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Poodle

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  1. that explains why I thought I had lost it or been deleted.?
  2. I do not have ultimate power for 2e. How much would it cost for a power that lets me summon equipment?
  3. I Mystik Power Level:10 (150/150PP) Trade-Offs: +4 Attack (unarmed) / - 4 Damage (unarmed), +2 Attack (tranq pistol) /-2 Damage (Tranq pistol) - 4 Attack/+4 Damage, +2 Defense / - 2 Toughness In Brief: Occult costumed detective Catchphrase: "eat some mystic knucles." Theme: pink panther theme tune: Alternate Identity: Mike White (Secret) Birthplace: Bedlam City Residence: an apartment above "Honest Al's pawn shop", in the Babylon district of Bedlam.. Base of Operations: Bedlam, but will commute. Occupation: Detective and Superhero Affiliations: Family: Uncle Joe, the man who got him into the police force. Jim White (dad), Leslie White (mom), Gloria, Faith, Florence (sisters), Thomas, (brother). Extended family too numerous to mention. Description: Age:42 (DoB: 1977, 15th September]) Apparent Age:late 30's Gender: male Ethnicity: Caucasian Height:1.75m Weight: 90kg Eyes: Hazel Hair: Brown Mike is solidly built with short hair and stubble or a short-beard. As Mike he tends to wear smart casual clothes that hint at detective pulp. As Mystic he wears an ornate black leather trenchcoat with golden mystical symbols on the lapels over a dark burgundy outfit with the same mystic symbols over it. His head and face are also covered. History: Mike's ancestors came to Bedlam at the start of the 20th century, with all the other italian immigrants. They quickly changed their name from Blanco to White and settled in to stay. They survived the Phantom Empire, they survived the depression and by God they'll survive anything else thrown at them, mainly by sticking together and putting family first. As a boy lil Mikey loved comics. Not superman but the ones with magic like Dr Strange, Joe Golem, Hellboy and his personal favourite, John Constantine. That was who he wanted to be, a cool guy in a trench coat who had magic at his fingertips and kicked a lot of ass. He had dozens of aunts who would teach him what they knew about the old magic from the homeland - until his family found out. When he told them what he wanted to be he got a hiding and they made him burn his beloved comics. He never gave up the dream though, just learned to hide it. He kept on researching in secret. Mike came from a family of cops. If he could stay out of trouble he was going to be a cop.The family knew it even if Mike didn't. There weren't too many other good paying jobs in Bedlam that were legal. He was fit, and smart enough. His Uncle Joe helped get him ready for selection. He doted on his Uncle, a tough cop with a thousand stories about the bad old days. . He aced the selection, and soon got promoted to detective. He was smart and trusted his hunches. It didn't hurt that he had family all over town willing to slip him information. Being a cop in Bedlam is different to being a cop anywhere else. There's the rules you get in your little blue book of procedures and there's the other rules; some people you don't arrest, carry an unregistered ankle piece in case someone gets shot, if a driver's licence has a $100 dollar bill in it then that person has paid their fine and no paperwork needed, and don't sweat the small stuff. Follow 'the rules' and you might find your paycheck says you did a lot more overtime than you actually did and paying for drinks in certain bars, forget about it. That all changed when an armoured truck heist went wrong. A child got killed on a pedestrian crossing as the truck raced away. The fix was in. Nobody was talking to nobody about nothing involving the job. The trail was cold. Out of desperation Mike decided to try using some of the occult tricks he had learned. This time they worked. They led to the crew that did the heist. Mike collected admissable evidence and prepared a case. Uncle Joe would be the best person to ask if it was a good case. When he showed his uncle the evidence Joe looked through then took out his lighter and torched the lot. Apparently one of the crew was next in line for a top spot in one of tbe mafia families and was earning his stripes doing the robbery. All Mike could think about was the dead kid on the crosswalk. He handed in his resignation the next day. Strangely, the crew decided to turn themselves in a week later. Apparently they had been having nightmares and wanted to confess. Even their expensive lawyers couldn't get them off. Mike needed a job. He decided to set himself up as Mike White. Private Investigator. He is successful enough to pay the bills, although he gets tired of divorce cases, and too much money goes to his book collection on the occult. His alter ego is Mystik, a magical superhero who deals with the jobs too big or dangerous for a mere investigator. Using his knowledge of the occult he was able to summon the spirits of those who have gone before. Having Rocky Marciano and Bruce Lee teach him how to fight made a difference. Houdini taught him everything he knows about escapology and others also guided him. He has managed to survive so far on the mean streets of Bedlam. Personality & Motivation: Mike is charming. He loves to shmooz and seems to be able to get on with anybody. His family had a simple code 'don' t let no one push youse around' and 'look after each other' . He has always tried to do that and as Mystik can deal with the bigger bad guys, especially if he gets help. Powers & Tactics: As Mike White he tends to use his superlative fighting skills as a last resort, preferring to persuade if possible using diplomacy although he can be intimidating if he tries. He is an excellent investigator and uses both forensic and occult methods to solve crimes. He never reveals his occult abilities as Mike White in case people realise he is Mystik. Although he can take care of himself he doesn't want any family members endangered. As a cop he saw too many lives ruined by guns and chooses not to use one apart from a tranq gun. As Mystik he likes to plan ahead so he has a few tricks ready if he gets in trouble. if he gets desperate and has had time to prepare he will change to a form better suited to dealing with superpowered enemies, a creature of shadow he calls "The Revenant." Power Descriptions: He has no powers unless he can prepare beforehand. Complications: "curiosity killed the cat" The quest for occult knowledge never ends. Mike will take huge risks to find out more. "gotta pay the bills" Mike has a day job. Although the hours are flexible he still needs to take those photos, file those tax returns... "green eyed monster" Mike is deeply envious of people with the natural ability to cast magic. "hair oil and no socks" In reality Mike is struggling to pay his bills as he spends too much on occult books. "you scratch my back" Mike has a big extended family. Although they help him out from time to time it is two way traffic. He hss favours to repay and family duties. Abilities: 6 + 4 + 2 + 4 + 6 + 8 = 30PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: base attack 6 (12pp)+ base defence 6 (12pp) 24PP Initiative: +14 Attack: +14 unarmed, +12(tranq pistol), +6 base. Defense: +12 (+6 Base, +6Dodge Focus), +3 Flat-Footed Grapple: +15 Knockback: -4 Saving Throws: 5 + 8 + 5 = 18PP Toughness: +8 (+1Con, +6 defensive roll, +1 protection) Fortitude: +6 (+1 Con, +5) Reflex: +10 (+2 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 36 PP Bluff 8(+12) Concentration 4(+7) Diplomacy 12 (+16) Disable device 8 (+10) Escape Artist 8 (+12) Gather Info 12 (+16) Intimidate 8 (+12) Investigate 8 (+10) Knowledge [Arcane lore] 15 (+17) Knowledge [Streetwise] 9 (+11) Notice 12 (+15) Profession [Private Investigator] 4 (+7) Search 12 (+14) Sense motive 12 (+15) Stealth 8 (+10) Feats: 35PP All-out attack Attack Specialisation 3 [tranq pistol] Attack Specialisation 4 [unarmed] Connected Contacts Defensive attack Defensive roll 3 Dodge focus 6 Equipment 3 Improved initiative 2 Improvised tools Luck 2 Power Attack Precise shot2 Ritualist Takedown attack Uncanny dodge [auditory] Well informed. Equipment: 3PP = 15EP Leather Trenchcoat (Protection 1) [1EP] Tranq Pistol (Fatigue 6, Extra: range [ranged+1], Flaws:Unreliable [5 shots only], Feats: Sedation, Subtle) [14 EP] Powers: 7PP Danger Sense [1pp] Morph 1 ("Invoking tbe Revenant", Feat: mesomorph [2PP] (Magical) The Revenant PL 10 (150pp) Abilities: - 10 + 4 - 10 + 2 +6 + 8 = 0PP Strength: - Dexterity: 14 (+2) Constitution: - Intelligence: 12 (+1) Wisdom: 16 (+3) Char: 18 (+4) Combat: base attack 6 (12pp) + base defence 7 (14pp)= 26pp Attack: +12 unarmed, +6 base. Defence:+7(+3 flatfooted) Saves: 6 + 6 = 12PP Toughnrss +8 (protection +8) Fortitude - Reflex +8 (+2 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 72r = 18PP Concentration 9 (+12) Intimidate 15 (+19) Notice 12 (+15) Search 12 (+13) Sense Motive 12 (+15) Stealth 12 (+14) Feats: 9PP All-out attack Attack specialisation 3 [unarmed] Fascinate [Intimidate] Favoured Environment [Shadows] Fearless Power Attack Startle Powers: 5 + 30 + 20 + 8 + 20 + 2 + 8 = 93 PP "Creature of Shadows" Concealment 4 (Feat: close range, Flaw: limited - 1 [only in shadows]) [5PP] Immunity 30 ("Undying Spirit of Vengeance", Fortitude Effects) [30PP] Insubstantial 4 (, Extra: duration +0 [Sustained to Permanent]) [20PP](Magical) Protection 8 ("Shadow Armour) [8PP ](Magical) Shadow Touch Array 8 (16PP Array:Feats: Alternate power 5} [21PP] (MAGIC) -Base Power Drain Willpower 8 ("Touch of spirit death", Extra: Affects Corporeal) {16/16}(Magic) -Alternative Power; Drain Constitution 8 ("Touch of Life-stealing", Extra: Affects Corporeal) {16/16} (Magic) -Alternative Power; Mental Transform 8 (2PP/R) ("Touch of Repentance" Extra: Affects Corporeal, Alternative save: Will, Flaw: Range [ Touch]) {16/16} (Magic) -Alternative Power Mental Strike 8 ("Touch of Shadow", Extra: Affects Corporeal) {16/16} (Magic, Mental) -Alternative Power Emotion Control 8 ("Touch of Despair" Extras: Duration [Continuous] , Multiattack, Flaws: Range - 2[Touch] {16/16}(Magic, Mental) Super senses Darkvision [2PP] Teleport 4 (Extra: Accurate, Flaw: Medium [Shadows]) [8PP] Drawback Vulnerability (Light based attacks; Frequency: uncommon; Intensity: Major [x2]) [-3PP] Weakness (Sunlight, Frequency: Every Round; Intensity: Moderate [Cumulative - 1 to all checks, Attack rolls and Defence] [-5PP] Costs: 0 (Abilities) + 26 (Combat) + 12 (Saves) + 18 (Skills) + 9 (Feats) + 93 (Powers) + (-8) (Drawbacks) = 150 PP DC BLOCK Range Effect "Touch of Despair" Touch DC 18 Will varies multiattack "Touch of life stealing" Touch DC 18 Fort Drain Con "Touch of Repentance" Touch DC 18 Will varies "Touch of Shadow" Touch DC 23 Will Dam "Touch of Spirit Death Touch DC 18 Fort Drain Will Strike 3 ("Fists of Stone", Power feat: Mighty) [4pp] (training) Drawbacks: (-0) + (-0) = -0PP . DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage Tranq Dart Ranged DC 21 Fortitude save Fatigue Totals: Abilities (30) + Combat (24) + Saving Throws (18) + Skills (36) + Feats (35) + Powers (7) - Drawbacks (0) =150
  4. I had a villain called "the gimp" who could convert kinetic energy into superspeed. It worked with generous amounts of handwavium. How would I do it as a pc. I wondered about the flaw on absorption 'does not increase toughness' because the issue with absorption is disparate toughnesses, unless you take a flaw on toughness 'does not apply to x' which seems a little clunky. If there is another more stylish way of doing it I would love to hear it. I think absorption potentially is a very cool power but tricky to implement.
  5. I was reluctant to make a character first without knowing the make up of other people in the team. I am happy to though. I have a few ideas rolling around. What is discord?
  6. Hi, I didn't know where to post it. 2 questions. Is there a chinatown in Freedom city? How do new players become part of a game?
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