiative, Instant Up, Move-By Action, Power Attack, Startle, Stunning Attack, Takedown Attack 2 (5-foot move), Ultimate Save (Toughness), Uncanny Dodge (visual) Powers: Strike 5 (Power Feats: Mighty; Extras: Penetrating 10 [including Strength bonus]; Alternate Powers: Corrosion 10 [Flaws: Limited (objects only)], Trip 10 [Extras: Knockback; Flaws: Range (Touch)], Trip 10 [Extras: Area (Burst), Flaws: Range (Touch)]) Combat: Attack +6, +10 (strike), Grapple +11, Damage +5 (unarmed), +10 (strike), Defense +12, Knockback -4, Initiative +8 Saving Throws: Toughness +8 (+5 flat-footed), Fortitude +10, Reflex +10, Will +7 Abilities 32 + Skills 18 + Feats 29 + Powers 19 + Combat 36 + Saves 16 = Total 150 Wealthy Thrillseeker Str 18 Dex 18 Con 18 Int 14 Wis 10 Cha 16 Skills: Bluff 8 (+11, +15 with Attractive), Drive 8 (+12), Notice 8 (+8), Pilot 12 (+16), Stealth 8 (+12), Survival 4 (+4), Swim 4 (+8) Feats: Ambidexterity, Attractive, Defensive Roll 2, Distract (Bluff), Elusive Target, Endurance, Equipment 3, Evasion 2, Fearless, Improved Disarm, Improved Initiative, Instant Up, Power Attack, Redirect, Seize Initiative, Taunt, Ultimate Skill (Pilot), Uncanny Dodge (visual) Powers: Device 1 (cool shades, easy to lose): Super-Senses 5 (Direction Sense [GPS], Infravision, Time Sense, Ultravision, Tracking [Infravision]), Device 1 (awesome costume, hard to lose): Concealment 2 (normal vision; Flaws: Blending), Protection 3, Device 4 (gnarly power gauntlet, hard to lose): Strike 4 (Power Feats: Mighty; Extras: Linked Stun 7; Alternate Powers: Kinetic Control 8) Vehicles: Hover Surfboard (Size: Medium; Strength: 20; Defense: 10; Toughness: 10; Powers: Flight 4 [100 MPH]) Combat: Attack +12, Grapple +16, Damage +4 (unarmed), +7 (stun), +8 (kinetic control or strike), Defense +11, Knockback -4, Initiative +8 Saving Throws: Toughness +9 (+7 flat-footed, +4 without costume), Fortitude +8, Reflex +8, Will +4 Abilities 34 + Skills 13 + Feats 22 + Powers 23 + Combat 46 + Saves 12 = Total 150 Tracer Str 18 Dex 16 Con 18 Int 14 Wis 16 Cha 18 Skills: Climb 4 (+8), Disable Device 8 (+10), Drive 4 (+7), Gather Information 12 (+16), Intimidate 12 (+16), Investigate 4 (+6), Knowledge (streetwise) 12 (+14), Notice 12 (+15), Search 8 (+10), Sense Motive 12 (+15), Stealth 8 (+11), Survival 8 (+11), Swim 4 (+8) Feats: Connected, Contacts, Defensive Roll, Distract (Intimidate), Equipment 9, Evasion, Fearless, Improved Initiative, Master Plan, Precise Shot, Startle, Stunning Attack, Track, Ultimate Save (Will), Uncanny Dodge (visual) Equipment: Arsenal (array): Shotgun (Blast 6 [Alternate Powers: Blast 6 (Power Feats: Accurate; Flaws: Limited [+3 damage against targets with any increase in their natural Toughness save bonus]), Stun 4 (bean bag round; Extras: Range [Ranged])]); Alternate Powers: Heavy Pistol (Blast 4 [Power Feats: Accurate, Improved Aim, Subtle]), Taser (Stun 5 [Power Feats: Extended Range 3 (20 feet)]); Binoculars, Cell Phone, Digital Audio Recorder, Flashlight, GPS Receiver, Handcuffs, Mini-Tracer, Multi-Tool, Night-Vision Goggles, Parabolic Microphone, PDA, Undercover Vest (Protection 3 [Power Feats: Subtle]), Video Camera Vehicles: 4x4 Pickup Truck (Size: Huge; Strength: 40; Defense: 8; Toughness: 9; Powers: Speed 5 [250 MPH]; Features: Alarm 2 [DC 25], Hidden Compartments, Navigation System) Combat: Attack +12, Grapple +16, Damage +4 (unarmed), +6 (shotgun), Defense +12, Knockback -4, Initiative +7 Saving Throws: Toughness +8 (+7 flat-footed, +4 without vest), Fortitude +8, Reflex +7, Will +7 Abilities 40 + Skills 27 + Feats 23 + Combat 48 + Saves 12 = Total 150
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