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Sugarrush

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  1. Players Name: Sugarrush Power Level: 10 Trade-Offs: [ +1 attack for -1 DC; -5 Defense for +5 Toughness] Unspent PP: 2 Characters Name: The Mantis Alternate Identity: Moonshine Hopper Height: 5,6 Weight: 113 Hair: Bald (shaved), otherwise black Eyes: Brown Description: Moonshine Hopper has a thin and frail looking body, and wears his precious orange monk robes, sporting the mark of a praying mantis on the chest. He looks always calm and collected, sometimes showing a knowing smile, which for his age of 18 is not usual. As The Mantis he puts on an ancient mask depicting the face of a praying mantis, hiding his face but also strengthening him, as the mask has many secrets and have been worn by many masters and remains of their power is left in it for those who wear it to use, if they are accepted by the masters spirits. History: Moonshine Hopper was found abandoned by his parents in the jungle between the borders of China and India, there he was found by a monk of a hidden and secret Buddhist cult known as “The unseen scaleâ€Â, believing that not only was humanity blinded from finding their path to peace and happiness by material and worldly wealth, but they believed that there was a need of true balance in everything. Moonshine Hopper was raised into fully believing in these ideas and took them in as a part of him self, and was trained in controlling his mind and therefore others, strengthening his spirit and therefore his body, but this training took impact on his body, when not strengthened, it was frail like a child’s. When 18 he was to get a mission from the elder, Lama Sunrise Claw, to see if Moonshine was worthy of becoming a Lama. Lama Sunrise had felt a great imbalance in the war between good and evil and decided that Grasshopper Moonshine Hopper was to embark to Freedom City and take place there as a villain, aiding the balance there. With some contacting, Sunrise Claw made a deal with the principal of Shadow Academy to take him in. Personality & Motivation: Moonshine Hopper is always calm, and will not act unless needed or when he needs to aid as a villain. Moonshine will often, when there is a chance, destroy material and worldly matters, like money, jewels, things considered of worth, being helpful to those blinded by the world to see their true path. Powers & Tactics: The Mantis has been trained to be strengthened by his mind, making him tough to harm because he wills not to be harmed. His mental training has given him some psychic capabilities, but his most fearsome power is his Touch of Nirvana, that drains his foes mental capabilities and strikes their minds at his touch. The Mantis is trained in martial arts and therefore likes to be close to his enemies. Complications: -In a new world (Moonshine has lived in caves and jungle all his life, Freedom city is unlike anything else and he should face many things he never have heard of, like the things you call telephones) -Broken English (Moonshine is new to the language and has only begun to learn the basics, he should have problem being understood by others) -Prejudice: teenager, bald, Asian, monk Stats: 16pp Str: 8/20 (-1/+5) Dex: 10 (+0) Con: 8/30 (-1/+10) Int: 10 (+0) Wis: 30 (+10) Cha: 10 (+0) Combat: 16pp Attack: +4/+10(melee) Grapple: +0 Defense: +4 (+2 flat-footed) Knockback: -0 Initiative: +0 Saves: 5pp Toughness: +0 (+0 Con, +0 other) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +15 (+10 Wis, +5) Skills: 50r = 12pp Medicine 4 (+14) Notice 12 (+22) Sense motive 12 (+22) Diplomacy 12 (+12) Concentrate 8 (+18) Feats: 14pp Accurate attack All-out attack Assessment Attack focus: melee 7 Defensive attack Dodge focus Jack-of-all-trades Power attack Powers: 86pp Drain Will 9: Linked, Damage 9 (Nirvana Touch/Psychic descriptor); Extras: Duration: Sustained [+4], Aura [+2], alternate save: will [+1]; Flaw: Action: Full action [-6]) [3pp/1r) [27] (both are will-save) Enhanced Strength 12 (Psychic descriptor, drawback: noticeable: glowing arms and legs) [11] Enhanced Constitution 22 (Psychic descriptor, drawback: noticeable: glowing and sparking around the body) [21] Force field 5 (Psychic descriptor) [5] Impervious toughness 10 (Psychic descriptor, sustained) [10] Device 3 (Mask of the mantis, hard to lose) [12] Auto fire 1 strength 5; linked: penetrating strength 5 (Psychic/Metaphysical descriptor, PFs: 4 APs) [14] AP: Emotion control 10 (Psychic descriptor, Extras: Area: Burst [+1]; Flaws: Range: touch [-2], Limited to one emotion: calm [-1], subtle) [6] AP: Drain Toughness 5 (Destruction of lies/Psychic descriptor, Extras: Area: burst, Affects objects; Flaws: Limited to objects) [10] AP: Speed 10 (Psychic descriptor) [10] AP: Obscure 4, all sense-types (Psychic descriptor, Extras: Area: burst [+1]; Flaws: Range: touch [-2], phantasm[-1]; PFs: subtle) [9] Drawbacks: 1pp Impoverished DC Block: ATTACKS:------------------- SAVE DC:-------------------DAMAGE TYPE: Melee---------------------20/toughness-----------------Bruising--- Nirvana touch-------------24/will----------------------Bruise/Drain Destruction of lies-------20/ref-----------------------Drain------ Costs: Abilities (16) + Combat (16) + Saves (5) + Skills (12) + Feats (14) + Powers (86) - Drawbacks (01) = Total Cost: 148
  2. Players Name: Sugarrush Power Level: 10 Trade-Offs: [example] Unspent PP: 0 Characters Name: Impact Alternate Identity: forgotten Height: 4,9 Weight: 80 Hair: Strawberry-blonde Eyes: Blue-green Description: Impact looks like your average cute and energetic eight-year old girl, with shoulder length hair tied back, some freckles appairing on her face, Impact is most oftenly smiling. History: Impact was out on a picnic far outside Freedom city with her parents when a meteor flew towards them, it striked true, and hours after, Impact woke up, with a total memory loss in the middle of a crater, the meteor having been somehow absorbed by her. With newfound speed she arrived back in Freedom city, confused and scared. But never fear, it didn't take long until a scout from Shadow Academy noticed her and took her in under their wing. Personality & Motivation: Impact is very young and very physical in her approach to stuff, she likes running around wildly and breaking stuff, though she keeps herself from harming people, that is wrong, she just wants to have fun. Should a super try to stop her then they, by her logic, should be able to take it. She is a child with powers and she's easily bored, do the math. Powers & Tactics: Impact is fast, and will use that as an advantage, she's also kind of strong and tough, and will go into melee and use that, but if that doesn't work she'll use her fanatastic speed and body-slam the poor sods of her enemies. Complications: Honor: don't hurt civilians/innocent (Impact doesn't like seeing people in pain, at least if they've not done anything to deserve it or knows what they're in for) Prejudice: Child, girl Dead (Even though she doesn't know it, the meteor killed her, but now keeps her alive as a living dead, making her count as an object, should she ever find out, it won't be pretty.) Stats: -6pp Str: 8 (-1) Dex: 10 (+0) Con: - (-) Int: 8 (-1) Wis: 8 (-1) Cha: 20 (+5) Combat: 0pp Attack: +6(melee)/+8(slamming) Grapple: +5/+20 Defense: +0 (+0 flat-footed) Knockback: -9 Initiative: +20 Saves: 13pp Toughness: +13 (- Con, +13 other) Fortitude: - (- Con, -) Reflex: +0 (+0 Dex, +0) Will: +12 (-1 Wis, +13) Skills:36r = 8pp Diplomacy 12 (+17) Notice 12 (+11) Gather information 12 (+17) Feats: 12pp Accurate attack All-out attack Power attack Attack focus: melee 6 Attack specialization (slam) Beginners luck Luck 1 Powers: 123pp Enhanced strength 30 [30] Enhanced feat: improved initiative 5 [5] Immunity 30: fortitude saves [30] Protection 13 [13] Impervious toughness 10 [10] Flight 10 (cosmic descriptor, PF: two APs) [22] AP: Speed 20 AP: Burrowing 20 Super movement 2, permeate, Water-walking(flaws: works only when running) [3] Space travel 4 [4] Drawbacks: 0pp DC Block: ATTACKS:----------------SAVE DC:-----------DAMAGE TYPE: Melee---------------------29/toughness------bruise/staggering Slam--25/35/ toughness (should be limited to a max of DC:27)- Bruise staggering Costs: Abilities (-6) + Combat (00) + Saves (13) + Skills (8) + Feats (12) + Powers (123) - Drawbacks (00) = Total Cost: 150
  3. These changes makes it very problematic for the character and the concept, perhaps it doesn't fit to have her as a PL 10... I've decided that maybe it doesn't work to have her as a character, I'll post another PL 10 later. If possible, please remove this thread.
  4. Yes, so I've noted, and I've told that Sekhmet has realised that lethal violence are frowned upon, and she does everything she can to adapt to her situation, she is very able to be calm and sociable and knows for her self that in these times, she needs allies. I've not even been close to mention her looking like a super-model, just saying that she was QUITE well-shaped for her age, not VERY or something like that, but maybe I should have defined what I meant with quite. Oh and sorry, seems like I forgot to add that her current age is 16 as well, her joining the shadow academy was a part of her background, is that allowed? As for her Strength and Constitution, they are there naturaly as she is the reincarnation of a goddess? Or would you prefer her to have them as enhanced traits? So it takes a standard action to activate an aura otherwise? The action is on how long it takes for it to be activated, then it is sustained and everyone touching her will be in trouble, or have I made a major mistake? With points shaving, are you implying the attack focus: melee or dodge focus? I'd guess only dodge focus, and yes, it might be seen as points shaving but it's also a bit because of her mentality, so most thing will hit her if they catch her from behind or makes acrobatic bluff. But if that is not good enough I'll make such changes.
  5. I've posted Sekhmet, if she's accepted there will be a new student in Shadow academy :)
  6. Players Name: Sugarrush Power Level: 10 Trade-Offs: [ -3 Attack for +3 Damage, -5 Defense for +5 Toughness] Unspent PP: 0 Characters Name: Sekhmet Alternate Identity: Jessica Doe Height: 5.3 foot Weight: 167 lbs Hair: White Eyes: Red Description: Jessica is a tall and slender albino, quite well-shaped for a girl her age, with long flowing white hair and pale skin and striking red eyes, dressed mostly in black, making her pale skin be much more noticeable. When in her other form, however, as Sekhmet, she changes her face into one of a lionesse, fur covers parts of her arms and her nails grows slightly, but not by much. Jessica smells oftentimes like lilies but as Sekhmet she smells like blood. History: Ever heard of Sekhmet? The Egyptian goddess sent down to the mortal realm by the other gods to punish the fools for not listening to them? Well she went a bit too far and was later killed by Anubis, after having drugged her down. But that's not where the story ends, for Sekhmet was a goddess and were to be reincarnated when the stars where right. Meet Jessica Doe, born of a mother they couldn't identify, dying seconds after Jessica was born. With a dead mother and unknown father she was later sent to an orphanage to be taken care of. At the age of 6 she started to partly remember her prievious lifes, she felt an insatiable anger and thirst of violence, but she remanined calm, showing only little real proof of being a super-human to the rest, just starting to slowly research her current position and time. After 8 years, at the age of 14, she got into Shadow Academy. Personality & Motivation: Sekhmet is violent, and likes nothing more than fighting, but knows also that she needs to restrain herself at the moment, otherwise she will be in a bit too big trouble, and those jail institutions doesn't seem like fun. She'll most likely create havoc or join in on merc operations, whatever she feels like, if it gets her to fight, it should probably be good. Also, her current reincarnation is flawed, much of her old strength is gone, and she wants it back, and so she strives for self-improvement and should she get a chance to get to know why this reincarnation is flawed, she'll take it, it might help her know what to do so she can repair it. Powers & Tactics: Sekhmet is durable, that is for sure, and strong as well, so she will opt for going in fast to melee and take out her opponents there, old, crude, but effective. Complications: Sekhmet has many complications in this time, examples are: Enemy: Ka Hatred: Anubis Prejudice: Female, Teenager, Albino Stats: 76pp Str: 36 (+13) Dex: 16 (+3) Con: 40 (+15) Int: 12 (+1) Wis: 12 (+1) Cha: 20 (+5) Combat: 0pp Attack: +7(melee) Grapple: +0 Defense: +5 (+0 flat-footed) Knockback: -12 Initiative: +13 Saves: 10pp Toughness: +15 (+15 Con, +0 other) Fortitude: +15 (+15 Con, +0) Reflex: +3 (+3 Dex, +0) Will: +11 (+1 Wis, +10) Skills: 48r = 12pp Intimidate 12 (+17) Knowledge: Arcane lore 8 (+9) Notice 12 (+13) Survival 8 (+9) Handle animal 8 (+13) Feats: 20pp Accurate attack Animal empathy Attack focus: melee 7 Dodge focus 5 Improved initiative 2 Startle Beginners luck Luck 2 Powers: 32pp Morph 1 (into Sekhmet-form, divine descriptor) Speed 2 (divine descriptor) Superstrength 5 Impervious toughness 10 Drain Constitution 9 (divine descriptor, Extras: concentration, sustained, aura; Flaws: Full action [-3]) Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack)--------(Save DC/Type)------(Type of Damage: Bruise/Injury, or other) Melee----------------------28/toughness--------Bruise/Injury Drain CON-----------------19/Fortitude---------Drain Costs: Abilities (76) + Combat (00) + Saves (10) + Skills (12) + Feats (20) + Powers 32) - Drawbacks (00) = 150
  7. I thought this would happen, but wasn't each square 5x5 feet? or do they take up that much place? If they don't, Void should be able to get between them. If they are, these robots aren't to bright, standing lumped together and the Void will stand on M13.
  8. The Void stands between the two bruised ones.
  9. The Void grinned, and if it wasn't for the fact that she was a mute, she would've laughed aswell. She had an idea, and at least in her ears, it was a fun one. So she disappeared once again only to reappear between two of the robots, doing some piroutes as if to say "hey bucket-heads, here I am!"
  10. The Void wants to try on an Acrobatic bluff in order to do a redirect. Is that OK with the GM?
  11. She's using her perception ranged damage right now.
  12. The Void smiled, these robots could by no means be dangerous to her, all she had to do was make sure she would hit with her attacks. So once again she pointed her Nihilo to one of the robots, and it was hit by a projectile in its back.
  13. Seeing Babd doing her try at the gate, The Void, decides to try it out aswell, putting more power in her Nihilo on the attack, the projectile of the the weapon from the Zero-zone, like herself, hits it's mark,the gate didn't seem to hold much against the Voids blast and was blown away.
  14. For the one point to spend on the Void: 1 additional rank of protection. As for Psi, make Telekenesis dynamic.
  15. Void teleported somewhere randomly inside (G4), turned to the closest guard available and shot him, though she stood right infront of him, he was shot in the back. He fell to the ground, unconcious. She then teleported herself onto the Yacht.
  16. Is the door unlocked down there where we are aswell?
  17. The Void teleported inside the booth, and attacked with her lifedraining sword form of Nihilo. Her attack hit it's mark. The guard couldn't withstand the draining capabilities of Nihilo and fell unconcious. Edit: appearantly my attack made him unconcious, according to MBCE, but I could be wrong.
  18. If the guards should be affected by a drain constitution, would their toughness go down with their current constitution bonus? Seeing that I don't know their CON score, I play it now that it doesn't.
  19. Who starts first? Me since I was on top of the list or what?
  20. The Void turned to the guard raising his weapon, she raised her Nihilo quickly and fired. It was a hit, but the bullet only graced the shoulder, slightly bruising him. Iniative; 1d20+3=18
  21. Psi looks directly at the teller in question and with the aid of Mind control tells him to do what ever Super-thug says, it could get ugly if he chose to be a hero. He also orders everyone in the bank that they'll never mention his existance or prescence in this robbery.
  22. Stealth was not something for The Void, and so she aimed for a direct approach. She teleported to the frontdoor, smiling, her Nihilo held tightly.
  23. Just a question, how will saves be rolled for the by-standers? Will they be rolled at all?
  24. Psi sighs loudly, looking at the mess his big companion had made. "Yeah, whatever you big oaf! Let's hurry up, get the money and we'll be outta here!" he called to Super-thug and began to look out for possible trouble.
  25. Would you like Psi to join? for a fee, of course....
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