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Sylinator

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  1. Okay, I have quite a few ideas. Here are some of them. Keep in mind these are just ideas I'm tossing around, though I would like to see a lot of these become "a thing" eventually. I'll list them by character... Hypno-Hippie: After Hypno-Hippie is more established as a known hero in Freedom City, wave after wave of SHADOW assassins could be sent after her for revenge for setting SHADOW's plans back. See her character page for details on what happened. She would rather not have others caught up in her problems, but since SHADOW is basically a terrorist organization with a massive hatred for the superheroes that stopped them before, it may be all but inevitable. I'd intended for it to be a bit more on the serious side. Hypno-Hippie decides to hold a public Super Freaks "sermon" as a part of a charity event, and some heroes have been asked, by her or otherwise, to come on over as security detail. Some actual members of the Super Freaks organization could be involved. It could either have a more militant member of the group using the gathering as an opportunity to further his/her plans, some protestors who see the Super Freaks as a dangerous cult, or some organization/supervillain that opposes the Super Freaks' ideology could disrupt things. Alternatively, the whole event could go swimmingly, with no disasters. Tonally kind of in the middle of the road. Brayger Blue (Sentai Claremont Student) The monster who killed Brayger Blue's team is in town and suddenly, he becomes totally revenge-obsessed when he finds out. Some of the others might need to restrain the normally cool-headed Brayger Blue from going off the deep end in pursuit of this killer. Serious tone preferred. On a whim, he decides to build other transformation devices to rebuild his old team, but with new members, since he was the old team's tech guy. People could either encourage him or convince him not to and move past what happened. Can be lighthearted or serious. Or, in a combination of the previous two, the previous team's killer has resurfaced and grown so powerful he/she is now in command of that evil army of monsters he/she belonged to, and it'll take four other, new Braygers to effectively fight them. Zords need not apply. Can be lighthearted or serious. Four other Claremont student PCs wanted, though if that is not possible, we can make do with two Claremont PCs and two student NPCs, or three Claremont PCs and just one NPC. The thing is that it must equal five. The General (Big Alien Bug General Formerly Known as Girugon) In time, the General gathers enough of a temporary army to retake his homeworld, since he used to be its Planet Hulk-style monarch before he was usurped by what essentially amounts to his Grand Vizier. He'll join up with resistance fighters led by his Hive-Queen, whom he ruled alongside, give a rousing speech, then lead them against the usurper's forces. Could very well end in the General challenging the usurper to gladiatorial combat. Epic in scope, with a huge, sweeping battle for the throne. Very serious tone. Could offer archaic weapons and close-quarters combat training to other PCs, as he tends to look down on people who aren't proven warriors. Ideally, it would go like how Jedi train their Padawans, but in a more drill sergeant-like manner. He'll teach those PCs the Art of War and the Art of the Warrior as he has survived countless battles and duels. Can be lighthearted or serious. His radioactive mutations are continuing, even mutating his biology to be able to lay eggs, becoming something of a brood-father, but not of sapients. These mutant Andromedans will be more like feral attack dogs he will direct and command. He will now be able create his own warriors, but the changes will not affect his performance as a warrior. Other PCs can react with fascination, concern, disgust, or what have you at the changes to his biology. A scientist may even examine his biology to monitor the changes. There's quite a bit more, but I think I've made this post bloated enough already.
  2. Yes, but I want to have the opportunity for my PCs to use their powers in some way, and I would think that the only way I can think of by that suggestion, in that using mind control and illusionary and sensory manipulation powers on civilians, even if the intention is to lead them away from the conflict, would be super unethical. But here is not the best place to have that kind of discussion. For now, let's focus on getting people involved in @Thunder King's event.
  3. I'm considering adding the Hypno-Hippie in so she can make a proper debut, but I am worried that her illusionary powers will have no effect on inorganic robots, and thus she could end up more of a burden than anything. What do you think?
  4. Hypno-Hippie PL 10 (150/151) In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW. Catchphrase: None Theme Song: "Lucy in the Sky with Diamonds" by The Beatles Alternate Identity: Lucy Smith Dawnes Birthplace: San Francisco, California, United States of America Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Occupation: Associate Art Director (Civilian Identity), Hero Affiliation: Super Freaks Family: Thomas and Sybil Dawnes (Father and Mother) Description: Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 135 lbs. Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae Hair: Dirty Blonde The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypno spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond. Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself. History: Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little creepy because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers. Yet. It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else. Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any. A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie. Personality & Motivation: Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover. Powers and Tactics: An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal. Complications: The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts. Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner. Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism. Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage. Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization. Abilities: -2 + 2 + 2 + 4 + 6 + 10 = 22 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 18 = 24 PP Initiative: +5 Attack: +4 Base Defense: +10 (+8 Base, +2 Dodge Focus) Grapple: +3 Knockback: -2/-5 Saving Throws: 6 + 6 + 7 = 19 PP Toughness: +4/+10 (+1 Constitution, +3 Protection, +6 Defensive Roll) Fortitude: +7 (6) Reflex: +7 (6) Will: +10 (7) Skills: 56 R = 14 PP Bluff 4 (+9) Diplomacy 8 (+13) Disguise 4 (+9) Knowledge: Art 8 (+10) Knowledge: History 4 (+6) Knowledge: Pop Culture 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Notice 4 (+7) Perform: Sing 8 (+13) Sense Motive 4 (+7) Feats: 17 PP Cult Hero (Super Freaks) Defensive Roll 3 Dodge Focus 2 Equipment 4 (Minibus) Fascinate (Diplomacy) Fascinate (Perform) Improved Initiative 1 Luck 1 Set-Up Taunt Uncanny Dodge (Auditory) Equipment: 4 PP = 16 EP The Hypnobus (Vehicle; Van) [16 EP] Powers: 3 + 3 + 48 = 54 PP Immunity 5 (Resistance to Sensory Damage; Dazzle effects; Flaw: Limited to Half Effect) (3 PP) (Chemical, Psionic) Protection 3 (Slightly Tougher than She Was Before) (3 PP) Psychedelic Sense Manipulation Array 22 (44 PP Array; Feat: Alternate Power 4) [48 PP] (Chemical, Psionic) Base Power: Illusion 10 (Trippy Illusions; All Senses; Extra: Selective Attack; Flaw: Phantasms; Feats: Precise, Progression Area 3 [50 ft. radius]) [44/44 PP] (Psionic) Alternate Power: Dazzle 8 (Overwhelming Hallucination; All Senses; Range: 40 ft.; Extra: Selective Attack) [40/44 PP] (Psionic) Alternate Power: Mental Blast 10 (Hallucinatory Attack; Extra: Mental) [40/44 PP] (Psionic) Alternate Power: Mind Control 10 (Psychedelic Hypnotism; Extras: Instant Command, Sensory Link; Flaw: Sense-Dependent (Visual); Feats: Mental Link, Subtle) [32/44 PP] (Psionic) Alternate Power: Paralyze 10 (Alter Perception of Time; Range: 100 ft.; Extra: Range 1 (Ranged); Flaw: Slow; Feat: Subtle) [21/44 PP] (Psionic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Alter Perception of Time Ranged DC 20 Will Attack Hallucinatory Attack Perception DC 25 Will Damage Overwhelming Hallucination Ranged DC 18 Fortitude/Reflex Sensory Psychedelic Hypnotism Perception DC 20 Will Mental Totals: 22 PP on Abilities + 24 PP on Combat + 19 PP on Saving Throws + 14 PP on Skills + 17 PP on Feats + 54 PP on Powers = 150/151 PP
  5. I took notes of everybody's suggestions in the Discord chat and this is what I ended up with. I had to redistribute some things to make room for some, other new things. I hope this is an improvement over how things were laid out previously. Abilities: -2 + 2 + 2 + 4 + 6 + 10 = 22 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 18 = 26 PP Initiative: +5 Attack: +4 Base Defense: +11 (+9 Base, +2 Dodge Focus) Grapple: +3 Knockback: -2 Saving Throws: 6 + 6 + 7 = 19 PP Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll) Fortitude: +7 (6) Reflex: +7 (6) Will: +10 (7) Skills: 60 R = 15 PP Bluff 8 (+13) Diplomacy 8 (+13) Disguise 4 (+9) Knowledge: Art 8 (+10) Knowledge: History 4 (+6) Knowledge: Pop Culture 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Notice 4 (+7) Perform: Sing 8 (+13) Sense Motive 4 (+7) Feats: 17 PP Cult Hero (Super Freaks) Defensive Roll 4 Dodge Focus 2 Equipment 4 (Minibus) Fascinate (Perform) Improved Initiative 1 Luck 1 Set-Up Taunt Trance Uncanny Dodge (Auditory) Equipment: 4 PP = 16 EP The Hypnobus (Vehicle; Van) [16 EP] Powers: 3 + 48 = 51 PP Immunity 5 (Resistance to Sensory Damage; Dazzle effects; Flaw: Limited to Half Effect) (3 PP) Psychedelic Sense Manipulation Array 22 (44 PP Array; Feat: Alternate Power 4) [48 PP] Base Power: Illusion 10 (Trippy Illusions; Extra: Selective Attack; Flaw: Phantasms; Feats: Precise, Progression Area 3 [50 ft. radius]) [44/44 PP] Alternate Power: Dazzle 8 (Overwhelming Hallucination; All Senses; Range: 40 ft.; Extra: Selective Attack) [40/44 PP] Alternate Power: Mental Blast 10 (Hallucinatory Attack; Extra: Mental) [40/44 PP] Alternate Power: Mind Control 10 (Psychedelic Hypnotism; Extras: Instant Command, Sensory Link; Flaw: Sense-Dependent (Visual); Feats: Mental Link, Subtle) [32/44 PP] Alternate Power: Paralyze 10 (Alter Perception of Time; Range: 100 ft.; Extra: Range 1 (Ranged); Flaw: Slow; Feat: Subtle) [21/44 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Alter Perception of Time Ranged DC 20 Will Attack Hallucinatory Attack Perception DC 25 Will Damage Overwhelming Hallucination Ranged DC 18 Fortitude/Reflex Sensory Psychedelic Hypnotism Perception DC 20 Will Mental Totals: 22 PP on Abilities + 26 PP on Combat + 19 PP on Saving Throws + 15 PP on Skills + 17 PP on Feats + 51 PP on Powers = 150/150 PP (PL 10)
  6. That's good. I didn't want it to feel like my character was intruding at the worst imaginable time. Do you already have a name for this Birds of Prey-style supergroup, or are you still trying to come up with one? If you need one, I could toss around a few ideas for names, if you want.
  7. Darn, apparently missed the opportunity to join. Oh well. I'm sure there'll be other opportunities down the line. Or, failing that, other teams.
  8. Okay, so I went with some more of the ideas I learned about on the chat and this is what resulted... Abilities: -2 + 2 + 2 + 4 + 6 + 6 = 18 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16/30 (+3/+10) Combat: 12 + 18 = 30 PP Initiative: +1 Attack: +6 Melee, +6 Ranged (12) Defense: +11 (18) (+9 Base, +2 Dodge Focus) Grapple: +5 Knockback: -2 Saving Throws: 7 + 7 + 8 = 22 PP Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll) Fortitude: +8 (7) Reflex: +8 (7) Will: +11 (8) Skills: 56 R = 14 PP Bluff 8 (+18) Diplomacy 8 (+18) Disguise 4 (+14) Knowledge: Art 8 (+10) Knowledge: History 4 (+6) Knowledge: Pop Culture 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Notice 4 (+7) Perform: Sing 4 (+14) Sense Motive 4 (+7) Feats: 16 PP Defensive Roll 4 Dodge Focus 2 Equipment 4 (Minibus) Fascinate (Perform) Luck 1 Set-Up Taunt Trance Uncanny Dodge (Auditory) Equipment: 4 PP = 16 EP The Hypnobus (Vehicle; Car) [16 EP] Powers: 14 + 33 + 3 = 50 PP Enhanced Charisma 14 (14 PP) Illusion 10 (All Senses; Flaw: Phantasms; 3 Alternate Powers) (33 PP) Dazzle 7 (All Senses; Range: 35 ft.; Feat: Precise) Mind Control 9 (Extra: Sensory Link; Feat: Mental Link) Stun 10 (Extra: Range 2: Perception; Flaw: Daze) Immunity 5 (Dazzle effects; Flaw: Limited to Half Effect) (3 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Dazzle Ranged DC 17 Fortitude/Reflex Sensory Mind Control Ranged DC 19 Will Mental Stun Ranged DC 20 Fortitude Attack Totals: 18 PP on Abilities + 30 PP on Combat + 22 PP on Saving Throws + 14 PP on Skills + 16 PP on Feats + 50 PP on Powers = 150/150 PP (PL 10)
  9. Well, if Hypno-Hippie gets approved, she'll have to start somewhere, as she is relatively new and thus pretty inexperienced. Hence, it would make sense to start at the street level, then eventually earn her way into fighting larger threats. Unless, of course, you guys think she clashes with the intended tone of this team. What do you think?
  10. Well, this was the only way I could think of in order to meet the required numbers and I didn't want to raise her Constitution by too much.
  11. So I tried implementing the advice I was given in the chat and some of the tips here as best as I could and this was what I ended up with... Abilities: -2 + 2 + 2 + 4 + 6 + 6 = 18 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16/30 (+3/+10) Combat: 32 PP Initiative: +1 Attack: +6 Melee, +6 Ranged (12) Defense: +11 (20) (+10 Base, +1 Dodge Focus) Grapple: +5 Knockback: -2 Saving Throws: 24 PP Toughness: +1/+9 (+1 Constitution, +8 Defensive Roll) Fortitude: +8 (7) Reflex: +8 (7) Will: +13 (10) Skills: 14 PP Bluff 8 (+18) Diplomacy 8 (+18) Disguise 4 (+14) Knowledge: Art 8 (+10) Knowledge: History 4 (+6) Knowledge: Pop Culture 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Notice 4 (+7) Perform: Sing 4 (+14) Sense Motive 4 (+7) Feats: 12 PP All-Out Attack Defensive Roll 4 Dodge Focus 1 Fascinate (Perform) Luck 1 Move-By Action Set-Up Trance Uncanny Dodge (Auditory) Powers: 50 PP Enhanced Charisma 14 (14 PP) Illusion 10 (All Senses; Flaw: Phantasms; 3 Alternate Powers) (33 PP) Dazzle 7 (All Senses; Range: 35 ft.; Feat: Precise) Mind Control 9 (Extra: Sensory Link; Feat: Mental Link; Feat: Precise) Stun 9 (Extra: Range 2: Perception; Flaw: Daze; Feat: Accurate (+2)) Immunity 5 (Dazzle effects; Flaw: Limited to Half Effect) (3 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Dazzle Ranged DC 17 Fortitude/Reflex Sensory Mind Control Ranged DC 19 Will Mental Stun Ranged DC 19 Fortitude Attack Totals: 18 PP on Abilities + 32 PP on Combat + 24 PP on Saving Throws + 14 PP on Skills + 12 PP on Feats + 50 PP on Powers = 150 PP/150 PP (PL 10)
  12. Thanks for the insight. Unfortunately, since space is somewhat limited, I had to make do in some places, but my math could still be off. Let's see if the following is any better... Abilities: -2 + 2 + 2 + 4 + 6 + 6 = 18 Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16/30 (+3/+10) Combat: 30 PP Initiative: +1 Attack: +6 Melee, +6 Ranged (12) Defense: +11 (18) Grapple: +5 Knockback: +0 Saving Throws: 14 PP Toughness: +1 Fortitude: +4 (3) Reflex: +5 (4) Will: +10 (7) Skills: 7 PP (28 Ranks) Bluff 4 (+14) Diplomacy 8 (+18) Knowledge Art 4 (+6) Knowledge History 4 (+6) Knowledge Pop Culture 4 (+6) Notice 4 (+7) Feats: 6 PP Dodge Focus 2 Move-By Action Set-Up Taunt Trance Powers: 75 PP Dazzle 5 (All Senses, 50 feet, DC 15) (20 PP) Enhanced Charisma 14 (+14 Charisma) (14 PP) Illusion 10 (All Senses, Phantasms, Progression, Area 5/250 ft., Sedation) (38 PP Total) Alternate Power Stun 10 (Daze, DC 20) Alternate Power Mind Control 10 (Mental Link, DC 20) Immunity 5 (Dazzle effect, Limited to Half Effect) (3 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Dazzle Ranged DC 15 Fortitude/Reflex Sensory Mind Control Ranged DC 20 Will Mental Stun Touch DC 20 Fortitude Attack Totals: 18 PP on Abilities + 30 PP on Combat + 14 PP on Saving Throws + 7 PP on Skills + 6 PP on Feats + 75 PP on Powers = 150/150 PP (PL 10)
  13. Here's my second attempt at creating a character. This build is loosely based off of AvengerAssembled's heroic hippie build, but with some differences. Some things may need tweaking. Hypno-Hippie PL 10 (150/150) In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW. Catchphrase: None Theme Song: "Lucy in the Sky with Diamonds" by The Beatles Alternate Identity: Lucy Smith Dawnes Birthplace: San Francisco, California, United States of America Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Occupation: Associate Art Director (Civilian Identity), Hero Affiliation: Super Freaks Family: Thomas and Sybil Dawnes (Father and Mother) Description: Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 120 lbs. Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae Hair: Dirty Blonde The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypo spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond. Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself. History: Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers. Yet. It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else. Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any. A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie. Personality & Motivation: Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover. Powers and Tactics: An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal. Complications: The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts. Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner. Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism. Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage. Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization. Abilities: -2 + 2 + 2 + 4 + 6 + 20 = 32 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 30 (+10) Combat: 0 PP Initiative: +1 Grapple: -1 Defense: +1 Saving Throws: 4 + 12 = 16 PP Toughness: +1 Fortitude: +1 Reflex: +5 (4) Will: +15 (12) Skills: 14 PP Bluff +8 (+18) Diplomacy 8 (+18) Disguise 4 (+14) Knowledge Art 12 (+14) Knowledge History 4 (+6) Knowledge Pop Culture 8 (+10) Notice 6 (+9) Perform Sing 4 (+14) Feats: 7 PP Luck 1 Trance Move-By Action Set-Up Taunt Dodge Focus 1 Fascinate (Perform) Powers: 81 PP Dazzle 5 (All Senses, 50 feet, DC 15) Illusion 10 (All Senses, Phantasms, Progression, Area 5/250 ft., Sedation) Alternate Power Stun 10 (Daze, DC 20) Immunity 5 (Half Effect, Limited to Dazzled) Mind Control 10 (Mental Link, DC 20) DC Block: Totals: 32 PP on Abilities + 14 PP on Skills + 7 PP on Feats + 81 PP on Powers + 16 PP on Saves = 150/150 PP (PL 10)
  14. Well, here goes my first attempt at creating a character. I have little experience at making a build, so the build will probably need a little tweaking. With my luck, it'll probably either be really weak, or really broken powerful. Also, I did the build in Hero Lab's Demo version, so my math could be off a bit. This article also may require a little cleaning up. General Girugon PL 10 (150/150PP) In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former ruler of his entire world before he was double-crossed by duplicitous understudies. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Girugon of Hive-Clan Dyzrakk Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General, Gladiator, and Enlightened Monarch (Formerly), Rampaging Kaiju (Formerly), Hero (Current) Affiliation: Hive-Clan Dyzrakk of Churrux (Formerly) Family: Imperial Hive-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Description: Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 9'0'' Weight: 1300 lbs. Eyes: Green compound eyes Hair: None Girugon looks like a giant humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History: Ever since the day he was first hatched, Girugon was one of countless warrior-caste Andromedans training to fight, kill and die to in the countless wars between hive-clans that happened on the planet Churrux, in the Andromeda Galaxy. Each hive-clan was constantly fighting over territory in the harsh, highly irradiated world of Churrux, and each member of a hive-clan was expected to be completely, unquestioningly obedient to their hive-queen. Despite growing up in a staunchly collectivist culture, Girugon wanted more. He didn't want to just be another soldier, to be discarded and forgotten. He wanted his name to become legend. He wanted to see the stars. And although he kept his personal feelings a secret, he had long been frustrated by the self-destructive nature of the routine hive-clan wars that took place on Churrux. So he completed his training, and rose up the ranks until he was the Captain of his own war party. Then, on one fateful night during battle with another hive-clan gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a metamorphosis that lasted for a few weeks. He returned to his original colony... changed. Much larger. More powerful. More durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior his world had ever known, and already, increasingly elaborate stories detailing his exploits were made up. He eventually climbed to the rank of General, and proved instrumental in winning hive-clan war after hive-clan war until more or less the entire planet was under his rule as its Hive-King. He ruled alongside his consort, Hive-Queen Atayah, who rumors suggest may once have been a harshly abused worker-caste slave he took a liking to, and once he found out about her situation, he killed the abusive master, freed her, and took her in. Under Girugon and Atayah, the number of hive-clan wars were greatly reduced, the population more than tripled, and technological achievement flourished, even achieving a space program. However, he soon realized two things: not everyone would be satisfied with the decisions he made, and he never felt complete without an enemy to fight. But he didn't want to go back to the way things were. To solve this problem, he and his advisors set up the gladiatorial games to resolve disputes without resorting to out-and-out warfare. While he did preside over many of the games along with his beloved Atayah, would oftentimes compete in his own games, frequently coming out undefeated. However, as he got older, he had to deal with more challenges to his rule, and suggestions that the order he had founded go conquer the rest of the galaxy, which he refused every single time because he didn't want his people getting wiped out by biting off more than they could chew. Ultimately, one particularly hawkish advisor spiked his drink with a much more concentrated variant of the radioactive mutagen that changed him in the first place. As soon as he drank it, he grew and mutated very rapidly, losing his mind and becoming a rampaging kaiju. In his bestial state, he destroyed much, driven by a ravenous hunger for radiation until he took to the stars as a cosmic predator. A distraught Hive-Queen Atayah went into self-imposed exile as the advisor claimed Girugon's throne and declared himself absolute dictator of the entire world. The hunger for radiation took him across the stars, a mindless beast trampling over world after world, eventually getting to Earth. He landed on Monster Island, brutally beat a few kaiju that he encountered on his way off the island, and destroyed much of a small research facility stationed there. One of the few survivors managed to warn ASTRO Laboratories that the creature was headed towards the nearest populated area. After some brief observation, ASTRO Labs managed to evacuate the population of that populated area, and managed to extract the worst aspects of the mutation out of his system, despite him destroying a few buildings in the process while he was still berserk. When he came to his senses, he began to wonder just where he was, not recalling much of the destruction that he caused as a mindless giant monster. While he did question why enemy warriors would spare the life of someone like him, he has decided that it was time to try to atone for how the countless lives he may have trampled upon as a giant monster, and maybe just maybe, gather enough forces to reclaim his throne. Personality & Motivation Girugon has decades of experience in matters of war, and it shows. Possessing of a stern, militant, controlled confidence, and dignified to the extent of coming across as elitist most of the time, he tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as orders he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. If one were to look closer, however there are subtle hints that he operates on a bizarre warrior's code. He can appreciate seeing things like loyalty, bravery, and earnestness in other people. But one thing that hasn't changed though, and probably never will, is is love of battle. This guy lives for a good fight. He sees open combat as the one true way of determining a person's worth. Powers & Tactics Being an Andromedan from Churrux, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional Andromedan weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. A residual effect of his days as a rampaging kaiju is the ability to absorb a tiny amount of radiation. Considering what happened last time, it's something that even he is privately concerned about. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous advisor who overthrew him in the first place. Alien Bug-Monster - This obvious extraterrestrial looks like a giant insect. Of course people are going to be intimidated by him. This isn't helped by his rather bellicose personality. This goes doubly so for people who are afraid of insects. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike, perhaps even desiring to avenge any affront to said pride. The problems this can cause are rather self-evident. My Only Equal - He loves his Hive-Queen dearly, and she is the one person he won't talk down to. Scrap Happy - The universe will always be one big battlefield to him. Hence, he's very eager to get into any fights with an enemy whenever possible. Especially if waves of enemy soldiers are involved. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly towards people who have just gone through tragedy and loss, as he has seen similar things happen in his youth. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win." This may cause him to be viewed as heartless, or even having a lack of empathy. Abilities: 12 - 2 + 14 + 4 + 2 + 4 = 34 PP Strength: 30 (+10) Dexterity: 8 (-1) Constitution: 28 (+9) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24 PP Initiative: -1 Attack: +6 (+14) Grapple: +21/+23 Defense: +4 (+10) Knockback Resistance: -11 Saving Throws: 4 PP Toughness: +12 (Trade-Off) Fortitude: +10 (1) Reflex: -1 Will: +4 (3) Skills: 11 PP Diplomacy 8 (+10) Intimidate 8 (+12) Knowledge Tactics 16 (+14) Sense Motive 4 (+5) Bluff 8 (+10) Language +1 (1; Native language/Andromedan & English) Feats: 15 PP Assessment Fearless Fearsome Presence 1 Improved Block 1 Improved Defense 1 Improved Grab Improved Throw Inspire 1 Leadership Master Plan Move-By Action Power Attack Prone Fighting Startle Takedown Attack 1 Improved Grapple (Granted only through Additional Limbs) Powers: 62 PP Growth 4 (Permanent, Innate, 9 PP) Strike 4 (Mighty, Variable Descriptor: Warrior's Arsenal, DC 29) Additional Limbs 2 (EXTRA ARMS, Improved Grapple, 2 PP) Protection 3 (Impervious, Innate, Noticeable: Insect Exoskeleton 6 PP) Snare 8 (FLAVORED AS COMMAND OVER INSECT ARMY, Indirect 3, 80 feet, DC 18, 19 PP) Super-Strength 2 (Groundstrike, Shockwave, 6 PP) Flight 5 (250 MPH, Innate, 11 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 25 Damage Strike Touch DC 29 (Crit. 20) Damage Snare Ranged DC 18 Attack Totals: 34 PP on Abilities + 11 PP on Skills + 15 PP on Feats + 62 PP on Powers + 24 PP on Combat + 4 PP on Saves = 150/150 PP (PL 10)
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