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Thuellai

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  1. Thuellai

    TV Tropes Requests

    Magnificent lives. Large Ham is obvious, along with whatever you can think up.
  2. Edited with the help of Shaen to help him hit CAAAAAPS! He's still a little short but he's still a lot cleaner and more powerful.
  3. With Tag vanished, continuing to fight him seemed risky and foolish. Judging by the way the one was working, he was drumming up more minions for the other to bring to life, and that mermaid was already enough of a problem. Lidaelle decided Burner was top priority. Coiling, she shoved into Burner, throwing her weight at him and giving him a tremendous throw at Toykiller. The throw was a little wide, but the only other place for Burner to end up was in a wall, so Lida wasn't that concerned. She straightened and yelled to the man above. "I think I can take care of these two - if that mermaid problem clears up, you have anything to track down the invisible one?"
  4. Attack and [maybe] grapple on Burner (1d20+6=19, 1d20+15=17) Throwing Burner at Toykiller (1d20+6=18)
  5. Due to repeated urgings, I'm dropping the Sonic Control on Lida [which wasn't part of my original power concept anyway] and boosting attack and defense by two each [CAAAAPS!] Sandman-ified!
  6. Lidaelle watched as the display confirmed her fears - not only were they jerks, but they were jerks with superpowers! This town really did attract superpowers almost too well sometimes. Well, on the plus side, at least she had a decent reason to hit them now. Leaping down, Lidaelle lashed out with a kick at the rapidly-vanishing tagger, feeling it slice harmlessly through the air. That was the problem with trying to kick invisible people. As she settled back into a fighting stance, she noticed the mermaid coming to life. "Well. This can't be good in the least." Lidaelle leapt again, doing her best to put distance between her and the punks and plan a new approach. "Even the street punks have powers."
  7. http://invisiblecastle.com/roller/view/2448299/ Invisible Castle hates me. :wallbang:
  8. Lidaelle turned to the new arrival. "Hardly. I think they're actually resisting arrest now. I tried the 'ask nicely' thing already." Lidaelle tensed, muscles coiling. "Now I think I'm just going to have to hit them." As she prepared to lunge, Lidaelle sized the three up again. She still couldn't convince herself that they were anything more than street punks. "You're welcome to join in, but not too hard - I don't think they know what they're getting into." Her legs snapped out, throwing her into the air, as she landed just above the three on the building and sized up the first attack. "Everyone has to learn sometime, though."
  9. http://invisiblecastle.com/roller/view/2448094/ Initiative. Not the most auspicious start of Lida's superheroic career.
  10. Lida has embraced the superhero culture, and the whole culture of being different. And when you're a superhero, you do patrols. It's a classic! So sure enough, she bounds along the rooftops, peering down, and makes her way to a half-built section of the south side. Construction sites attract criminals with startling regularity. Probably all the dark corners to hide in, or something. Lidaelle gives another enormous leap and comes down on one of the half-finished buildings, leering down at the sudden signs of movement. For a moment, she's almost not convinced this is worth attending to, but it is technically a crime. Making a few quick leaps to put herself a little closer to their level, Lidaelle looks at the three and, deciding to be sporting to the group of punks, calls out. "Graffiti is a crime, boys. In your case, it's also a crime against taste and, on further examination, probably anatomically impossible." She gives another enormous leap, trying to impress the scale of the problem on these petty criminals, and swings around one of the iron bars for a little extra flair. Nonetheless, in this city EVERYONE seemed to have superpowers, so she still lurks on the building across from them. No point in making herself an easy target. "If you give yourselves up without me having to hurt you, I think it's just a fine."
  11. Characters Name: Magnificent Power Level: 10 (150/150) Tradeoffs: +2 Attack, -2 Damage, +2 Defense, -2 Toughness Unspent PP: 0 Alternate Identity: Owen White Age: 28 (February 1982) Gender: Male Height: 6'2" Weight: 153 lbs Eyes: Brown Hair: Red Description: Owen has the slim, flexible figure of the classic escape artist, with flaming orange hair and dark eyes. In costume for his shows, he dressed in the classic tuxedo, whenever he wasn't caught up in a straightjacket - as Magnificent, he adds a top hat and domino mask. History: Owen White grew up in a fairly normal, even happy home. Smarter than most of his peers, he felt limited and dreamed of escape - as a hobby, he began to read constantly about the famous escapologists, then expanded into magic as a whole, and soon began to perform for his friends. He dedicated himself to the craft, becoming a master of misdirection and a nimble escape artist, and impressed a talent scout when, in his early teens, he managed the classic straitjacket escape. Touring under a variety of names, Owen was introduced to the wider world of fame, and skyrocketed up the ranks, becoming wildly popular [and somewhat of a showboat in the process]. Always willing to go the extra mile, Owen felt the need to top himself constantly - a fact that led to his growing dissatisfaction with stage magic. Finally he resolved on a single great stunt to go out on, at a surprisingly young age. He decided to disappear the legendary Pyramid Plaza. The stunt took weeks to set up, but finally everything was ready. Turn out for the final and most marvelous stunt of Owen's life was immense. When the time was right, he gave the signal, and right on cue, the entire Pyramid Plaza disappeared. Only Owen, however, witnessed the gang of criminals breaking into the building, which had been cleared out for the stunt. Soon, Owen himself vanished into the hidden building, doing battle with the gang of criminals and dragging them out of the building and to the authorities. When, after all was said and done, he went to bring it back, he found suddenly that the building was really, truly gone! It's been something of a wound to his professional pride, but the newfound rush of excitement has turned him onto his true calling... Superheroism. Personality & Motivation: Magnificent is an enormous showman (Magnificent is easily upset when people claim he does "tricks", and insists that he is an illusionist), dedicated to making everything he does exciting. He's also quite the adrenaline junkie. Despite this, his past is a long history of carefully planned stunts and he does his best to ensure the safety of others [though he has something of a reckless disregard for his own]. He plays up the mysterious and magical part of his act to the highest degree, especially when in the role as a superhero. Magnificent mostly got into the superhero business for the rush of it all. Powers & Tactics: Magnificent is purely human, and relies on misdirection in the extreme. He will never confront someone directly if he has a chance to attack indirectly. He also likes to attack from the darkness or in settings where he can easily use his various tricks to frighten his opponents. He plans encounters carefully and tries to enter a fight in such a way that he controls the terms. He also has a talent for showmanship, and overacts frequently in battle. Complications: In Brief: Stage Magician Vigilante Abilities 4 + 8 + 8 + 6 + 6 + 8 = 40PP Strength 14 (+2) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 18 (+4) Combat 12 + 12 = 24PP Initiative +4 Attack +6 Base, +12 Melee, +12 Playing Cards Damage +2 Unarmed, +4 Wand or Playing Cards (+6 Sneak Attack) Defense +6 Base, +3 Flat-Footed, +12 Dodge Toughness +6, +4 Unarmored Grapple +8 Knockback 3, 2 Unarmored Saving Throws 2 + 4 + 5 = 11PP Toughness +6, +4 Unarmored Fortitude +6 (+4 CON, +2PP) Reflex +8 (+4 DEX, +4PP) Will +8 (+3 WIS, +5PP) Skills 68R = 17PP Bluff 10 (+14) Disguise 6 (+10, +12 Masterwork Tools) Escape 8 (+12) Gather Info 6 (+10) Investigate 2 (+5) Notice 7 (+10) Perform (Stage Magic) 11 (+15) Search 2 (+5) Sleight of Hand 8 (+12) Stealth 8 (+12) Feats 39PP Attack Focus (Melee) 6 Attack Specialization (Playing Cards) 3 Benefit 3 (Fame, Wealth 2) Distract (Bluff) Dodge Focus 6 Equipment 5 Evasion Fascinate (Perform [stage Magic]) Inspire 3 Quick Change 2 Quick Draw Ranged Pin Setup Sneak Attack Skill Mastery (Bluff, Escape, Sleight of Hand, Stealth) Taunt Ultimate Skill (Escape) Uncanny Dodge (Audio) Powers 19PP Mind Control 9 (Feats: Subtle, Extras: Duration [sustained], Flaws: Sense-Dependent [Vision]) [19PP] DC Block: Unarmed --- Melee --- DC17(19)/Toughness --- Bruised, Staged Wand --- Melee --- DC19(21)/Toughness --- Bruised, Staged Playing Cards --- Ranged --- DC19(21)/Toughness --- Bruised, Staged Interlocking Rings --- Melee --- DC16(18)/Reflex --- Entangled, Staged Mind Control --- Perception --- DC19/Will --- Mind Controlled Costs: Abilities 40 + Combat 24 + Saving Throws 11 + Skills 17 + Feats 39 + Powers 19 - Drawbacks 0 = 150/150 Power Points Equipment 5PP = 22/25EP Armored Tuxedo [3EP] Protection 2 (Feats: Subtle) [3EP] Disguise Kit (Feats: Masterwork) [1EP] Grapple-Gun [3EP] Speed 1 (10mph) [1EP] Super-Movement 1 (Swinging) [2EP] Utility Belt 6 (12EP Array, Feats: Alternate Power 3) [15EP]
  12. So, I just signed up and put together Lidaelle. I know PL10 heroes are the more common option here, and so I haven't been sure exactly where to start without her being totally outclassed. I'm up for a little bit of anything, but I'd definitely like for her first adventure to involve a bit of jumping around and kicking people in the face. It's kind of her thing. So I guess what it comes down to is, does anyone have a thread that could use a half-cricket cute bruiser with a Russian accent to kick people in the face and make sarcastic jokes?
  13. Pretty new to the system, but I'm pretty sure this all checks out. Characters Name: Lidaelle In Brief: Half cricket, half teenage crimefighter. Power Level: 6 (90/91) Trade-Offs: None Unspent PP: 1 Alternate Identity: Ludmila Valentin Age: 16 (October 16 1963 - Cryogenically Frozen between 1971 and 2001) Gender: Female Height: 5'3" Weight: 112 lbs Eyes: Green Hair: Pink [Naturally white] Description: Lida is your standard small, wiry teenage girl. Well, aside from the chitin. A good deal of her body is covered in chitinous plates, though the structure is still basically human. Her face is a bit more human looking, having only a few plates along her jaw line. Her eyes, normally a bright Irish green, have a hexagon pattern faintly visible and turn black when viewed from the side due to having insectoid photoreceptors designed to block out side light [which has also left her with less-than-perfect peripheral vision]. Lida has a fairly wiry frame, with long legs that suggest she hasn't quite made it to her full height. Her hair is long, hanging a little past shoulder length and dyed a pale shade of pink. It tends to hang around her face, helping to conceal the more unusual features of her face. Lidaelle's costume is fairly simple and light - a pair of pants, a t-shirt, a vest, all a solid, tailored fit and colored dark blue. She also wears a mask that mimics the shape of her chitinous plates, taking advantage of the mask to appear even more inhuman. History: Lidaelle was the project of scientists devoted to the Soviet Union in the heyday of the Cold War. Insectoid strains devoted to coiled muscle structure and other improvements were genetically separated and mixed with human genetics, and the first test of the concept was created in the form of a little girl named Ludmila. The first six years of her life were spent in observation, to see if the project had shown any results - and indeed it did, as from birth she possessed surprising strength that increased as she grew, along with the first small tattoos of chitin that would eventually grow into her current plating. As she grew up and learned the basics we all get in childhood, she was also filled with pride for the Soviet people, though she would never be a soldier. She was merely the prototype. And as time went on, she became more and more a prototype. All sorts of tests were performed on her, mostly scientific, but even cosmetics and other things were tested on the strange, "inhuman" girl, who the government felt was a ward of the state by definition. By and large this testing was harmless - however, in the late sixties, a new man came into power in the Soviet space program. That man, Vasili Mishin, was not as reliable as his predecessor, and one of his first missions ended in a disaster that killed a man. Vasili developed a drinking problem and considered his options, desperate to be superior to the American program. The Apollo 11 flight steeled his resolve - he would send a man to the farthest reaches of space. But for that, he needed some sort of life preserving mechanism. He commissioned the construction of a cryogenic chamber that might preserve a man until he was flown to Jupiter. But someone had to test the safety of the chamber - and as per usual, the Soviet Union chose their strange superhuman ward. In 1971, Ludmila entered the cryogenic chamber. It preserved her perfectly, but ironically the space program experienced two dramatic failures directly afterward, with Mishin's N1 rockets exploding in two test flights in a row. The project, reliant on rocketry, was scrapped, and eventually deemed too expensive to be feasible. Ludmila was left in her state of perfect stasis, the data from her project having long since been confirmed. In the new millennium, long after the collapse of the Soviet Union, a Russian scientist turned up information on the project and located the long-since abandoned lab. Finding only a single young girl, frozen in the lab, he deactivated the chamber and retrieved the young girl. He learned her name and gave her another - Valentin, his own last name. He adopted her. Ludmila took some time to realize that the Soviet Union she had been trained to love had been dead for a decade, but adapted with all the quickness of youth, though her experiences have left her somewhat sarcastic and untrusting. She has become a truly modern young lady and rolled with the punches well when Dr. Valentin fell in love and moved to America to pursue romance and scientific progress with one of the many scientists in Freedom City studying superhuman powers. Lidaelle has flourished in the new city, finding an entire city that recognizes people like her as heroes, and hopes that perhaps she will find a use for the powers that had until now separated her from others. Personality & Motivation: Lidaelle is often frustrated and dispirited, and usually has a fairly sarcastic tone, often falling back on a dark sense of humor. She avoids discussion of her origin and powers where possible, preferring to simply be recognized for the good she can do with them. When fighting crime, she tends to come alive, having a chance to vent her everyday frustrations on bank robbers and supervillains. For the same reason she enjoys running and martial arts, and has taken classes in the latter. If anything could be said, it's that her motivations for superheroism are somewhat weak - it's a way for her to have fun, more than anything. It remains to be seen how she'll react should she ever be put in the middle of a true crisis. Powers & Tactics: Lida is, despite her small size, an offensive powerhouse, trained in martial arts, super-strong, and surprisingly acrobatic thanks to her insectoid heritage. She has a relatively no-nonsense approach to combat, bounding over her opponents and confusing them with her speed before putting them down with powerful kicks or leaping blows. Her sonic power is mostly a last resort, used to escape desperate situations. Complications: Secret [secret identity] - Ludmila Valentin is, as far as anyone knows, a perfectly normal teen with a sort of strange dermatological issue. She does her best to maintain this illusion. Responsibility - Ludmila is dedicated to her school activities and normal life, or at least tries to be. Stats: 12+6+4+4+0+4 = 30pp Str: 22 (+6) Dex: 16 (+3) Con: 14 (+2) Int: 14 (+2) Wis: 10 (+0) Cha: 14 (+2) Combat: 12+12 = 24pp Attack: +6 Grapple: +15 Defense: +6 (+3 flat-footed) Knockback: -3 Initiative: +3 Saves: 2+3+4 = 9pp Toughness: +6 (+2 Con, +4 Protection) Fortitude: +4 (+2 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +4 (+0 Wis, +4) Skills: 28r = 7pp Acrobatics 8 [+11] Diplomacy 3 [+5] Disguise 4 [+6] Languages 1 (Russian [base], English) Notice 5 [+5] Search 4 [+6] Swim 3 [+9] Feats: 6pp Acrobatic Bluff All-Out Attack Elusive Target Improved Block Instant Up Move-By Action Powers: 3+2+3+6 = 14pp Leaping 3 (Biological) [3pp] Super-Movement (swinging) 1 (Training) [2pp] Protection 4 (Biological; Drawbacks: Noticeable) [3pp] Super Strength 3 (Biological) [6pp] Drawbacks: 0+0+0 = 0pp DC Block: Unarmed --- 21/Toughness --- Bruised, Staged Dazzle --- 14/Reflex, 14/Fortitude ends --- Dazzled Costs: Abilities (30) + Combat (24) + Saves (9) + Skills (7) + Feats (6) + Powers (14) - Drawbacks (00) = 90/91pp NOTES: Most of the powers should be fairly self-explanatory - leaping because of her insect strength, likewise superstrength, and protection because of the chitinous plates. Sonic Control is connected to her cricket-esque abilities, and fluff-wise is created in much the same way as a cricket would - a scraping cry created with the chitin on her legs.
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