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Lone Star

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  1. Kid Cthulhu[floatr][/floatr] Players Name: Lone Star Power Level: 9 (114/143PP) Trade-Offs: None Unspent PP: 29 Platinum Status: 38/60 (15PP bump from PL6-7, +23 post-bump) Click here for Warlock, Blake Salazar's new post-Kid Cthulhu form. Characters Name: Blake Salazar Alternate Identity: Kid Cthulhu Height: 5â€10’ Weight: 140 Hair: Dyed black Eyes: Green Description: Blake is, by first glance, an “artsy emo†kid as described as his friends. He wears a lot of black, is thin as a rail, and has hair dyed black. His hair is combed over one of his eyes, and is very thick. He wears glasses, and has eyes the color of swamp water. As Kid Cthulhu, his skin becomes a sickly shade of green, and he grows scales on his arms and legs. His head also changes shades, and green tentacles protrude from his face. He also can extend scaly wings from his back and fly at a low speed. He also gains a slight fishy odor, with a dash of sea salt. Tasty. When in costume, KC wears a fairly typical superhero outfit; a spandex costume of which the main color is black with highlights of green. In the center of the torso, he has the Elder Sign in white as his insignia. He has a cape of lighter green, also with an Elder Sign on the back. History: Blake’s mother died when he was just ten years old. His parents were both artists, who experimented with drugs, alcohol, and sometimes the occult when out of ideas. Their art was considered stunning and radical by their critics. Blake’s mother died from alcohol poisoning when she and her husband went on a binge. Blake’s father was devastated by the event, and he became a shell of a man, just living from day to day. As Blake entered his teenage years, he inherited much of the artistic ability of his parents, winning a few contests his freshman year of high school. He was never satisfied with his work, always pushing for more. He was a big fan of occult readings, such as Aleister Crowley and H.P. Lovecraft. He thought if he could get a glimpse of what lay beyond the barrier of reality, he would achieve the inspiration he needed. He found an extremely yellowed copy of what seemed to be the Necronomicon. Although Blake had his doubts, he began to prepare the rituals for the summoning spell. Needless to say, Blake succeeded. He summoned THE UNSPEAKABLE ONE and THE UNSPEAKABLE ONE muttered something incomprehensible, and Blake blacked out. Although he encountered just a tiny fragment of the true form of...THE UNSPEAKABLE ONE, he remained fairly sane. Sorta. When he came to, THE UNSPEAKABLE ONE was gone, and Blake was a squid. He looked into the mirror, and saw something straight from H.P. Lovecraft. He began to pace about the room, and within a few months, mastered changing from human to squiddy form. It seemed THE UNSPEAKABLE ONE left Blake a little more than the ability to become like him, he also gained some of his extradimensional abilities. Blake had found a new purpose: he would use his powers for the general betterment of mankind, if they would accept his new squiddy form. Personality & Motivation: Although Blake may come off as stand-offish in his human form, he gains a degree of self-confidence while fighting crime as Kid Cthulhu, which may be his subconscious reason for doing so. Powers & Tactics: Blake will generally roar into battle with a few eldritch bursts of mystic fire, to weaken his enemy. Following this, he either drains their wisdom, ending their movement with a mental burst, or just paralyzes them and blasts away. He does not know very much about subtlety, because, I mean, how easy do you think hiding is when you’re green? Complications: Self-Esteem: He feels very much under his father's artistic shadow and has self-esteem issues as a result. Girlfriend: Blake's girlfriend, Jessica Parker, is also the superheroine Ironclad. Abilities: -2+4+0+4+0+4 = 10pp Str: 8 (-1) Dex: 14 (+2) Con: 20/10 (+5/+0) Int: 16 (+3) Wis: 22/10 (+6/+0) Cha: 14 (+2) Combat: 10+16 = 26pp Attack: +5 Base, +8 Ranged Grapple: +4 (Melee Attack +5, Strength -1) Defense: +8 Base (+4 Flat-Footed) Knockback: -3, -2 Flat-Footed Initiative: +2 Saving Throws: 3+4+3 = 10pp Toughness: +7/+3 (+5/+0 Con, +2 Defensive Roll), +5/+0 Flat-Footed Fortitude: +8/+3 (+5/+0 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +9/+3 (+6/+0 Wis, +3) Skills: 36r = 9pp Craft (Artistic) 10 (+12) Knowledge (Arcane Lore) 11 (+14) Notice 7 (+13/+7) Perform (keyboards) 8 (+8) Feats: 10pp Attack Focus (Ranged) Defensive Roll 1 (+2 Toughness) Luck 2 Minion 4 Ritualist Uncanny Dodge (Mental) Powers: 29+10+12+1 = 52pp Preternatural Array 12 (24PP, Power Feats: Accurate, Alternate Power 4) [29pp] BE: Blast 8 (mystic fire; Extra: Autofire) AP: Mental Blast 6 (mind-shattering contact) AP: Drain Wisdom 8 (sanity drain;Extra: Alternate Save/Will; Power Feat: Improved Critical 2) AP: Emotion Control 8 (primordial fear; Extras: Area [40-ft. Burst, General]; Flaws: Limited/Fear) Enhanced Constitution 10 [10pp] Enhanced Wisdom 12 [12pp] Flight 1 (10MPH / 100 feet, Drawbacks: Power Loss [Wings]) [1pp] Drawbacks: 4+1 = 5pp Normal Identity (If unable to speak; Full round; -4) Noticeable (when not in Normal Identity; -1) DC Block: Blast -- 23/Toughness Mental Blast -- 21/Will Drain Wisdom -- 18/Will Emotion Control -- 18/Will Costs: Abilities (12) + Combat (26) + Saves (10) + Skills (09) + Feats (10) + Powers (52) - Drawbacks (05) = 114/140pp
  2. Why do I need to put them on my sheet if I've already told you? And he tries to use Diplomacy before he scares people. Edit: They are, in fact, Mutant.
  3. Okay! Deleted the whole Detect thing, increased his Charisma, and added Bluff. :P
  4. Sorry, all I meant was for my character to have the ability to see who is "good", meaning not a psycho murderer, and evil, in the most white and black sense. I mean, if you've killed a bunch of people, he'll see you as evil, but if you're like, a firefighter that saved a kitten from a tree, you'd be inherently good.
  5. Sorry if I didn't go into detail enough about this, but the ultimate dishonor in masked wrestling is to have one's mask removed, so I figured that would be a unique power loss for him. It's kind of based on the Dumbo effect in the Paragons book, his powers are always on, but the effect his mask has on his confidence is psychosomatic. His powers are largely mutant based, so he always had the genetic potential to become a superman, but his grief in losing the match caused his mutation to come later. I guess...you're right about the Diplomacy and Sense Motive, but his costume "makes" him a great leader and diplomat, although I didn't explain that very well at all. And the whole Alignment thing was simply so he could determine who was good or evil, not really as a lawful good or chaotic good.
  6. I'm retiring Fastball, and waiting on approval for El Aguila.
  7. Players Name: Lone Star Power Level: 10 Trade-Offs: None Unspent PP: None Characters Name: El Aguila Carmesi “The Crimson Eagle†Alternate Identity: Roberto Juarez Height: 6’ 2†Weight: 180 lbs. Hair: Black Eyes: Blue Description: Roberto takes care of himself, and keeps his thick hair cut short. He also sports a thin mustache, which he keeps clean. He has a thin body frame, but he is very lithe and powerful-looking, with extremely toned muscles. His powers manifest themselves in a red anima barrier, which looks as though transparent red flames cover his body at all times when he is wearing his costume. His costume looks very much like what one would think a luchador looks like, but Roberto spent many hours hand-sewing his costume, and it shows. His costume is primarily crimson, with accents of golden yellow. Like many luchadores, he goes without a shirt, but the pants of his costume are long, and a simple eagle design in gold runs up the right leg of his costume. History: Roberto grew up in the metropolis of Mexico City, Mexico, and lived a fairly pleasant childhood. He went to a nice school and had very few problems growing up. Roberto’s father would always take him to see the luchador fights, despite his mother’s chagrin, and soon, Roberto was in love with the sport. He trained himself throughout most of his childhood and teenage years, and at the age of 18, entered the ring. He exploded onto the luchador scene and soon rose to stardom. In his signature match with El Segador, The Reaper, Roberto lost the match terribly, and was on the mat in minutes. He blamed himself for the loss, and threw himself into a deep depression that lasted many years. He hung up his mask, and vowed to never return to the ring again. He had never lost a single match, and his spirit was crushed. He went out into the real world, the one beyond the bright lights of the stadium, and got a white-collar job, where he worked, unhappily. When he came home from work one night, he stopped by the closet where he hung his costume so many years before, and hesitated. He opened the door to the closet, and there his costume sat, and the bright red that glowed in the ring had faded. Roberto suddenly felt compelled to put his old costume on, and he suddenly felt a great surge of strength enter his body. He looked down at his hands, and they were covered in a mystical red fire that didn’t singe his skin. Roberto ran from the room and stepped outside, feeling the same pride he had felt when he was back in the ring. Then he noticed he was hovering steadily higher, and he looked down to see the red anima field glowed behind him, like a contrail. He smiled to himself, and took off. The rest is history. Personality & Motivation: Roberto’s motivation for becoming a superhero is he feels he must protect his people with his great power. Although he may seem over-the-top at times, he feels very strongly that those who can, must do, and hates when people waste their talent. Powers & Tactics: As his powers are suited for close-combat, Roberto fights his opponents head-on, and with the ferocity of an eagle. Complications: Fame (Superhero), Phobia (Losing his mask), Responsibility (Protect his people) Stats: 30 pp Str: 30 (20) (+10/+5) Dex: 10 (+0) Con: 30 (20) (+10/+5) Int: 10 (+0) Wis: 12 (+1) Cha: 20 (+5) Combat: 32 pp Attack: +6 (+10 Unarmed) Grapple: +16 Defense: +10 (+10 flat-footed with Uncanny Dodge, +5 without) Knockback: -5 Initiative: +0 Saves: 21 pp Toughness: +10 (+10 Con, +0 other) Fortitude: +15 (+10 Con, +5) Reflex: +10 (+0 Dex, +10) Will: +7 (+1 Wis, +6) Skills: 43 r = 11 pp) Bluff 12 (+17) Diplomacy 15 (+20), Intimidate 8 (+13), Notice 8 (+9), Sense Motive 12 (+13) Feats: 18 pp Attack Specialization (Unarmed) 2 Diehard Elusive Target Fearless Improved Grab Improved Pin Instant Up Inspire 2 Luck 2 Move-by Action Power Attack Quick Change Takedown Attack Uncanny Dodge (visual) Powers: 37 pp Enhanced Ability (Constitution) 10 [10 pp] Enhanced Ability (Strength) 10 [10 pp] Flight 4 [4 pp] Immunity 9 (Life Support) [9 pp] Drawbacks: -4 pp Involuntary Transformation (When mask is removed; Uncommon, Major), Noticeable (Anima effect; Uncommon, Minor) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Unarmed DC 25/Tough Costs: Abilities (32) + Combat (32) + Saves (21) + Skills (11) + Feats (18) + Powers (37) - Drawbacks (-4) = 150 points
  8. My character has the ability to summon the PL 6 archetypes from Instant Superheroes, which I have copied here. Basically, just make up a generic name for whatever archetype he summons. Battlesuit Power Level 6 Str 26/10* Dex 10 Con 10 Int 18 Wis 12 Cha 10 Skills: Computers 4 (+8), Craft (electronic) 6 (+10), Craft (mechanical) 6 (+10), Knowledge (technology) 6 (+10), Notice 2 (+3) Feats: Attack Focus (ranged), Inventor, Power Attack Powers: Device 12 (powered armor, hard to lose): Blast 8 (Alternate Powers: Enhanced Strength 16), Flight 3 (50 MPH), Immunity 9 (life support), Protection 8 (Extras: Impervious), Super-Senses 6 (Blindsight [Radio, Extended], Extended normal vision), Super-Strength 3 (Heavy Load: 3.6 tons) Combat: Attack +3, +4 (ranged), Grapple +14, Damage +8 (blast or unarmed), Defense +4, Knockback -8, Initiative +0 Saving Throws: Toughness +8**, Fortitude +3, Reflex +3, Will +4 Abilities 10 + Skills 6 + Feats 3 + Powers 48 + Combat 14 + Saves 9 = Total 90 Energy Controller Power Level 6 Str 10 Dex 16 Con 12 Int 10 Wis 12 Cha 12 Skills: Acrobatics 6 (+9), Concentration 6 (+7), Intimidate 4 (+5), Notice 4 (+5) Feats: Acrobatic Bluff, Precise Shot, Quick Change Powers: Electrical Control 8 (Alternate Powers: Stun 8), Flight 3 (50 MPH), Force Field 6 (Extras: Impervious), Immunity 5 (electricity damage) Combat: Attack +4, Grapple +4, Damage +0 (unarmed), +8 (electrical control), Defense +5, Knockback -6, Initiative +3 Saving Throws: Toughness +7* (+1 without force field), Fortitude +5, Reflex +7, Will +5 Abilities 12 + Skills 5 + Feats 3 + Powers 40 + Combat 18 + Saves 12 = Total 90 Paragon Power Level 6 Str 26/14 Dex 12 Con 26/14 Int 10 Wis 10 Cha 12 Skills: Notice 4 (+4), Search 4 (+4) Feats: Power Attack Powers: Enhanced Constitution 12, Enhanced Strength 12, Flight 5 (250 MPH), Impervious Toughness 8, Super-Strength 4 (Heavy Load: 7.2 tons) Combat: Attack +4, Grapple +16, Damage +8 (unarmed), Defense +4, Knockback -8, Initiative +1 Saving Throws: Toughness +8*, Fortitude +9, Reflex +4, Will +5 Abilities 12 + Skills 2 + Feats 1 + Powers 50 + Combat 16 + Saves 9 = Total 90 Psionic Power Level 6 Str 10 Dex 12 Con 10 Int 12 Wis 18 Cha 10 Skills: Concentration 8 (+12), Notice 4 (+8), Sense Motive 4 (+8) Feats: Trance, Uncanny Dodge (mental) Powers: Force Field 8, Mental Blast 6 (Alternate Powers; Telekinesis 8 [Heavy Load: 3 tons; Extras: Damaging]), Super-Senses 1 (Mental Awareness), Telepathy 6 (20 miles; Alternate Powers: Mind Control 6) Combat: Attack +4, Grapple +4 (+12 with Telekinesis) Damage +0 (unarmed), +6 (mental blast), +8 (telekinesis), Defense +4, Knockback -4, Initiative +1 Saving Throws: Toughness +8 (+0 without force field), Fortitude +3, Reflex +4, Will +7 Abilities 12 + Skills 4 + Feats 2 + Powers 47 + Combat 16 + Saves 9 = Total 90 Speedster Power Level 6 Str 10 Dex 16 Con 14 Int 10 Wis 10 Cha 12 Skills: Bluff 6 (+7), Notice 6 (+6) Feats: Defensive Roll 2, Dodge Focus 2, Elusive Target, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-By Action, Redirect Powers: Super-Speed 5 (250 MPH, Rapid Fire; Power Feats: Rapid Attack, Running Punch, Wall Run) Combat: Attack +7, Grapple +7, Damage +0 (unarmed), +3 (rapid fire), +5 (running punch), Defense +8 (+3 flat-footed), Knockback -2, Initiative +28 Saving Throws: Toughness +4 (+2 flat-footed), Fortitude +4, Reflex +7, Will +3 Abilities 12 + Skills 3 + Feats 12 + Powers 28 + Combat 26 + Saves 9 = Total 90 Martial Artist Power Level 6 Str 16 Dex 18 Con 14 Int 10 Wis 12 Cha 10 Skills: Acrobatics 8 (+12), Climb 6 (+9), Concentration 6 (+7), Escape Artist 6 (+10), Intimidate 4 (+4), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+10) Feats: Acrobatic Bluff, Defensive Roll 2, Elusive Target, Equipment 1, Evasion 2, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Power Attack, Redirect, Stunning Attack, Takedown Attack, Uncanny Dodge (visual) Equipment: Sai (Strike 1 [Power Feats: Improved Block, Improved Disarm, Mighty, Thrown) Combat: Attack +8, Grapple +11, Damage +3 (unarmed), +4 (sai), Defense +8, Knockback -2, Initiative +8 Saving Throws: Toughness +4 (+2 flat-footed), Fortitude +5, Reflex +8, Will +4 Abilities 20 + Skills 12 + Feats 16 + Combat 32 + Saves 10 = Total 90
  9. Players Name: Lone Star Power Level: 6, 90 points Trade-Offs: None Unspent PP: None Characters Name: Nathan Paul Alternate Identity: The Creator Height: 5†11†Weight: 220 lbs. Hair: Black Eyes: Green Description: Nathan looks like the prototypical comic book nerd: fat, greasy, wears comics T-shirts, and has a large beard. History: From a young age, Nathan was never very popular. At his pre-school, he would always get the worst crayons and kids would throw blocks at him and laugh. His elementary years weren’t much better, but high school was absolute agony for him. He never had many friends, and was frequently beaten by the bullies and the jocks of the schools. His only comfort, comic books, kept his sane during his teenage years. Following a brief college stay, he used his remaining college money to buy the rundown comic store near his old neighborhood. He was happy there, and for the first time in his life, he was completely happy. Inevitably, this changed quickly. After he closed shop, some thugs decided to break in and steal the money in his register, not forgetting to ransack the building. Nathan was heartbroken. He took out his remaining college fund and bought back a percentage of his original stock, but it wasn’t the same. Nor was Nathan. He would often lock himself in his small apartment and read comics for hours on end, just as an escape. As he reread his issue of Steel Avenger #48, he felt a strange wave of nausea. He decide to lie down and take a nap. When he awoke, his favorite superhero was standing next to his bed, awaiting orders. Nathan was overjoyed, and his first task was to get revenge on the hoodlums that destroyed his store. He found them outside of a convenience store, and he told the Steel Avenger to kill them with his particle beam. The hero obeyed Nathan’s command, and the hoodlums were disintegrated in a blue energy ray. Over the next few weeks, Nathan got revenge on his old high school bullies using his favorite comic book characters as tools of destruction. He was finally in control, for once in his life. He had the power to do whatever he wanted. He became the Creator. Personality & Motivation: Nathan, through years of torment, has developed an anti-social personality towards what he considers unsavory types of people (ie anyone other than his customers) When he recieved his powers: he gained a sort of god-like complex now that he finally had the power to get revenge on his tormenters. Powers & Tactics: Nathan is not very physically imposing, but he generally stands off to the side while his characters do the work. He will often distract his foes with obscure movie quotes and characters, leaving them open to attack. Complications: Enemy (Many), Obsession (Comic Books), Personality (Megalomania), Reputation (Comic Book Nerd), Responsibility (Protect Store) Stats: -1 pp Str: 8 (-1) Dex: 10 (+0) Con: 8 (-1) Int: 16 (+3) Wis: 10 (+0) Cha: 8 (-1) Combat: 20 pp Attack: +5 (+6 w/ Favored Environment) Grapple: +4 Defense: +5 (+2 flat-footed) Knockback: -0 Initiative: +16 Saves: 18 pp Toughness: +6 (-1 Con, +5 other) Fortitude: +7 (-1 Con, +0) Reflex: +4 (+0 Dex, +0) Will: +8 (+0 Wis, +0) Skills: 36 r = 9 pp Craft (Artistic) 6 (+8), Drive 5 (+5), Knowledge (Current Events) 7 (+9), Knowledge (Popular Culture) 11 (+14), Notice 8 (+8) Feats: 20 pp Assessment, Defensive Roll 3, Distract (Knowledge: Popular Culture), Eidetic Memory, Equipment 5, Favored Environment (Urban), Improved Initiative 2, Jack-of-All-Trades, Luck 2, Master Plan, Move-by Action, Well-Informed Powers: 24 pp Summon Array 7 BP: Summon (Battlesuit) 6 (E:Fanatical(1);F:Distracting(1);PF: DAP: Summon (Energy Controller) 6 (E:Fanatical;F:Distracting) DAP: Summon (Paragon) 6 (E:Fanatical;F:Distracting), DAP: Summon (Psionic) 6 (E:Fanatical;F:Distracting), DAP: Summon (Speedster) 6 (E:Fanatical;F:Distracting), DAP: Summon (Martial Artist) 6 (E:Fanatical;F:Distracting)) Drawbacks: -3 pp Lifting: 80 lb. Equipment (25 points): Compact Car (9), Armored Jumpsuit (3), Sword (5), Cell Phone (1), Computer (Laptop) (1), Flashlight (1) Power Loss (If he is beaten in Popular Culture check; Uncommon, Major) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Variable: Depends on archetype summoned. Costs: Abilities (0) + Combat (20) + Saves (20) + Skills (9) + Feats (20) + Powers (24) - Drawbacks (-3) = Total Cost 90
  10. Hey! I just put my guy, Fastball, in the fray...he rolled for initiative.
  11. Fastball was crouched on ground opposite, watching the whole thing. Southside was his neighborhood, and he wouldn't let anyone take that away from him. Although, he thought to himself, I really could use the help. He walked halfway across the street when Hellbound fell from the window, and a large red man followed him. What the hell? Fastball thought as he drew his weapon of choice: a powerful aluminum baseball bat. He sped the rest of the way across the street and prepared for combat.
  12. I'll have a PL 10 villain soon, I'm working on it. Where should Fastball start in FC?
  13. I'm reading Ron Paul's The Revolution, and Stephen King's Nightmares and Dreamscapes and The Dark Half.
  14. Okay! I added Improved Crit to his feats for his bat, and in the words of the Lolcat: "I can haz approval?" :?
  15. Gotcha. Can he have Improved Crit 1, then? I'll add it to feats. Note: he will not be beating people up, its more of like a martial arts weapon, y'know? Like a quarterstaff, only much tougher, haha. Edit: He will be beating people up, but not to death. :D
  16. I changed his personality, and I figured he would know how to effectively use a bat as a weapon, considering he was a pro.
  17. Understood, and I use it in the way that Rorschach uses it. I had to write something in. EDIT: I've fixed it, hopefully. Sorry about the formatting mistake.
  18. Players Name: Lone Star Power Level: 6 (90/91pp) Trade-Offs: None Unspent PP: 1 Characters Name: Hugh Pitts Alternate Identity: Fastball Height: 6’ 3†Weight: 200 pounds of pure muscle Hair: Brown Eyes: Blue Description: Hugh Pitts is a former baseball star, and looks it. He has dark brown hair that is styled into a short crew cut. He works out for several hours a day to keep in shape, and has more than once been mistaken for a professional wrestler. He generally wears comfortable T-shirts or muscle shirts, although he will more than likely be wearing gym shorts or sweatshirts when jogging. His favourite outfit is a navy blue jogging outfit, which he wears on his morning runs. He also likes to collect baseball jerseys. His costume is mostly tactical, tough sports armor spray-painted white. He also painted a "01" in red across the chest of the outfit, his insignia. He also wears a red baseball cap with his costume, and cleated red shoes. He wears a white mask that covers his entire face, in the style of a ninja mask. (I'll try to make a drawing soon.) History: Hugh Pitts (Comets) was born in the Southside of Freedom City, in a district not known for its hospitality. To prevent him from getting into the large gang population of his neighbourhood, Hugh’s mother signed him up for baseball. Hugh was a champion at it, going on to win the little league tournament. He continued with his baseball career, winning many games in middle and high school, and going on to play for the Freedom City Comets. He became the starting pitcher for the team and had soon everything he ever wanted from his fans and sponsors. Before one of his games, a local mafia lord offered him a deal: ten million to throw the game. Hugh, being of sound morals, refused. A few weeks later evidence had been found that Hugh had been using steroids, and he was forced to resign from the team. He found himself in a deep depression for weeks, and was planning to end his life, when he saw a young boy’s bike being stolen by gang members. Hugh leapt to his feet and chased the hooligans, and gave the boy his bike back. The boy, no older than 10, said “Thanks, mister! You should be a superhero.†Hugh realized at that point what his life’s purpose had been. He took baseball as his theme and bought high quality baseball equipment as weapons, and now roams the streets as Fastball. Personality & Motivation: Hugh is motivated to protect Freedom City from the gangs, the criminals, and the ne'er-do-wells because of his past, and he feels an obligation to save the new generation of youth from being involved in criminal activities. He feels that crime-fighting is what he was truly born to do, and he will fight for justice whenever he can. Powers & Tactics: Hugh himself has no powers, but he uses his tremendous strength and athletic ability to fight criminals. He’s tough as hell, and uses his bat and baseballs as martial arts weapons. Complications: Reputation (vigilante) Responsibility (protect the streets) Honor (Will not kill under any circumstances) Stats: 24 pp Str: 18 (+4) Dex: 14 (+2) Con: 15 (+2) Int: 10 (+0) Wis: 15 (+2) Cha: 12 (+1) Combat: 22 pp Attack: +6 Grapple: +10 Defense: +5 (+5 flat-footed) Knockback: -0 Initiative: +2 Saves: 15 pp Toughness: +6 (+2 Con, +4 other) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +5 (+2 Wis, +3) Skills: 31r = 8pp Drive 4 (+6) Intimidate 9 (+10) Knowledge (Popular Culture) 5 (+5) Knowledge (Streetwise) 7 (+7) Notice 6 (+8) Feats: 21pp Accurate Attack Attack Focus (Ranged) Defensive Roll 2 Equipment 3 Improved Critical 2 (Baseball Bat) Improved Pin Improved Throw Improved Trip Luck Precise Shot Throwing Mastery 5 Ultimate Effort (Intimidate) Uncanny Dodge (Visual) Powers: 0pp Drawbacks: 0pp Lifting: 260 lb. DC Block: Melee Attack -- 20 Toughness Baseball Bat -- 21 Toughness, Crit 19-20 Touch Range Baseballs -- 20 Toughness, Autofire 25 Feet Range Costs: Abilities (24) + Combat (22) + Saves (15) + Skills (8) + Feats (21) + Powers (0) - Drawbacks (0) = Total Cost 90 / 91
  19. I don't think I'll be able to play consistantly (everyday) with school being how it is...so if a mod would delete my character that'd be good. I'm sorry! :(
  20. Fixed! I changed my first post as required.
  21. You got it- I'll fix his character sheet and convert it to the proper format.
  22. Lone Star Power Level 6 Characters Name: Nikolas Meyer Alternate Identity: Blitz Height: 6’ 3†Weight: 160 Hair: Blonde Eyes: Green Description: Nikolas is a 16-year old boy, rather thin, and spikes his hair up in the middle. He hates formal clothing (although his costume is an exception) but he usually wears knee-shorts and T-shirts. However, he is very cold-natured, and can often be seen wearing a black coat over his usual informal attire. He is also fond of American classic rock, and is more often than not wearing a Led Zeppelin or The Doors T-shirt. He is very physically active, although he cannot legally enter any sports; he is a savant at archery and lacrosse. History: He was born in the city of Heidelberg near the Neckar River and enjoyed a pleasant childhood in an upper-class home. Although he was not a genius, he made average grades and was always active in sports. On his 16th birthday, his parents were driving him home from the movies on a particularly busy highway, and a storm had begun to brew. The rain poured down in front of the car, making visibility very difficult. Suddenly, a bolt of lightning jolted next to them and Nikolas’ mother swerved, running into a light pole. The light pole fell, crushing the car straight down the middle. The bottle of water Nikolas had been drinking before the crash splashed over him, and he was immediately electrocuted, and he fainted in the backseat. He awoke in the hospital two days later to find that he was, luckily, the only one hurt in the accident and he was expected to make a full recovery. Nikolas returned to school, but was feeling very strange, and he began to accidentally zap people with static electricity when shaking hands. He also began to emit a strange, ozone like odour which he could not remove with any amount of showering or cologne. After school, when he was walking home, a group of criminals approached him and pulled out knives, asking for his wallet. In his moment of panic, Nikolas lashed out, and a surge of electricity shot forth from his eyes. He realized what he had become at that moment: a superhuman, an ubermensch. The robbers ran off, and Nikolas ran home to tell his parents, who were overjoyed. Within a few months, Nikolas flew from his hometown to Freedom City, where he is now registered at the Claremont Academy. Costume: Nikolas’ costume was custom-made for him by a tailor in his hometown. It is a black jumpsuit with silver highlights on the cuffs and collar, and a thin lightning-bolt insignia also sewn in silver, with chrome buttons on the cufflinks and down the front of the suit. He also wears dark goggles to conceal his identity. “Just as well, they look very cool.†Personality & Motivation: Nikolas comes across as a rather casual person, although he takes his studies and heroic business very very seriously. He feels that the accident happened for a reason, that somewhere out there, a higher power granted him these abilities to fight the good fight for justice against those who would misuse their powers. Complications: Nikolas suffers from a degree of self-inferiority and depression, mostly as a result of his powers. He feels that if he screws up enough, that he doesn’t deserve the company of others who make better decisions. Essentially, he gets into a funk every now and then, and doesn’t really want to talk to a whole bunch of people. In addition, he is often entangled in multiple romantic threads, which tend to be a problem from time to time. Stats: 10pp Str: 10 (+0) Dex: 18 (+4) Con: 10 (+0) Int: 12 (+1) Wis: 10 (+0) Cha: 12 (+1) Combat: 22 pp Attack: +6 Grapple: +6 Defense: +15 (+15 flat-footed) Knockback: -0 Initiative: +4 Saves: 7 pp Toughness: +6 (+0 Con, +3 Impervious with Protection, +3 with Undercover Vest) Fortitude: +10 (+0 Con, +0) Reflex: +10 (+0 Dex, +0) Will: +8 (+0 Wis, +0) Skills: 3pp Diplomacy 9 (+11), Language (English) (Native is German), Stealth 2 (+6) Feats: 7 pp Accurate Attack, Attack Focus (Ranged), Endurance, Equipment, Inspire, Improved Critical 2 (electrical blast) Sneak Attack, Uncanny Dodge, Powers: 26pp Electrical Control Array Base Power: Blast 6 (electrical blast) AP-Blast 5 (electrical surge) (E:Area - Explosion (50' Radius),Linked to Nullify) AP-Blast 5 (striking bolts) (E:Autofire x2) AP-Transmit 6 (electrical transmission, via outlets or wires) AP- (electrical shutdown) Nullify (all of Technology descriptor) 6 Protection 3 Extras: Impervious[Enhanced Feat: Diehard] Speed 1 (enhanced speed) [Enhanced Feats: Move-By Action] Equipment (10 points): Camera (1), PDA (1), Camo Clothing (1), Night Vision Goggles (1), Cell Phone (1), Undercover Vest (4), Video Camera (2) Drawbacks:1pp Noticable (Ozone odor detectable to those with Super-Scent); uncommon; minor DC Block: (note, I added Ranged Attack Focus to the DC) ATTACKS: SAVE DC: DAMAGE TYPE: Blast 6 22/Toughness Bruise (Staged) Blast 5 (Autofire and Explosion) 21/Toughness Bruise (Staged) Costs: Abilities (10) + Combat (22) + Saves (9) + Skills (3) + Feats (9) + Powers (26) - Drawbacks (1) = Total Cost 90
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