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Sandman XI

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Posts posted by Sandman XI

  1. Sorry this took so long to answer, hopefully it wont happen again! King of Suits is the closest to the kind of 'street level feel' I want for Wesley/Life Knight. Even  though he is PL14 he's capped at PL12 and can't do anything really spectacular. King of Suits seems like a really high level crime fighter.

     

    As for the 'antics' I  have a few ideas.

     

    Demons being let loose by (an) unknowing or uncaring summoner(s) cause an emotional riot. Stop the demons make them stops the madness and then send them back to the summoner(s) to send back to Hell.

     

    Gorillas with jetpacks are stealing technology, if someone doesn't stop them, they'll start zapping humans and turning them into apes.

     

    The aftermath of a fight with a vampire and a werewolf roams the street in a mindless haze causing carnage. The kicker being it's someone either or both our characters know. (Made up for this story? It is a one shot that could be turned into a story line)

     

    Any of those sound good?

  2. I'm looking to get Wesley/Life Knight back into the swing of things. What better way than antics? So, a criminal is doing criminal things and heroes to the rescue. Sound good? Anyone interested? PL doesn't matter, we can scale the antics :P

  3. Actually the Neurological Disruptions are three different powers in one slot, not linked. Sorry for the confusion there. The reason i 'shoved them in a box' so to speak is that they all had the same descriptor and were cheap enough to not be worth it alone. I'll take it off if you think that's a bit to numerical thinking and save them for stunts.

    EDIT: Also, fixed the DC Block calculations.

    EDIT 2: Took off the Neurological Disruptions.

  4. Player Name: Sandman XI
    Character Name: Life Knight
    Power Level: 14 (206/214PP)
    Trade-Offs: None
    Unspent Power Points: 8
    Progress To Gold Status: 64/90

    Alternate Identity: Wesley Octavius Knight (birth name)
    Identity: Public
    Birthplace: Tunnel Hill, Alabama
    Occupation: Business Owner
    Affiliations: Knights of Freedom (defunct)
    Family: Marlon Knight (father, deceased), Marie Knight (mother, deceased)

    Description
    Age: 24 (DoB: December 13, 1989)
    Apparent Age: mid twenties
    Gender: Male
    Ethnicity: Black
    Height: 6 foot 4 inches (Normal Form), 8 foot (Giant Form)
    Weight: 200 pounds (Normal Form), 500 pounds (Giant Form)
    Eyes: Green (due to mutation), brown (originally)
    Hair: Black

    Wesley has dark brown skin and, seemingly to contrast, light green eyes. He keeps his hair in thick, well-manicured dreadlocks which reach to his upper back. His physique is athletic and strong, but not too muscular. Being a body artist, he has a wealth of different work. Several different piercings and many tattoos. His style of dress is comfortable, to him at least: sneakers, cargo pants, tanktop. This doubles as an iconic style. His clothes are made of The Atom's patent Morphic Molecules and changes with him if he shapeshifts.
     
    Power Descriptions: Wesley's powers have been in flux ever since he's got them. They've been able to hit anyone within sight range to everyone in the area to having to aim to having long range tendrils to having touch the subject, back and forth. It seems the mutation doesn't want to make up it's mind what it wants to do. Right now he has to touch his target to use his affective powers. One constant is that he glows when he uses his affective powers. Each effect has a different color when he uses it, Other than his affective powers, he has an overclocked physical system. While it doesn't glow itself, it is the reason why his affective powers glow, releasing the excess energy from his body.
     
    History>History before Freedom City
     
    Wesley integrated to Freedom City slowly, feeling his heroic oats he adopted a hero name. "Knight", but then again, who knew that was his last name here? He started up his own body art shop (originally just tattoos and piercings, but more when he felt confident enough with his powers) and made some friends along the way. And over the next few years things were a roller coaster of ups and downs. It comes with the package of being a hero and a person.

    Eventually, he would distance himself from the heroic scene. He felt that he had done so little in the grand scheme of things. Instead of stepping up, he stepped back. Feeling that there were other more qualified heroes, he toiled away in his shop. He would help when there was major problems, but he left the day to day heroics alone. When he was not working, he went to college and eventually got his four year degrees in both biology and business management. And from time to time this would eat at him. His nagging conscious KNEW that not being a hero was the wrong course of action, but he put that in the back of his mind.

    Still the still small voice would tug the right strings and show him the error of his ways. After a while the small voice grew louder and louder, punching on his conscious, berating him for not doing the right thing. He wasn't meant to be couped up in a normal mundane life. He was hiding and wasting his talents. Eventually Wesley broke. The good angel on his shoulder congratulated him and told him to get to work. After leaving the every day work to his workers (he now just owns Knight's Ink and does special orders for them), he did just that.
     
    Personality & Motivation: Wesley is a down-to-earth type. He's polite and respectful of others and is an amicable guy despite having a rough life. He never seems down about anything. He is an all around nice guy with genteel southern manners. He's quick to act in the face of danger. He is a hero because he doesn't want anything that happened to him happen to anyone else. He knows this is a lofty goal, but that doesn't mean he can't try.
     
    Powers & Tactics: The most common tactic is to inflict his enemies with maladies and aid his allies. If the maladies don't work on the enemies and he needs to go on the offensive, he can change shape into a larger form of himself.

    Complications

    Identity: Not that he advertises it, but he has a public persona.

    Responsibility: Wesley owns Knight's Ink, a body modification shop in Riverside.

    Abilities: 6 + 6 + 6 + 4 + 4 + 4 = 30PP
    Str 16 (+3), 24/35 (+7/+12) Giant Form
    Dex 16 (+3)
    Con 16/38 (+3/+14), 20/42 (+5/+16) Giant Form
    Int 14 (+2)
    Wis 14 (+2)
    Cha 14 (+2)

    Combat: 24 + 20 = 44PP
    Initiative +7
    Attack +12
    Grapple +15 Normal Form, +27 Giant Form
    Defense +10 (+10 Base), +5 Flat-Footed
    Knockback -8 Giant Form, -7 Normal Form, -2 Giant Form without Enhanced Constitution, -1 Normal Form without Enhanced Constitution

    Saving Throws: 0 + 5 + 6 = 11PP
    Toughness: +14/+3 (+14/+3 Con), +16/+7 (+16/+7 Con) Giant Form
    Fortitude: +14/+3 (+14/+3 Con, +0), +16/+7 (+16/+7 Con, +0) Giant Form
    Reflex: +8 (+3 Dex, +5)
    Will: +8 (+2 Wis, +6)

    Skills: 104R = 26PP
    Acrobatics 12 (+15)
    Craft (artistic) 8 (+10)
    Diplomacy 8 (+10)
    Knowledge (business) 8 (+10)
    Knowledge (current events) 8 (+10)
    Knowledge (life sciences) 8 (+10)
    Knowledge (pop culture) 8 (+10)
    Knowledge (streetwise) 8 (+10)
    Language 4 (English [native], Japanese, Latin, Spanish)
    Medicine 8 (+10)
    Notice 8 (+10)
    Search 8 (+10)
    Sense Motive 8 (+10)

    Feats: 7PP
    Acrobatic Bluff
    Connected
    Contacts
    Improved Initiative
    Luck
    Skill Mastery (Acrobatics, Medicine, Notice, Sense Motive)
    Well Informed

    Powers: 35 + 56 = 91PP

    Biokinetic Energy 7 (35pp container, Extra: Duration [Permanent, +0]) [35pp]

    Enhanced Constitution 22 [22pp]
    Flight 3 (50MPH, 500ft per move action) [6pp]
    Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [7pp]


    Biokinetic Manipulation 25 (50pp array; Power Feats: Alternate Power 6) [56PP]
    BEHealing 12 (Extras: Action [standard], Total; Power Feats: Persistent) {49/50} "healing"
    APFatigue 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption"
    APNauseate 12 (Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption"
    APParalyze 12 (Extras: Alternate Save [Fortitude]; Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption"
    APStun 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption"
    APTransform 12 (living to living; Extras: Duration [Continuous]; Flaws: Range [Touch], Unreliable [5 charges]; Power Feats: Precise) {49/50} "mutation"
    AP: Giant Form 7 (35pp container) {35/50}
    Growth 4 (Large, +8 str, +4 con, 10ft space/reach, +5 str carrying, +5ft speed, +4 grapple, +2 intimidate, -1 atk, -1 def, -4 stealth) [12pp]
    Enhanced Attack 1 [2pp]
    Enhanced Defense 1 [2pp]
    Enhanced Feats 5 (Danger Sense [auditory], Move-by Action, Takedown 2, Uncanny Dodge [auditory]) [5pp]
    Enhanced Strength 11 [11pp]
    Super-Senses 2 (Hearing [accurate]) [2pp]


    Drawbacks: (-3) + (-0) = -3PP
    Vulnerability (to Transforms and other attacks that involuntarily change his shape or form, x2 to DC modifier; Uncommon, Major; -3)

    DC Block
    ATTACK                    RANGE     SAVE                        EFFECT
    Unarmed                   Touch     DC18 Toughness (Staged)     Damage (Physical)
    Unarmed, Giant Form       Touch     DC27 Toughness (Staged)     Damage (Physical)
    Biological Disruption     Touch     DC22 Fortitude (Staged)     Fatigue
    Biological Disruption     Touch     DC22 Fortitude (Staged)     Nauseate
    Biological Disruption     Touch     DC22 Fortitude (Staged)     Paralyze
    Biological Disruption     Touch     DC22 Fortitude (Staged)     Stun
    Mutation                  Touch     DC22 Fortitude              Transform (living to living)

    Totals: Abilities (30) + Combat (44) + Saving Throws (11) + Skills (26) + Feats (7) + Powers (91) - Drawbacks (3) = 206/214 Power Points

  5. Player Name: Sandman XI

    Character Name: Epikos

    Power Level: 10 (150/150PP)

    Trade-Offs: None

    Unspent Power Points: 0

    Progress To Gold Status: 0/90

     

    In Brief: The current errand runner for the Olympian gods. Uses his gifts to fight crime also.

    Alternate Identity: Casey Young (birth name)

    Identity: Public

    Birthplace: Miami, Florida

    Occupation: College Student

    Affiliations: Olympians

    Family:

    Description

    Age: 21 (DoB: December 13, 1992)

    Apparent Age: early 20s

    Gender: Male

    Ethnicity: Black

    Height: 6'2"

    Weight: 212 lbs.

    Eyes: Brown

    Hair: Black

    Power Descriptions: Epikos's powers are of the divine sort, being gifts from the Olympian pantheon. None of them are particularly showy except for Apollo's Smite. When Epikos uses it either his personal attack or the thing he throws glows bright golden.

    History:

    Personality & Motivation: Epikos is in the prime of his life. He's got a bit too much energy, some would say. While not quick to jump to conclusion, he's a quick judge of character and knows who he likes within a few moments of talking to them. While he's not scary intimidating, some of the things he says are meant to throw people off guard. None of it's meant to be a mean-spirited and he won't go too far with it, he just generally likes to see what makes people tick.

    Epikos is using his blessings for good because he wants to do so. There's no other reason. He's been given a gift and wants to do right.

    Powers & Tactics: Epikos uses his divine gifts to fight up close, smacking villains with the power of Zeus. It's not until things get really dangerous when he employs the smite of Apollo.


    Complications

    Identity: Epikos has to be open about it.

    Responsibility: Epikos is tasked every so often by the Olympian gods to further their causes in the mortal realm.

    Responsibility: Epikos attends Freedom City University and is working on a degree.

    Reputation: Epikos is known as the errand runner of Olympus. What that means to people varies.

    Abilities: 4 + 4 + 4 + 6 + 6 + 6 = 30PP

    Str 14/20 (+2/+5)

    Dex 14/20 (+2/+5)

    Con 14/20 (+2/+5)

    Int 16/20 (+3/+5)

    Wis 16/20 (+3/+5)

    Cha 16/20 (+3/+5)

    Combat: 10 + 10 = 20PP

    Initiative: +5 (enhanced), +2 (unenhanced)

    Attack +10 (enhanced), +5 (unenhanced)

    Grapple +15 (enhanced), +7 (unenhanced)

    Defense +10/+5 (+5 Base, +5 Enhanced), +5/+2 Flat-Footed

    Knockback -5/-2 (enhanced), -3/-1 (unenhanced)

    Saving Throws: 3 + 3 + 3 = 9PP

    Toughness +10/+7 (+5/+2 Con, +5 Protection)

    Fortitude +8/+5 (+5/+2 Con, +3)

    Reflex +8/+5 (+5/+2 Dex, +3)

    Will +8/+6 (+5/+3 Wis, +3)

    Skills: 40R = 10PP

    Acrobatics 5 (+10SM)

    Diplomacy 5 (+10SM)

    Intimidate 5 (+10SM)

    Knowledge (behavioral sciences) 5 (+10SM)

    Knowledge (theology and philosophy) 5 (+10SM)

    Notice 5 (+10SM)

    Perform (oratory) 5 (+10SM)

    Sense Motive 5 (+10SM)

    Feats: 15PP

    Acrobatic Bluff

    Assessment

    Challenge 2 (Fast Demoralize, Fast Startle)

    Connected

    Danger Sense (auditory)

    Distract (Intimidate)

    Fascinate (Perform)

    Setup

    Skill Mastery 2

    Startle

    Uncanny Dodge (auditory)

    Powers: 7 + 25 + 12 + 3 + 18 = 66PP

    Apollo's Smite (6pp array; Power Feats: Alternate Power 1) [7pp]

    BE: Damage 5 (Power Feats: Mighty) {6/6}

    AP: Enhanced Feats 6 (Throwing Mastery 5, Precise Shot) {6/6}

    Ares's Tactics (Enhanced Attack 5, Enhanced Defense 5, Protection 5) [25pp]

    Athena's Intuition (Enhanced Charisma 4, Enhanced Intelligence 4, Enhanced Wisdom 4) [12pp]

    Hermes's Speed (2pp array; Power Feats: Alternate Power 1) [3pp]

    BE: Speed 2 (25MPH) {2/2}

    AP: Leaping 2 (x5) {2/2}

    Zeus's Power (Enhanced Constitution 6, Enhanced Dexterity 6, Enhanced Strength 6) [18pp]

    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    Totals: Abilities (30) + Combat (20) + Saving Throws (9) + Skills (10) + Feats (15) + Powers (66) - Drawbacks (0) = 150/150 Power Points

  6. it's weird, i can access the site on my PS3 but noton my computer. i also cant see the submit button with the PSN browser in chat (sorry for coming in and leaving immediately), so that's out of thequestion. when it rains it pours some times :?

    EDIT: Ignore this.

  7. It may have to do with the little gibberish number you get when you log in. Right now the url reads

    http://www.freedomplaybypost.com/index.php?sid=07642acce3414ff1db45bf508aaf066a

    But if i don't have that gibberish at the end, I'm not logged in.

  8. Player Name: Sandman XI

    Character Name: Grizzly Bear

    Power Level: 10 (151/151PP)

    Trade-Offs: None

    Unspent Power Points: 0

    Progress To Bronze Status: 1/30

    In Brief:

    Alternate Identity: Joseph Smith

    Identity: Public

    Birthplace: The Wilds of Canada

    Occupation: Unemployed

    Affiliations: None

    Family: John (father, 72), Maddie (mother, 62), 11 siblings (4 sisters, 7 brothers)

    Description:

    Age: 32 (DoB: December 13, 1979)

    Apparent Age: early thirties

    Gender: Male

    Ethnicity: Caucasian

    Height: 6'6"

    Weight: 200 lbs

    Eyes: Green

    Hair: Brown

    Power Descriptions: Grizzly Bear's powers make him very strong and very tough. So much is his strength, that he can leap over somethings in a single bound. On top of being strong and hardy, his aging process has seemed to stop.

    History: Joseph's family were wilderness people. Traveling all over without the comforts of modern society. Still, they made their own. Joseph was the youngest of twelve children. Born during a harsh winter, they didn't expect him to live, but they gave Joseph the love and attention he needed. Much more than live, Joseph thrived! He took very early growing spurts. Though this was not among the men in his family, he grew very tall and healthy.

    Growing up, Joseph was the physical type. He had a disdain for what he thought was "girly stuff". Mostly he would stick around with his father and brothers. When it came to hunting, that's what he enjoyed the most. The Smith family boys did not use guns, no, they learned how to chase things and take them down with handheld weapons. Joseph relished the hunt, but he prized himself in that he really didn't need a weapon at all. He would grapple his prey into a brutal submission.

    During his early adult years, Joseph was tasked to go into town to get some supplies. It was one of those trips that would seal his fate. He noticed someone being assaulted. Leaping into action, he took the criminal down and subdued him. A wrestling scout saw this and approached Joseph, telling him he could use that skill. Joseph didn't think nothing of it, but the scout laid on the pitch thick. Joseph eventually met with the scout again.

    Over the next few years, Joseph traveled the indies and eventually got his break on worldwide television. Unfortunately, while he had the skill of a wrestler and the look and voice of a champ, he just didn't have the "push". He would wrestle high profile matches, but he never really got much out of it. After a good decade he was future endevoured and quit the business all together.

    (to be finished)

    Personality & Motivation:

    Powers & Tactics:


    Complications:

    Abilities: 8 + 6 + 8 + 0 + 6 + 6 = 34PP

    Str 18/30 (+3/+10)

    Dex 16 (+3)

    Con 18/30 (+3/+10)

    Int 10 (+0)

    Wis 16 (+3)

    Cha 16 (+3)

    Combat: 8 + 8 = 16PP

    Initiative +7

    Attack +10 Melee, +4 Ranged

    Grapple +22/+16

    Defense +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

    Knockback -5/-2

    Saving Throws: 2 + 3 + 3 = 8PP

    Toughness +4/+10 (+4/+10 Con, +0 [Other])

    Fortitude +6/+12 (+4/+10 Con, +2)

    Reflex +6 (+3 Dex, +3)

    Will +6 (+3 Wis, +3)

    Skills: 0R = 27PP

    Acrobatics 12 (+15)

    Climb 10 (+20)

    Diplomacy 7 (+10)

    Handle Animal 7 (+10)

    Intimidate 12 (+15)

    Language 1 (English, French [native])

    Notice 12 (+15)

    Sense Motive 12 (+15)

    Stealth 12 (+15)

    Survival 12 (+15)

    Swim 10 (+20)

    Feats: 34PP

    Accurate Attack

    Acrobatic Bluff

    Acute Attack

    Animal Empathy

    Attack Focus (melee) 6

    Attack Specialization (thrown) 3

    Defensive Attack

    Dodge Focus 6

    Grappling Finesse

    Hide In Plain Sight

    Improved Grab

    Improved Grapple

    Improved Initiative

    Improved Pin

    Improved Trip

    Improved Throw

    Move-by Action

    Power Attack

    Skill Mastery 2 (Acrobatics, Climb, Intimidate, Notice, Sense Motive, Stealth, Survival, Swim)

    Startle

    Track

    Powers: 12 + 12 + 1 + 3 + 4 = 32PP

    Enhanced Constitution 12 [12PP]

    Enhanced Strength 12 [12PP]

    Immunity 1 (aging) [1PP]

    Leaping 3 (x10) [3PP]

    Super-Strength 2 (Effective Str 40) [4PP]

    DC Block

    Totals: Abilities (34) + Combat (16) + Saving Throws (8) + Skills (27) + Feats (34) + Powers (32) - Drawbacks (0) = 151/151 Power Points

  9. Player Name: Sandman XI

    Character Name: The Mist

    Power Level: 10 (147/151PP)

    Trade-Offs: None

    Unspent Power Points: 4

    Progress To Gold Status: 1/90 (silver earned by Wesley Knight)

    In Brief: A graffiti artist inspired by Midnight, the golden age hero.

    Alternate Identity: Cathrine Rose (birth name), Cat (nickname)

    Identity: Secret

    Birthplace: Freedom City, New Jersey

    Occupation: Independently Wealthy

    Affiliations: None

    Family:

    Description:

    Age: 21 (DoB: December 13, 1990)

    Apparent Age: early twenties

    Gender: Female

    Ethnicity: Caucasian

    Height: 5'6"

    Weight: 130 lbs.

    Eyes: brown

    Hair: brown

    Power Descriptions:

    History:

    Personality & Motivation:

    Powers & Tactics:


    Complications:

    Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP

    Str 14 (+2)

    Dex 16 (+3)

    Con 16 (+3)

    Int 14 (+2)

    Wis 16 (+3)

    Cha 14 (+2)

    Combat: 8 + 8 = 16PP

    Initiative: +2

    Attack: +8 Melee, +4 Ranged

    Grapple: +10

    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

    Knockback: -4

    Saving Throws: 3 + 3 + 3 = 9PP

    Toughness: +8 (+3 Con, +1 jacket, +4 defensive roll)

    Fortitude: +6 (+3 Con, +3)

    Reflex: +6 (+3 Dex, +3)

    Will: +6 (+3 Wis, +3)

    Skills: 0R = 25PP

    Acrobatics 12 (+15)

    Bluff 8 (+10)

    Craft (artistic) 8 (+10)

    Gather Information 8 (+10)

    Knowledge (popular culture) 8 (+10)

    Knowledge (streetwise) 8 (+10)

    Language 4 (French, Itallian, Spanish)

    Notice 12 (+15)

    Search 8 (+10)

    Sense Motive 12 (+15)

    Stealth 12 (+15)

    Feats: 26PP

    All-Out Attack

    Attack Focus (melee) 4

    Benefit 1 (Wealth 1)

    Challenge (Fast Acrobatic Bluff)

    Connected

    Danger Sense (auditory)

    Defensive Attack

    Defensive Roll 3

    Distract (Bluff)

    Dodge Focus 4

    Elusive Target

    Equipment 1 (gas mask, leather jacket)

    Improved Initiative

    Power Attack

    Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

    Sneak Attack

    Taunt

    Uncanny Dodge (auditory)

    Powers: 0 + 0 + 0 = 40PP

    Device 1 (Power Knuckles, hard to lose)

    Damage 4 (Extras: Mighty)

    Device 9 (Mist Makers, hard to lose)

    The Midnight Mists
    BE: Damage 10 (Extras: Alternate Save [Fortitude], Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

    AP: Fatigue 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

    AP: Nauseate 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

    AP: Paralyze 10 (Extras: Alternate Save [Fortitude], Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

    AP: Stun 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    Totals: Abilities (30) + Combat (16) + Saving Throws (9) + Skills (25) + Feats (26) + Powers (40) - Drawbacks (0) = 147/151 Power Points

  10. Player Name: Sandman XI

    Character Name: Magus

    Power Level: 10 (150/150PP)

    Trade-Offs: None

    Unspent Power Points: 0

    Progress To Gold Status: 0/90

    In Brief: Genius Bruiser, Novice Mystic

    Alternate Identity: Joshua Rose

    Identity: Secret

    Birthplace: Pensacola, Florida

    Occupation: Self-Employed Occult Sales

    Affiliations: None

    Family: Darius (father, 48), Georgia (mother, 43), Summer (step-mother, 24), Taylor (half-sister, 4), Desi and Deva (cats)

    Description:

    Age: 24 (DoB: December 13, 1987)

    Apparent Age: Mid twenties

    Gender: Male

    Ethnicity: African-American

    Height: 6'4"

    Weight: 220 lbs

    Eyes: Brown

    Hair: Black

    Power Descriptions: Josh can do magic of different sorts, he just has to go through some pride and pageantry to do so. A magical word followed by some arcane handwaving mixed with a spell component and then BAM instant spell. He has fighting spells which can blow up things or disintegrate things. Healing spells which can restore health, mental spells that can control minds, and movement spells that can move others around or teleport them to another place.

    His jacket is protected by magical runes. on they outside it looks like a normal black leather jacket. On the inside it's covered with gold and silver writing. This makes it hard as a breastplate.

    History: Josh's family was big into sports. They wanted their boy to be the next Emmit Smith or Ken Griffey Jr. It's a southeastern thing. Sports are basically a religion down here. Anyway, from the time he was able to walk they were teaching Josh how to throw the ball. Football and baseball mostly. They tried him in basketball later on and his body type wan't suited for it. Still, sports loving family members were riding high on their future pitcher and/or quarterback.

    Even though Josh showed aptitude for sports, what he really loved to do was learn things. He loved teaching things. It was a great bif cycle of knowledge for him. While physically he developed at the same rate as other kids his size, his brain lead him to other pursuits in the mean time. He could have skipped most of elementary and middle school all together, but his parents made him stay for the sports programs.

    Josh always felt alone in a crowd. He knew his mother and father loved him, but he also knew they saw him as a meal ticket. Friends weren't easy to come by either. It was hard talking to the other kids about new and interesting things when they were all busy busting head. He understood. You can lead a horse to water, but you can't make him drink What really frustrated Josh is that the more academically inclined students wrote him off as a "sports prodigy". Meaning they thought he was flying through classes because the teachers wanted to see him play.

    So outcast by both sides, he barely had any friends. Just hangers on as usual sports players do. High school was when this truly kicked into high speed. He was a dual sports player. He was a pitcher and a quarterback. He wasn't starring in either role, but he could if he wanted. Josh slacked a bit. Always playing the follow up to the more popular guys. Life was terribly drull those few years. Though when the scouts started scouting, he was offered many offers in both sports. Naturally "sports guys" didn't get "smart guy" scholarships.

    His hopes and dreams of college anywhere vanished one evening He was driving home late one night It was a deserted road and a truck that had apparently fallen asleep at the wheel slammed into his tiny little Kia. The truck driver found Josh unconcious and nearly dead. When Josh got to the hospital he was hooked up to machines and put on life support. He wasn't expected to make it, but miraculously he did. He would just have a few scrapes and bruises, oh, and a back problem that would last him the rest of his life. Needless to say, his sporting days were over.

    This was a dark time in Josh's family life. After the crash his mother and father, though they still cared for their only son, obviously saw their dreams go up in flames. This did not wear well on them either. They began to grow apart. Fighting and fussing ensued over the next year or two. It all came to a head when his father was caught cheating with a woman half his age (someone Josh went to school with no less). It was awkward. The divorce was quick. His mother continued her spiral into alcohol brought on by Josh's injury. He was old enough to move out on his own at this time. And bad back be damned, he was getting away from this mess.

    Josh signed up for state college. He had to borrow money from the government to pay his bills there (and to this day he still owes them). He majored in history. People in college were much more accepting of him as a person. They didn't care that he knew how to play sports well, they appreciated his brain. Josh was overjoyed. In fact his smarts so impressed one group, they invited him to join them.It was a quirky bunch, but Josh fit right in with them. Sooner than later, Josh found out this was a "cult". In parenthesis because they didn't worship any false god, they just studied the arcane and occult arts. Josh was impressed and looked at this as a chance to learn more about the world.

    He was a natural at this type of thing. rising through the ranks of the club effoortlessly. One perk was that, what modern science couldn't fix, magic helped lessen the blow. HIs back was still tore up, but he didn't have to take pain meds anymore. It was when his initiation into the final circle where his life truly got flipped upside down. The final test was to summon and bind a Force of Nature. This was not going to be an easy cherrypicking task. Unfortunately it went about as well as expected, but something worse came out of this. He summoned the force but the binding was faulty and the force escaped. The demon only known by the name Quasayrakthero (not it's true name) Possessed JOsh instead of the harmless animal it was supposed to. Quickly incapacitating everyone at the riual, Quasayrakthero demanded to be taken to Freedom City and let free or he would use Josh's body to murder everyone here. Josh was stuck between a rock and a hard place. Let a demon free in the world or commit multiple counts of murder.

    Josh relented and took the demon to Freedom as it said and set it free from his body. This is not the end of the story of course. Josh got in touch with his club back home and they gave him a few contacts in Freedom. Josh was going to fix the mistake he made.

    Personality & Motivation: Josh is a very talkative person once you get to know him. He just loves to talk. Some say that he just likes the sound of his own voice, but Josh is just a personable type of guy trying to know a little bit about everything and everyone. He's a nice enough fellow and once he gets the message that he needs to shut up he will. He's a big trivia buff and sports player also. He likes to test himself physically and mentally. Sometimes both at the same time. All in the name of having a good time.

    Josh's first and foremost motivation is demon hunting. He feels guilt over letting a demon free not knowing where it is. So he hunts them wherever they may be. Otherwise, he keeps the city safe from criminal and/or villainous threats.

    Powers & Tactics: Josh has two modes of fighting. His high school days taught him to throw anything he could get in his hands hard fast and accurately. Despite having a bad back the boy still has and arm like a canon. His magic on the other hand is mostly front and center fighting.

    Complications:

    Bad Back: Even though the magic takes the pain away, the injury is still there.

    Demon Hunter: Josh is always on the lookout day and night for the demon he unwittingly released in Freedom City.

    Spellcasting: If Josh is deprived of his hands or voice, he cannot cast his magical spells.

    Worst of Both Worlds: Most people see him as a big dumb musclehead. Though when they get to know him, they see him as an overtalkative nerd.

    Abilities: 6 + 2 + 2 + 14 + 14 + 0 = 38PP

    Strength: 16 (+3)

    Dexterity: 12 (+1)

    Constitution: 12 (+1)

    Intelligence: 24 (+7)

    Wisdom: 24 (+7)

    Charisma: 10 (+0)

    Combat: 8 + 12 = 20PP

    Initiative: +5

    Attack: +4 Melee, +4 Ranged, +10 Magic, +10 Thrown

    Grapple: +7

    Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

    Knockback: -0/-2/-3/-5

    Saving Throws: 3 + 3 + 3 = 9PP

    Toughness: +1/+5/+6/+10 (+1 Con, +5 Protection, +4 defensive roll)

    Fortitude: +4 (+1 Con, +3)

    Reflex: +4 (+1 Dex, +3)

    Will: +10 (+7 Wis, +3)

    Skills: 100R = 25PP

    Concentration 13 (+20)

    Craft (artistic) 8 (+15)

    Craft (chemical) 8 (+15)

    Craft (structural) 8 (+15)

    Knowledge (arcane lore) 8 (+15)

    Knowledge (history) 8 (+15)

    Knowledge (tactics) 8 (+15)

    Notice 13 (+20)

    Search 13 (+20)

    Sense Motive 13 (+20)

    Feats: 24PP

    All-Out Attack

    Artificer

    Attack Specialization (Magic) 3

    Attack Specialization (Thrown) 3

    Defensive Roll 2

    Dodge Focus 4

    Improved Initiative

    Jack of All Trades

    Power Attack

    Precise Shot

    Ritualist

    Throwing Mastery 5

    Powers: 4 + 30 + 0 = 34PP

    Device 1 (Runed Jacket; 5PP Container; Flaws: Hard-to-Lose) [4PP]

    Protection 5 [5PP]

    Device 7 (Spell Component Pouch; 35PP Container; Flaws: Hard-to-Lose; Feats: Restricted, Blah) [30PP]

    Magic (30PP Array; Feats: Alternate Power 5) [35PP]
    Base Power: Damage 10 (Extras: Area [burst], Selective Attack)

    Alternate Power: Damage 10 (Extras: Linked) and Drain Toughness 10 (Extras: Affects Objects, Linked)

    Alternate Power: Healing 10 (Extras: Total)

    Alternate Power: Mind Control 10 (Extras: Duration [sustained])

    Alternate Power: Move Object 10 (Extras: Range [Perception])

    Alternate Power: Teleport 6 (Extras: Accurate, Portal)

    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 Power Points

  11. Well, besides a few feats and a language the character is almost done mechanically. The concept is a champion of the nine Olympian muses. What I need help with is ideas for the array powers. Any suggestions?

    Player Name: Sandman XI

    Character Name: (name)

    Power Level: 10 (150/150PP)

    Trade-Offs: None

    Unspent Power Points: 0

    Progress To Gold Status: 0/90

    In Brief: Blessed Champion of the Nine Muses

    Alternate Identity:

    Identity: Secret

    Birthplace:

    Occupation: Freelance Artist

    Affiliations: The Nine Muses

    Family:

    Description:

    Age: ??? (DoB: Year [Optionally, Day & Month])

    Apparent Age: (if applicable)

    Gender:

    Ethnicity:

    Height:

    Weight:

    Eyes:

    Hair:

    Power Descriptions:

    History:

    Personality & Motivation:

    Powers & Tactics:


    Complications:

    Abilities: 6 + 6 + 6 + 6 + 6 + 6 = 36PP

    Str 16 (+3)

    Dex 16 (+3)

    Con 16 (+3)

    Int 16 (+3)

    Wis 16 (+3)

    Cha 16 (+3)

    Combat: 8 + 8 = 16PP

    Initiative: +3

    Attack: +4 Melee, +4 Ranged, +10 Muse Power

    Grapple: +7

    Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

    Knockback: -5

    Saving Throws: 4 + 4 + 7 = 15PP

    Toughness: +10 (+3 Con, +7 Protection)

    Fortitude: +7 (+3 Con, +4)

    Reflex: +7 (+3 Dex, +4)

    Will: +10 (+3 Wis, +7)

    Skills: 80R = 20PP

    Concentration 7 (+10)

    Craft (artistic) 7 (+10)

    Knowledge (art) 7 (+10)

    Knowledge (history) 7 (+10)

    Knowledge (physical sciences) 7 (+10)

    Knowledge (theology and philosophy) 7 (+10)

    Language 3 (English [native], Greek, Latin, Placeholder)

    Perform (acting) 7 (+10)

    Perform (comedy) 7 (+10)

    Perform (dance) 7 (+10)

    Perform (oratory) 7 (+10)

    Perform (singing) 7 (+10)

    Feats: 18PP

    Attack Specialization (Muse Power) 3

    Dodge Focus 6

    Inspire 5

    Placeholder 4

    Powers: 0 + 0 + 0 = 45PP

    Array 15 (Feats: Alternate Power 8) [38PP]

    Calliope, Epic Poetry

    Clio, History

    Erato, Love Poetry

    Euterpe, Song and Elegiac Poetry

    Melpomene, Tragedy

    Polyhymnia, Hymns

    Terpsichore, Dance

    Thalia, Comedy

    Urania, Astronomy

    Protection 7 [7PP]

    Drawbacks: (-0) + (-0) = -0PP

    DC Block

    Totals: Abilities (36) + Combat (16) + Saving Throws (15) + Skills (20) + Feats (18) + Powers (45) - Drawbacks (0) = 150/150 Power Points

  12. Friday was a busy day for Knight's Ink. People getting ready for their weekend, getting those last minutes alterations. After noon the place would be slam full. There was a small crowd of customers and artists in the waiting area talking about the upcoming transactions. The atmosphere was very loose and fun, with upbeat classic rock tunes filling the air. When the large man in a suit entered the shop everyone stopped for a moment to look. When he asked for Wesley, they went back to what they were doing. Wesley greeted his guest with a hearty handshake and a smile, "Yes sir, may I help you?"

  13. Participants

    Crow

    Wisp

    Life Knight

    Silhoette

    Premise

    A lonely mage summons Aphrodite for a Valentines date. Said lonely mage will want this date to go perfectly, so he gets some heroes to make sure no others interrupt them. Unfortunately for him, when Aphrodite comes to town, there will be villains trying to kidnap the now mortal goddess. Specifically I plan to use Rant and Rave as comical foils and Medea as the big threat. So, what say ye?

  14. Oh wow, Wesley thought, I didn't think he'd actually ask. Life Knight kept a straight face and nodded, "Yeah. Low profile. Hiding in plain sight if you will." He pulled out a card for Knight's Ink and handed it to Jubatus, "Due to some rookie mistakes, I really don't have much of a secret identity. Sure I can change a bit, but everyone who knows my civillain identity can piece two-and-two together." He smiled and shrugged, "I guess it's good to have understanding friends." He sighed contentedly. "Oh right. The complicated backstory," he spoke up like he had been dodging a question, "Let's see, I grew up in the Deep South. A town called Tunnel Hill, Alabama. It's afactory town. When my family moved their - my dad took a job to make some money - we were the only black family there." Wesley hung his head, "I'll save you the details, but the intervening years were not the brightest for me." He looked back to Jubatus, "After I lost my family in an unrelated accident when i was 16 things got worse.. By the time I was 18 I was facing several men in pointy white hats with a rope on a tree. If my powers hadn't kicked in then I would have been dead. I had to get away from there. So I came here." He nodded, "I guess that's about as personal as I can get at the moment."

  15. There wasn't much to say to the cops, really. He wasn't there, he just heard gun shots and happened upon the scene. There was probably something under good samaritan that he had to do this. He didn't even know how this would go down in the books. Attempted murder? They weren't dead. Aggravated Assault? He did use a weapon and there was a witness and a weapon. Either way, that guy would probably not getting out of a cell for a long long time. Wesley trusted the justice system would sort this out.

    And when all was said and done, there was him and the catman left. Uplifted cat? He didn't look like a human, more like a cheetah with a large head walking on it's hind legs and wearing a vest. He'd seen weirder heroes in his past. And the weirder ones sometimes didn't stack up to the "normal" ones. He had the numbers of a vampire, a goddess, a perpetually resurrecting psychic and a faerie on his cell phone. Knowing those guys made all the strange stuff much less strange.

    Luckily for Wesley, he kept a low profile on the heroics. He was going on four years now! Not that he didn't love being a hero. The exact opposite. Wesley just wanted to serve the public without much fanfare. He was what the news liked to call a "street level hero". Chasing after bad guys in his own neighborhood. Dealing with criminals that would hurt his family and friends. Funny thing is, Wesley's a pretty friendly guy. So unless someone was an absolute monster or didn't want to be liked, he was cool with them.

    "My story," Life Knight said with a questioning tone. He crossed his arms and smiled, "Let's see, you know my name. I'm a local hero, as you can probably tell by now. I use life energy. I can heal, as you saw. I can also use it to change my form." To show off, he assumed the form of a caucasian female then a dove then a hybrid lion man then back his Life Knight form. "I can also have access to any living thing's bio energy. Not something I use lightly. It can change their form or mess with their biological and neural functions." He cleared his throat and smiled a small smile, putting one hand on the side of his head and shaking a few white feathers out of his dreadlocks, "So yeah. I guess that explains everything. Unless you want actual backstory. That's a bit more complicated."

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