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WhiteDrag0n-24

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Everything posted by WhiteDrag0n-24

  1. Stats: 24pp Str: 12 (+1) Dex: 10 (+0) Con: 10 (+0) Int: 16 (+3) Wis: 14 (+2) Cha: 22 (+6), 30 (+10) w/ Amulet Combat: 22 pp Attack: +3 (+8 in close combat) Grapple: +2 Defense: +8 (+4 flat-footed) Knockback: -5, -0 without Armour. Initiative: +1 Saves: 17pp Toughness: +10 (+0 Con, +10 other) Fortitude: +7 (+0 Con, +7) Reflex: +5 (+0 Dex, +5) Will: +7 (+2 Wis, +7) Skills: 36r = 9pp Intimidate 5 (+15) Bluff 5 (+15) Notice 7 (+9) Sense Motive 13 (+15) Knowledge (Philosophy and theology)1 (+5) Diplomacy 5 (+15) Feats: 32pp Minion x7 (25 15pt Minons [5] 1 30pt minion [2]) (2pt variant) Masterplan Edilic memory Attack focus (melee) 5 Fearless Accutate attack Defensive attack Improved block Improved disarm Improved initiative Power attack Equipment 4 Powers: 47pp Device 2 (Armor of the Undying; Hard to lose; PF: indestructible) [9] Protection 10 Device 4 (“Mortis†the Sword of Volk; easy to lose; PF: indestructible, restricted (wielder must intend to kill again))[14] Strike 9 (Ex: Linked Drain Constitution 10 [PF]; PF: Mighty; db: full power) Device 4 (cruentus draconis talein- Amulet of the Red Dragon; Hard to lose; PF: indestructible) [17] Mind shield 11 Enhanced charisma (8) Immunity 1 (need to sleep) Devise 3 (Shield of Krisis; easy to lose, PF: indestructible) [7] Deflection (3pt variant) 5 Drawbacks: -1PP Fatigue if amulet is removed (uncommon, minor) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Unarmed -- 16/Toughness -- Damage Sword -- 25/Toughness -- Damage, and see Con Drain/Deathblade. Con Drain/Deathblade -- 20/Fortitude -- Drain Constitution, Linked to Strike/Sword. Costs: Abilities (24) + Combat (22) + Saves (17) + Skills (9) + Feats (32) + Powers (47) - Drawbacks (-1) = Total Cost 150 MINIONS
  2. In that case I can go with mind shield. I just felt that when Grey gets made, the jig is up, if you know what I mean. hmmm, I would say that in my character concept Grey can be intimidated, even feared, but that he would aways react to it with a cool head. meaning that he would either devert his whole attention to the percieved problem, or in a worst case scenario, withdraw, given the situation. I think I saw a stoic feat some where... Is there any other way to represent this. Grey used to have gear to deal with illusions, but it has been lost to him. He'll just have to rely on his natural critical nature to get past such problems and maby the fact that he has delt with illusion's before. Thanx, me fix
  3. Where grey is from "gods" refer to incedibly powerful beings, problably like PL 20 characters in MnM, not omnipotent beings like a christian God. And thier influance is actually limited to the World that grey is from. In fact grey is going to be calling supers "gods" or "avatars" when I'm finnaly done tinkering. Let me provide back ground on the amulate. The amulate was created by a mortal, the same man that eventualy banished Grey. He was an incredibly powerful mage and wanted to put in his bid for imortality, but to do so he knew that the "gods," at least some of them, would stand against him. So he created an incredibly powerful magical device to shield his mind from the gods and cloud his future. But the gods were not fooled, they deduced by his actions and his great power, the extent of his trechery and chose chapions to fight against him. At the moment the all-powerful mage achieved his goal the champion's found him, but now he was unable to be destroyed. But the champions were unswayed, at the expense of thier lives they banished the mage into another dimension, leaving behind the objects he had made. When grey unearthed these objects he used them for his own ends, he grew in power untill he rivaled the gods, and the only choice to defeat him was to unleash the mage. He came, and knowing the secrets of the objects destroyed one and banished grey. Theres the story. As far as gameplay is conserned, I plan to use guile and cunning with this character, and I just don't want even a powerful telepath to come along and ruin the whole thing, at least without removing the necklace. If you think Mind shield 10 is enough, ok, i'll go with that, you know the world better than me.
  4. one more time... I don't supose being wanted by a casino lord would count as a drawback? Stats: 20pp Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 18 (+4) Wis: 14 (+2) Cha: 12 (+1) Combat: 0pp Attack: +6 (+6 w/ pistol) Grapple: +0 Defence: +5 (+5 other, +1 flat-footed) Knockback: -2 Initiative: +1 Saves: 0pp Toughness: +5 (+2 Con, +3 other) Fortitude: +5 (+2 Con, +3 other) Reflex: +5 (+1 Dex, +4) Will: + (+1 Wis +3) Skills: 40r = 10pp Gather information 9 (+10) Investigate 11 (+15) Notice 3 (+5) Sense Motive 4 (+5) Bluff 4 (+5) Diplomacy 9 (+10) Feats: 16pp Attack Specialisation (Pistol) 3 Connected Contacts Dodge 5 Well informed Jack of all trades Equipment 5 Equipment: Heavy Pistol (Bob’s .45, Blast 4) Undercover vest (protection 3; PF: subtle) Cell phone Digital Audio Recorder Hand cuffs Masterwork Forensics kit (investigate +2) Multi tool Mini tracker Concealable microphone Video camera Flashlight Office (3pt HQ; features 5 toughness, dimunative ,fire prevention system, living space, security system 2(arcane wards, locks and bolts, bottle on the door handle)) Powers: 45pp Container 9 (“Guess it’s my lucky dayâ€Â) [45] Enhanced feats (luck x4, Beginners luck, seize initiative, Ultimate effort X3) [9] Enhanced traits (Will +3, Fort +3, reflex +2) [10] Probability control 5 [20] Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point; fl: fade [6] Drawbacks: -4 PP Poor (+4 starting wealth bonus) uncommon, minor -1 Power loss ("Lucky Day" Container, when an unlucky thing happens [black cat crosses path, walks under a ladder, breaks a mirror, etc.], powers return after unlucky thing is out of the scene or immediately after taking appropriate counter-measure [pet the black cat three times, walk backwards back under the same ladder, wash mirror shards in a river or bury them by the light of a full moon, etc.]; common, minor; -2pp)
  5. thanx I agree he might have more intimidate, but I always saw him as being able to convince anybody of anything. remember this guy convinced nations that had years of peacefull contact to go to war, convinced a god to instill in him power, and convince otherwise normal people to pick up arms and fight for him. He is a very imposing figure, but he also inspires confidence and a scence of family within his minions. People are scarred of him, but they also respect and look up to him as well. (Which in a way makes him even more evil) I would like to sight The Shredder from the TMNT, he is big and scary, but the (non robot) foot view him as a father. But if you think he can have the same effect with intimidate then I'll change him... how would you do that with intimidate :?: well ... cool. so... i'll fix that hmmm, I thought about that, but the amulate is supposed to provide protection even against the gods themselves. I mean in grey's origonal conception the amulate prevented Chronos, the god of time, from prodicting the outcome of grey's actions. It does more than just make it hard for someone to read his thoughts and enter his mind, it makes it imposible (unless of course you were to remove the amulate... I see a cinamatic moment in the making). How would I show that idea? Well as initiates (because thats all grey has right now are initiates) they also have the task of recruiting new, members and dealing with gangs and such. I'll fix the other stuff in my next post.
  6. Thank you for this... very much. I agonised for hours over what I wanted with his luck powers. I didn't want direct control, so no mving objects or jinxing like with Karma or Jinx, but I wanted it to describe how lucky he was and give him some more tools to use. I'd like him to have the ability to have bulets just fly past him and always do well, but I figure it's still early in his career as a super. I will keep troublefinder as a complication. "Are you always in the wrong place at the wrong time?" "Guess it's your lucky day" Lastly I envested alot in this character, in your profesional opinion will he do ok on the forums?
  7. Sorry again for the wait. Stats: 24pp Str: 12 (+1) Dex: 10 (+0) Con: 10 (+0) Int: 16 (+3) Wis: 14 (+2) Cha: 22 (+5), 30 (+10) w/ Amulet Combat: 24 pp Attack: +6 Grapple: +7 Defense: +6 (+3 flat-footed) Knockback: -0 Initiative: +1 Saves: 14pp Toughness: +10 (+0 Con, +10 other) Fortitude: +7 (+0 Con, +7) Reflex: +7 (+0 Dex, +7) Will: +2 (+2 Wis) Skills: 40r = 10pp Diplomacy 15 (+25) Intimidate 5 (+15) Knowledge (Philosophy and Theology) 2 (+5) Notice 8 (+10) Sense Motive 10 (+20) Feats: 26pp Accurate attack Defensive attack Eidetic memory Equipment 4 Improved block Improved disarm Improved initiative Master Plan Minion x7 (25 15pt Minons [5] 1 30pt minion [2]) (2pt variant) Power attack Powers: 53pp Device 2 (Armor of the Undying;Hard to lose;PF: indestructible) [9] * Protection 10 Device 6 (“Mortis†the Sword of Volk; easy to lose; PF: indestructible, restricted (wielder must intend to kill again))[20] * Strike 9 (Extra: Linked Drain Constitution 10 [PF]; PF: Mighty) Device 4 (cruentus draconis talein- Amulet of the Red Dragon; Hard to lose; PF: indestructible) [17] * Immunity 10 (mental effects) * Enhanced trait 8 (charisma) * Immunity 1 (need to sleep) Device 2 (Shield of Krisis; easy to lose, PF: indestructible) [7] * Deflection 10 Drawbacks: -1PP Fatigue if amulet is removed (uncommon) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Strike 10 --- 21/Toughness --- injure Deathtouch 10 --- 20/fortitude --- Con drain Costs: Abilities (24) + Combat (24) + Saves (14) + Skills (10) + Feats (26) + Powers (53) - Drawbacks (-1) = Total Cost 150 MINIONS
  8. Sorry about not posting for a while, but I'm still getting used to my school schedual and needed to find time to work on my characters. If you read what I posted before, forget it. What is here now is better. Troubleseeker I imagine being less of a teleport and more of fate interviening, Dashel always happens to be in trouble. Persistant means that nothing can take this flaw away (power is a curse as much as a blessing) The affects others thing I left as strictly a complication. Powerloss does efect the luck ability, but not trouble seeker, it may even make troubleseeker worse.
  9. Players Name: White Drag0n Power Level: 6 Characters Name: Dashel Mason, Private Investigator Alternate Identity: none Height: 5’ 11†Weight: 140lbs Hair: Brown Eyes: Hazel Description: History: Complications: Unbenounced to Dashel, his powers of luck come with a hefty penalty. Those around Dashel that come to call him friend always come to some misfortune, and Dashel himself always seems to be in the wrong place at the wrong time. Dashel uses his power to overcome these obstacles, but has a detrimental effect on those with him. Whenever Dashel needs money he tends toward gambiling. Leaning on his power to make a profit. Unfortunatly his wining streeks arn’t looked on favourably by the Southside Casinos and he has even been barred from the Atlantis and the Paradise. Needless to say a few owners would like to see Dashel “sleep with the fishes†Dashel has the bad habits of smoking and drinking a little too much, though he is trying to clean up his act a little. Stats: 18pp Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 18 (+4) Wis: 14 (+2) Cha: 12 (+1) Combat: 4pp Attack: +5 (+1, +4 w/ pistol) Grapple: +6 Defence: +5 (+1, +4 other, +1 flat-footed) Knockback: -2 Initiative: +5 Saves: 10pp Toughness: +5 (+2 Con, +3 other) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +5 (+2 Wis +3) Skills: 44r = 11pp Gather information 9 (+10) Investigate 11 (+15) Notice 3 (+5) Sense Motive 4 (+5) Bluff 4 (+5) Diplomacy 4 (+5) Knowledge (streetwise) 1 (+5) Sneak 4 (+5) Slight of hand 4 (+5) Feats: 20pp Attack Specialisation (Pistol) 2 Beginners luck Connected Contacts Dodge 4 Jack of All trades Improved initiative Luck x3 Well informed Equipment 5 Equipment: Heavy Pistol (Bob’s .45, Blast 4) Undercover vest (protection 3; PF: subtle) Cell phone Digital Audio Recorder Hand cuffs Masterwork Forensics kit (investigate +2) Multi tool Mini tracker Concealable microphone Video camera Flashlight Office (3pt HQ; features 5 toughness, dimunative ,fire prevention system, living space, security system 2(arcane wards, locks and bolts, bottle on the door handle)) Powers: 30pp “Guess it’s my lucky day†(Container 10(passive;Fl:Permanent,Troubleseeker) [30] Probability control 10 [40] Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point) [9] Drawbacks: -3 PP Poor (+4 starting wealth bonus) Power loss (When an unlucky thing happens; Cat crosses path, Walks under a ladder, breaks a mirror, etc.; does not work on Troubleseeker) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Blast 4 --- 14/Toughness --- injure Costs: Abilities (18) + Combat (4) + Saves (10) + Skills (11) + Feats (20) + Powers (30) - Drawbacks (-3) = Total Cost 90 The Street Level Archetypes book suggests that the private eye could have a network of Contacts, so... Raphael Consuelo (aka: The Cabbie) Raphael has been a cabbie in Freedom for over 11 years. He knows everybody and sees everything. He used to be a racer in the European formula 1 circuit till a horrible crash took away his desire to race. Now he owns a private cab in Freedom and makes a decent living. Funny thing is, is that whenever Dashel is in a pinch, it always seems to be Raphael that picks him up. They have servived a few close calls before and Raphael has sometimes had to call on his old tricks to get out of a scrape. In addition whenever there is something going on in Freedom, Consuelo seems to have heard something. (PS: I always thought this would be a cool hero idea, Cabbie with a supercab that helps people he picks up.) Chen Wen (aka: Old Man Chen) Dashel ran into Old Man Chen neer his home on the south side of Freedom. At the time Chen owed the mob protection money, but the old man refused to pay. So a couple of thogs went to rough him up, dashel happened to be there at the time and steped in to help the old guy. It resulted in a severe beating for Dashel. Chen took him in and cleaned him up. It turned out that Chen ran an oriental and European oddities shop, the kind that deal in old, magical artifacts, mixed with touristy good luck charms. Now Chen is Dashel’s contact into the mystical underworld of Liberty city. The story of how dashel got Chen out of that mess is a story for another time. Dr. Simon Stravinski (aka: Crazy Simon) Simon is currently a professor of applied physics for Freedom college having lost positions at both HIT and FCU for his crasy ideas and failed inventions. He graduated with a dule degree in chemistry and physics, scoreing average grades from HIT. Many of his professors said his ideas were brilliant, but lacked focus and ... application (leaving his current position a bit of a mystery). Having lost alot of credibility with the intellectual crouds at liberty Simon resigned himself to the life of a professor, were he still gets to tinker around with various nutty ideas. He has become a favourite with the students due to his tendency to show up late and unprepared, and perform real life applications of physics (like the chrisler incident where he used a crane to drop a car three stories to “record the effectsâ€Â) Dashel met Simon during his years on the force, when he was often called to clean up after one of Simon’s “field trips.†Now Dashel calls on simon whenever there is a matter of Science to solve. Sirius24 Sirius is a hacker, or at least that’s what Dashel thinks. Dashel has never met Sirius personally, but his name was given to him by Mary (see below) when Dashel was still on the force. Whenever Dashel needs something computer related looked at he tends to e-mail Sirius at the local Freedom Library, receiving a response in a day or two. Once Dashel asked Sirius who he was and if he was a member of Legion, but never got a response. Mary Douglass (aka: Bloody Mary) Mary is a general pathologist and forensic expert for the FCPD. She got her nickname from how she loves her work. She often listens to punk and metal during procedures tending to distance herself from other pathologists on the force. Mary and Dashel had a good repore when he was on the force and now she sometimes can be persuaded to do Dashel a favor now and then. When she’s not working she can be found at the “Eclipse†in downtown liberty, a metal club. Jason Red (aka: Red) Red is a street punk that trys to keep his nose clean at The Lincoin Youth Center. Dashel met Red when he caught him shoplifting while he was on the beat. The wise cracking kid never knew when to keep his mouth shut, and immediately indeared himself to Dashel. Red even tried to help him when he hit bottom. Now Red is Dashel’s go to ... kid for the word on the street, but often tries to sell his information. Agent Black Black is a member of STARS and can, for a price, be used for information. He is a leak for the FCPD and Dashel met him as a friend of Bob’s. Now if Dashel needs information aqbout the supernatural occurances that seem to plague this city, Black has helped him in the past. Dashel has no idea if Black is realy his real name, or where he ranks in STARS. Sister Clarisse Sister Clarisse is a nun at Our Lady of Mercy and carred for Dashel when he was Down and Out. She is a kind hearted, if somewhat stern, caretaker for the homeless and those in need of spiritual guidance. Sometimes Dashel returns here to seek such guidance, and donate what he can. Police Chief James Hammond Hammond was Dashel’s old boss. While they never got along and Hammond alwas said that Dashel was a “no Good Hotshot,†he always felt sorry for him. Bob was a good friend of Hammond’s and knew what good friends Bob and Dashel were. It is out of that respect that Hammond will sometimes give Dashel some information on current events or inner workings of the police department, but generally not before balling Dashel out, “Just like old times.†Felise Belleview Felise is often introduced as “Felise Belleview of the Freedom Postâ€Â. She is very much concerned with her carrier and will do just about anything to get the story. An endless problem for Dashel when he was on the police force, now she is an invaluable source of information, assuming Dashel has a juicy titbit to give in return. She is rarely separated from her loyal cameraman Fred, who actually won a few awards for his photography and fim footage of superheroes. Assistant DA Harry Williams Harry used to be on the police force, but only used that as leverage to secure himself the position within the DA’s office, appealing to Durgan’s sence of cleaning up the town. Williams was a member of Dashel’s unit and they never realy got along, compounding the fact that Williams somewhat blames Dashel for the murder of Robert. Nowadays Williams is often given the crapy job of being Durgan’s liason with the FCPD and is generally seen as a suckup, though realy he’s just trying to help clean up Freedom. Dashel sometimes turns to Williams on a last chance basis to try and get some inside information. Williams sometimes helps for a few reasons: one they used to be on the force together and there is an understanding between cops, two he’s a bit scared of Dashel, and three, dashel knows that he likes to spend his nights at “Machine†a fact he hasn’t shared with the rest of the DA’s office yet. Moby StClair (aka:KoolKat) Moby Dashel met at Hot Licks during one of his nights off. They seemed to enjoy some of the same music, although Dashel is a little werry of Kat’s beatnick attitude and wear, and Kat thinks Dashel is a little too bluesy. Kat, as it turns out, has his hands in insider trading, music business, and a few “private contacts†in the criminal world. Still he his good for a few good stories and a drink or too. He often ends his covorsations with “keep it cool, cat.â€Â
  10. I've decided that I don't want the power to be uncontroled, but I do need a flaw for the power. I was wodering if this might work: Side effect (cursed Friends) unbenounced to Dashel thouse arround him actualy experiance bad luck, not on the chance encounter, but only when they know him. Friends of dashel are always jinxed. I have been realy struggling with this, all the flaws in the book don't seem to match my char concept or would make the power nearly completely useless. I need help! :cry:
  11. Thats very philisophical. Arn't I the player suposed to be] the character within the game world? Where are the divisions between me and the character? does me having control when the character does not constitute a subcontious controll within the character? But in all honesty I'm gonna have to give this some serious thought and decide what I want to do...
  12. True. I am talking about the uncontrolled flaw. My idea here is that Dashel is simple lucky to the nth degree. He dosn't controll it, it just happens. But my fear is that by making all my powers uncontrolled I'm asking too much from the GMs on the forums. I've never been apart of a PbP before so I'm sort of making this up as I go along. In short: Is making my powers uncontroled asking too much from the GMs and will it have the effect I am trying to acheve (haveing superhumanly good luck)? :|
  13. Complication: Grey suffers from insomnia, perhaps due to the guilt he feels about killing people. Grey still belives he is doing the right thing, saving people from further pain, by ending all pain. Grey refuses to change clothes in a more public setting and can always be seen in his armor Grey, due to his guilt or perhaps his old moral code, refuses to kill any one before offering the choice to join his army. “Join me, or die†Stats: 26pp Str: 12 (+1) Dex: 10 (+0) Con: 12 (+1) Int: 18 (+4) Wis: 14 (+2) Cha: 20 (+5), 30 (+10) w/ Amulet Combat: 28 pp Attack: +7 Grapple: +11 Defense: +7 (+4 flat-footed) Knockback: -0 Initiative: +1 Saves: 15pp Toughness: +11 (+1 Con, +10 other) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +2 (+2 Wis) Skills: 44r = 11pp Intimidate 5 (+15) Notice 8 (+10) Sense Motive 10 (+20) Knowledge (Philosophy and Theology) 1 (+5) Diplomacy 15 (+25) Ride 5 (+5) Feats: 18pp Minion x5 (2pt variant) Masterplan Edilic memory Accutate attack Defensive attack Improved block Improved disarm Improved initiative Power attack Powers: 53pp Device 2 (Hard to lose, PF: indestructible) [9] Protection 10 Device 6 (easy to lose; PF: indestructible, restricted (wielder must intend to kill again)) [20] Strike 9 (Extra: Linked Drain Constitution 10 [PF]; PF: Mighty) Device 4 (Hard to lose; PF: indestructible) [17] Immunity 10 (mental effects) Enhanced trait 10 (charisma) Immunity 1 (need to sleep; Fl: limited) Devise 2 (easy to lose, PF: indestructible) [7] Deflection 10 Drawbacks: -1PP Fatigue if amulet is removed (uncommon) DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Strike 10 --- 21/Toughness --- injure Deathtouch 10 --- 20/fortitude --- Con drain Costs: Abilities (26) + Combat (28) + Saves (15) + Skills (11) + Feats (18) + Powers (53) - Drawbacks (-1) = Total Cost 150 do minions all have to be the same or can they have diferent characteristics?
  14. I'm not sure if I want to do this but... Players Name: White Drag0n Power Level: 6 Characters Name: Dashel Mason, Private Investigator Alternate Identity: none Height: 5’ 11†Weight: 140lbs Hair: Brown Eyes: Hazel Description: History: Complications: Stats: 16pp Str: 10 (+0) Dex: 12 (+1) Con: 12 (+1) Int: 18 (+4) Wis: 14 (+2) Cha: 14 (+2) Combat: 4pp Attack: +4 (+1, +3 other) Grapple: +6 Defense: +5 (+1, +4 other, +4 flat-footed) Knockback: -0 Initiative: +1 Saves: 6pp Toughness: +4 (+1 Con, +3 other) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +4 (+3 Wis, +1) Skills: 68r = 18pp Gather information 11 (+13) Investigate 11 (+15) Notice 8 (+10) Sense Motive 8 (+10) Stealth 4 (+5) Bluff 8 (+10) Diplomacy 8 (+10) Knowledge (streetwise) 6 (+10) Sleight of hand 4 (+5) Profession (cop) 4 (+6) Feats: 15pp Beginners luck Connected Contacts Luck x3 Well informed Jack of All trades Masterplan Equipment x5 Equipment: Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4) Undercover vest (protection 3,PF: subtle) Binoculars Cell phone Digital Audio Recorder Hand cuffs Masterwork Forensics kit (+2 to investigate) Multi tool Mini tracker Concealable microphone Lock release gun Night vision goggles Video Camera Powers: 32pp Inherent Luck (Container 8 (passive, Fl: Uncontrolled)) [32] Probability control 5 (luck)[20] Enhanced Trait (Attack) 3 [6] Enhanced Trait (Defence) 4 [8] Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result [6] Drawbacks: -1 PP Poor DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Blast 4 --- 14/Toughness --- injure Costs: Abilities (16) + Combat (4) + Saves (6) + Skills (18) + Feats (15) + Powers (32) - Drawbacks (-1) = Total Cost 90 I always imagined his powers being innate and thus not determined or controled by him... but would a GM ever negate his own fiat?
  15. What a silly mistake. I must have gone mad with the power...
  16. Players Name: White Drag0n Power Level: 10 Characters Name: Maximus Grey Alternate Identity: Mr. Grey Height: 6’ Weight: 150lbs Hair: Salt and pepper Eyes: grey Description: Stands erect, at attention, not a greying hair out of place. He is adorned in flat grey medieval armour. At his side is a sword crackling with black energy, and around his neck, a medallion of arcane power. But all this is trumped by the cold stair of his unblinking, piercing, grey eyes set into dark sockets. History: Grey used to be a champion for good, fighting in his home dimension in the name of his holy gods. But after decades of fighting, he only saw the bloodshed continue. Good and evil constantly fought each other battling for supremacy, and all that was done was bring sadness and despair upon his land. He left his commrads and sought refuge where the ground touched the sky, climbing many miles to speak with the gods. All this time he thought about the problems of battle. There was no good in those that fought for good, and evil only wished for destruction, how could one bring balance to the never ending pain. Finnaly upon reaching the top of the mountain he obtained enlightenment. Good and Evil cannot exist together, so to finnaly bring peace to the suffering, both must be destroyed. Peace while both existed would be to fragile, and evil only fights among themselves. Only in complete destruction would the pain end. He called upon the dark gods to grant him fith the power to destroy those who opposed him and they answered with the Sword of Volk, a weapon that exists only to destroy. Then began Grey’s campaign to destroy the world. Using guile and diplomacy Grey convinced nations to join his crusade with promises of power and riches. Entire nations fell to his madness. But as the war waged on Grey grew more distraught. Even if he succeeded in his plan the gods would just recreate the world and the suffering would continue. Even the gods themselves must be held accountable. He searched in the very cracks of the earth and found the artefacts of Mercia. The first was the amulet of Bale, which would hide his thoughts, even from the gods. And second was the pearls of Darkness. Created by the greatest wizard the land had ever known the pears held the power to capture the powers of the gods. He adorned his enchanted armor and finnaly laid siege to the gods mountain himself. In one final act of desperation the gods chapians, Grey’s old order, resorted to one final measure. They opened a portal to the interdimentional prison containing the Wisard of Rune, the Dark magitian who created the artifacts that grey used to conquer the gods. Just as Grey was to claim victory on the mountain of the gods, the Magician apeared. He Destroyed the pearls, drained Grey of his power, and banished him into the mists of time. Grey didn’t know how long he drifted, between nothingness and reality, but when he finnaly came too he found himself in a strange land, full of strange people. Technology had advanced beyond his understanding, but worse people suffered in the streets around him, and good oppressed the weak. He would have to rebuild his army, learn what this land held, and restart his conquest. *sigh* “My work is never done†Grey is not a maniacal villain. In fact the scary thing about him is his cold, steel, logical plans. He attracts all kinds. The young and confused, the insane only wishing to cause more harm, and others with their own agendas. He has one rule, none may be killed until they are given the chance join his crusade. There is only one thing he is fanatical about, he does not abide trators. Complication: Grey suffers from insomnia, perhaps due to the guilt he feels about doing this. He only wants to stop the pain of life. Because he chooses to end it all fith evil still pains him Grey refuses to change clothes in a more public setting and can always be seen in his armor Stats: 28pp Str: 12 (+1) Dex: 10 (+0) Con: 14 (+2) Int: 18 (+4) Wis: 14 (+2) Cha: 20(30 with device) (+10(+20)) Combat: 32pp Attack: +8 Grapple: +11 Defense: +8 (+4 flat-footed) Knockback: -0 Initiative: +1 Saves: 16pp Toughness: +12 (+2 Con, +10 other) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +3 (+2 Wis, +1) Skills: 0r = 11pp Intimidate 4 (+24) Notice 8 (+10) Sense Motive 8 (+28) Knowlage (Philosophy and Theology) 4 (+9) Diplomacy 12 (+32) Ride 8 (+8) Feats: 18pp Minion x5 (2pt variant) Masterplan Edilic memory Accutate attack Defensive attack Improved block Improved disarm Improved initiative Power attack Powers: 45pp Device 2 (Hard to lose, PF: indestructible) [9] Protection 10 Device 6 (easy to lose; PF: indestructible, restricted (wielder must intend to kill again)) [20] Strike 10 (Extra: Linked Drain Constitution 10 [PF]; PF: Mighty) Device 4 (Hard to lose; PF: indestructible) [16] Immunity 11 (mental effects, need to sleep) Enhanced trait 10 (charisma) Drawbacks: 0PP DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Strike 10 --- 22/Toughness --- injure Deathtouch 10 --- 20/fortitude --- Con drain Costs: Abilities (28) + Combat (32) + Saves (16) + Skills (11) + Feats (18) + Powers (45) - Drawbacks (0) = Total Cost 150 I'm still workin on the minions, also I thought that if he ever lost the amulet (Device 4) he would immediately become fatigued from lack of sleep, how would I show that?
  17. Hmmm. I'm a little confused about the whole linking. array thing. I've read the book, and looked at youre helpfull threads, but I'm still confused. I wan't him to get a bonus to attack and defence, but I want them linked to his Luck abilities so that if he looses his abilities he looses his bonuses. How would I do that? I like this idea, and the poor thing (PI's never make much and Dashel doesn't like using his powers to cheat), but do I have to chose specific things or should I leave it vague, and I always imagined Dashell carring around good luck items too. Like a 4leaf clover in his hat, real rabbits foot, various amulates and charms etc. Would these play a part, perhaps in dispelling the bad luck?
  18. Does this work? And could you sugest some drawbacks, I feel like this character would have some but I am unsatisfied with the ones in the book. Players Name: White Drag0n Power Level: 6 Characters Name: Dashel Mason, Private Investigator Alternate Identity: none Height: 5’ 11†Weight: 140lbs Hair: Brown Eyes: Hazel Description: History: Complications: Stats: 16pp Str: 10 (+0) Dex: 12 (+1) Con: 12 (+1) Int: 18 (+4) Wis: 14 (+2) Cha: 14 (+2) Combat: 4pp Attack: +6 (+1, +5 other) Grapple: +6 Defense: +6 (+1, +5 other, +2 flat-footed) Knockback: -0 Initiative: +1 Saves: 5pp Toughness: +5 (+1 Con, +4 other) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +3 (+3 Wis) Skills: 0r = 16pp Gather information 3 (+5) Investigate 6 (+10) Notice 2 (+5) Sense Motive 3 (+5) Stealth 2 (+3) skill X (+Y), where "X" = skill ranks and "Y" equals total modifier) example: Knowledge (current events) 4 (+4) Feats: 15pp Beginners luck Connected Contacts Luck x3 Well informed Jack of All trades Masterplan Equipment x5 Equipment: Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4) Undercover vest(protection 3,PF: subtle) Binoculars Cell phone Digital Audio Recorder Hand cuffs Masterwork Forensics kit (+2 to investigate) Multi tool Mini tracker Concealable microphone Lock release gun Night vision goggles Video Camera Powers: 33pp Probability control 5 (luck; PF: 2 Alternate Powers; EX: Linked)[27] AP: Enhanced Trait (Attack) 5 [10] AP: Enhanced Trait (Defence) 5 [10] Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result)[6] Drawbacks: PP DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Blast 4 --- 14/Toughness --- injure Costs: Abilities (16) + Combat (4) + Saves (5) + Skills (16) + Feats (15) + Powers (33) - Drawbacks (0) = Total Cost 90
  19. Players Name: White Drag0n Power Level: 10 (152 points) Unspent PP: 0 Characters Name: Maximus Grey Alternate Identity: Mr. Grey Height: 6’ Weight: 150lbs Hair: Salt and pepper Eyes: grey Description: Stands erect, at attention, not a greying hair out of place. He is adorned in flat grey medieval armour. At his side is a sword crackling with black energy, and around his neck, a medallion of arcane power. But all this is trumped by the cold stair of his unblinking, piercing, grey eyes set into dark sockets. History: Grey used to be a champion for good, fighting in his home dimension in the name of his holy gods. But after decades of fighting, he only saw the bloodshed continue. Good and evil constantly fought each other battling for supremacy, and all that was done was bring sadness and despair upon his land. He left his comrades and sought refuge where the ground touched the sky, climbing many miles to speak with the gods. All this time he thought about the problems of battle. There was no good in those that fought for good, and evil only wished for destruction, how could one bring balance to the never ending pain. Finnaly upon reaching the top of the mountain he obtained enlightenment. Good and Evil cannot exist together, so to finally bring peace to the suffering, both must be destroyed. Peace while both existed would be to fragile, and evil only fights among themselves. Only in complete destruction would the pain end. He called upon the dark gods to grant him the power to destroy those who opposed him and they answered with the Sword of Volk, a weapon that exists only to destroy. Then began Grey’s campaign to destroy the world. Using guile and diplomacy Grey convinced nations to join his crusade with promises of power and riches. Entire nations fell to his madness. But as the war waged on Grey grew more distraught. Even if he succeeded in his plan the gods would just recreate the world and the suffering would continue. Even the gods themselves must be held accountable. He searched in the very cracks of the earth and found the artifacts of Mercia. The first was the amulet of Bale, which would hide his thoughts, even from the gods. And second was the pearls of Darkness. Created by the greatest wizard the land had ever known the pears held the power to capture the powers of the gods. He adorned his enchanted armor and finally laid siege to the gods mountain himself. In one final act of desperation the gods champions, Grey’s old order, resorted to one final measure. They opened a portal to the interdimensional prison containing the Wizard of Rune, the Dark magician who created the artifacts that Grey used to conquer the gods. Just as Grey was to claim victory on the mountain of the gods, the Magician appeared. He Destroyed the pearls, drained Grey of his power, and banished him into the mists of time. Grey didn’t know how long he drifted, between nothingness and reality, but when he finally came too he found himself in a strange land, full of strange people. Technology had advanced beyond his understanding, but worse people suffered in the streets around him, and good oppressed the weak. He would have to rebuild his army, learn what this land held, and restart his conquest. *sigh* “My work is never done†Grey is not a maniacal villain. In fact the scary thing about him is his cold, steel, logical plans. He attracts all kinds. The young and confused, the insane only wishing to cause more harm, and others with their own agendas. He has one rule, none may be killed until they are given the chance join his crusade. There is only one thing he is fanatical about, he does not abide traitors. Stats: 24pp Str: 12 (+1) Dex: 10 (+0) Con: 10 (+0) Int: 16 (+3) Wis: 14 (+2) Cha: 22 (+6), 30 (+10) w/ Amulet Combat: 22 pp Attack: +3, +8 melee Grapple: +9 Defense: +8 (+4 flat-footed) Knockback: -5, -0 without armor Initiative: +4 Saves: 16pp Toughness: +10 (+0 Con, +10 other) Fortitude: +7 (+0 Con, +7) Reflex: +7 (+0 Dex, +7) Will: +4, +15 [impervious 11] w/ Mind Shield (+2 Wis, +2) Skills: 32r = 8pp Bluff 5 (+15) Diplomacy 5 (+15) Intimidate 5 (+15) Knowledge (Philosophy and theology) 1 (+5) Notice 3 (+5) Sense Motive 13 (+15) Feats: 33pp Accurate Attack Attack Focus (melee) 5 Defensive Attack Eidetic Memory Equipment 4 Fearless Improved Block Improved Disarm Master Plan Minions 7 (25 15pt Minons [5] & 1 30pt minion [2]; all fanatical) Power Attack Fearsome Presence 2 Powers: 50pp Device 2 (Armor of the Undying; 10 points; Hard to lose; PF: Indestructible) [9] Device 4 (“Mortis†the Sword of Volk; 20 points; easy to lose; PF: Indestructible, Restricted [wielder must intend to kill again]) [14] Device 4 (Cruentus Draconis Talein- Amulet of the Red Dragon; 20 points; Hard to lose; PF: Indestructible) [17] Device 3 (Shield of Krisis; 15 points; easy to lose, PF: indestructible) [10] Devices Amulet of the Red Dragon (Hard to Lose, 20 points) Enhanced Charisma 8 Immunity 1 (need to sleep) Mind Shield 11 Armor of the Undying (Hard to Lose, 10 points) Protection 10 Mortis, the Sword of Volk (Easy to Lose, 20 points) Strike 9 (Extra: Linked Drain Constitution 10 [PF: Slow Fade 1]; PF: Mighty; Drawback: full power) Shield of Krisis (Easy to Lose, 15 points) Deflection 5 (all) Drawbacks: -1PP Disability (becomes immediately fatigued if amulet is removed; uncommon, minor) DC Block: Unarmed -- 16/Toughness -- Damage Sword -- 25/Toughness -- Damage, and see Con Drain/Deathblade. Con Drain/Deathblade -- 20/Fortitude -- Drain Constitution, Linked to Strike/Sword. Costs: Abilities (24) + Combat (22) + Saves (16) + Skills (8) + Feats (33) + Powers (50) - Drawbacks (-1) = Total Cost 152 MINIONS
  20. Players Name: White Drag0n Power Level: 6 Characters Name: Dashel Mason, Private Investigator Alternate Identity: none Height: 5’ 11†Weight: 140lbs Hair: Brown Eyes: Hazel Description: History: Complications: Stats: 18pp Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 18 (+4) Wis: 14 (+2) Cha: 14 (+2) Combat: 10pp Attack: +2 Grapple: +2 Defense: +3 (+2 flat-footed) Knockback: -0 Initiative: +1 Saves: 6pp Toughness: +6 (+2 Con, +4 other) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex, +3) Will: +4 (+3 Wis, +1) Skills: 0r = 16pp Gather information 3 (+5) Investigate 6 (+10) Notice 2 (+5) Sense Motive 3 (+5) Stealth 2 (+3) skill X (+Y), where "X" = skill ranks and "Y" equals total modifier) example: Knowledge (current events) 4 (+4) Feats: 15pp Beginners luck Connected Contacts Luck x3 Well informed Jack of All trades Masterplan Equipment x5 Equipment: Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4) Undercover vest(protection 3,PF: subtle) Binoculars Cell phone Digital Audio Recorder Hand cuffs Masterwork Forensics kit (+2 to investigate) Multi tool Mini tracker Concealable microphone Lock release gun Night vision goggles Video Camera Powers: 26pp Probability control 5 (luck)[20] Luck Control 2 (Gamemaster Fiat, Villain re-role)[6] Drawbacks: PP DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other) Blast 4 --- 14/Toughness --- injure Costs: Abilities (18) + Combat (10) + Saves (6) + Skills (16) + Feats (15) + Powers (26) - Drawbacks (0) = Total Cost 90
  21. Your right, it made sence before but not now. I remove it with the second chance feat. nevermind it's removed no I ment that as a discriptor. He's just born Lucky The gun is masterwork and well maintained, and if I'm mistaken Thats a +1 to hit. (It is very likely I am mistaken)
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