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OmegaPlatinum

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  1. Power Level: 11 (161/163PP) Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 2 Progress to Bronze: 13/30 Alternate Identity: Kurtis "Sparky" Smith Identity: Public Birthplace: Long Island, New York Occupation: Martial Arts/Weapons Trainer Affiliations: Master Lee's School for Self Defense Family: Mary Smith (Mother) and Peter Smith (Father) Birthday: January 12, 1988 Age: 22 Gender: Male Ethnicity: Italian/English Height: 6'0" Weight: 150lbs Eyes: Brown Hair: Brown Speech Color: Dark Blue In Brief: The Sparksmith is a good kid who wants to help people. He has amazing Energy Control (makes weapons out of energy) and isn't afraid to lend a hand to other heroes. Description: History: Kurtis was an average kid. One of those kids in school who was silent, but always did nice things for people, even if he got made fun of. At age 16, his powers developed. He didn't know how or why he had them, but he didn't stress over it. He told his parents, who were very accepting of what was going on, to his surprise, but chose to keep it a secret to everyone else. He practiced using his powers in secret. His parents even helped him hone his skills. They traveled across the country, moving all over, never staying in one place very long. At each location, Kurt would train with a weapon master. When he went to college, he used the abroad programs to travel the world. Taking two full years over-seas, traveling to different countries and learning different weapon styles and fighting techniques. When he finally graduated, he felt that he was ready to start saving lives. He revealed his secret to his friends and moved to Freedom City to save lives. Personality & Motivation: Kurt was always the nice guy. He never said a mean thing about anyone he knew. He was raised on TV and Video Games. He loves his anime, cartoons, and his video games. He'll constantly reference them throughout the day, even when battling evil. When his powers developed he knew exactly what to do with them: Help people. After watching a few super hero cartoons, though, he figured that starting without any training would do more harm then good. He's a smart kid. He wants to help people because it's the right thing to do. Powers & Tactics: The Sparksmith has the ability to manipulate energy. He creates small orbs in his hands which he calls "Sparks." These sparks take on different forms and different shapes at Sparky's will. Most commonly, the sparks form into different weapons for Sparky to use. Swords, shovels, scissors, hammers, maces, axes, polearms, drills: if you can think it, he can make it. He also creates permanent weapons. With extra time and extra energy, he can craft crystalline energy weapons for others to use. Melee isn't his only forte-- he's also an excellent marksman. He can blast things with a concentrated beam from his sparks, or can form bows and arrows, crossbows, slingshots, baseballs and bats, and other long range weapons. As for utility, Sparky almost always has one spark surrounding his body as a form of armor. The armor can also change shape at will. He sometimes changes it to mimic mechs armors and other characters from different TV shows and video games. He'll even use the mp3 player he carries around to play epic music during final moments of battle sometimes. Finally, as he can move the sparks, he can use them to carry himself and others, but this requires some concentration. Complications: Family (Sparksmith still lives with his parents. Although they are cool with his super heroics, he still has obligations to them.) Honor (Sparksmith always fights fair. He'll never take an unfair advantage against his opponent. This was cultivated through years of cartoons, anime, video games, and training from weapon masters.) Identity (Public - Since graduating from College, Kurt and Sparksmith have been known as the same person. He's through with keeping secrets unless extremely important.) Obsession (Sparksmith cannot allow any casualties. If he spies any innocent person in risk of serious injury, he must go to their rescue.) Father always said, "Do no harm." (Sparksmith cannot do harm to an innocent person or a friend. Even if they, or he, is mind controlled, or otherwise unable to control their actions. If the target is mutated, he'll fight reluctantly unless there are signs that whoever the creature was is still in their head. Exceptions are rare at best.) Abilities: 10+6+4+6+6+6 = 38PP Str: 20 (+5) Dex: 16 (+3) Con: 14 (+2) Int: 16 (+3) Wis: 16 (+3) Cha: 16 (+3) Combat: 12+12 = 24PP Attack: +6 Base, +12 Spark Control Grapple: +11 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -1, -4 Force Field Initiative: +7 Saving Throws: 5+6+6 = 17PP Toughness: +8/+2 (Impervious 6/0) (+2 Con, +6 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 32R = 8PP Concentration 5 (+8) Diplomacy 4 (+7) Knowledge (Technology) 7 (+10) Notice 5 (+8) Perform (Percussion) 7 (+10) Sense Motive 4 (+7) Feats: 14PP All-Out Attack Defensive Attack Dodge Focus 6 Improved Initiative Move-By Action Power Attack Skill Mastery (Knowledge [Technology], Notice, Perform [Percussion Instruments], Sense Motive) Uncanny Dodge 2 (Auditory & Visual) [Powers: 4+4+12+41 = 61PP Comprehend 2 (Speak and Understand One Language at a Time; Feats: Innate, Drawbacks:Power Loss (NonHuman/Earth)) [4pp] (Can speak and understand any human language.) Flight 4 ( 100mph Flaws: Platform) [4pp] (Spark encases around him or can form wings) Force Field 6 ( +6 Toughness Extra: Impervious 6) [12pp] (Body Armor and/or Glowing Aura) Spark Control 17.5 (35pp Array, Power Feats: Accurate 3, Precise; 2 Alternate Powers) [41pp] Base Power: Create Object 11 (55 Foot Cube, Extras: Movable, Power Feats: Selective, Tether) [35/35pp] (Energy) Alternate Power: Blast 11 (Ranged Damage 11, Extras: Autofire, Power Feats: Improved Critical, Improved Range) [35/35pp] (Energy Projectile Weapons, Thrown Weapons, or Blasts) Alternate Power: Strike 6 (Damage 11, Extras: Autofire 2 [11, Reduced Interval], Penetrating 3, Power Feats: Mighty, Improved Critical 2, Takedown Attack) [35/35pp] (Energy Weapons) Equipment 0PP = 0EP Free: Cell Phone, MP3 Player, Speakers DC Block: ATTACK RANGE SAVE EFFECT Blast 11 Ranged DC26 Toughness Damage Create Object 11 Ranged DC21 Reflex Trapped Create Object 11 Ranged (Area) DC26 Toughness Damage Strike 6 Touch DC26 Toughness Damage Costs: Abilities (38) + Combat (24) + Saving Throws (17) + Skills (8) + Feats (14) + Powers (61) - Drawbacks (00) = 161/163 Power Points
  2. Thank you. I was thinking he made weapons with his power, but if he took a longer time he could also make weapons that last longer for teammates or some other reason.
  3. I'll edit the first post right away, but what would I use for crafting crystalline energy weapons that stick around?
  4. All right. I've been a "member" of the board for a month or two, but I've been so incredibly busy that I haven't had time to actually make a character and start playing, since I've never built an M&M character all by myself before. (The rest of the profile will be filled out as it's determined) Now, I have time, and since my job will only be two days a week once it starts, I'll have plenty of time to play. Here's what I have so far for my Sparksmith character: Characters Name: Sparksmith Power Level: 10 (70/150) Trade-Offs: +2 Defense for -2 Toughness Unspent PP: 80 Alternate Identity: Kurt "Sparky" Smith Age: 22 Gender: Male Height: 6'0" Weight: 180 lbs Eyes: Brown Hair: Brown Description: History: He's one of those kids who woke up one day and had energy powers (a la X-men), but he had no idea where they came from. He could move things around, or blast things, but he knew he could do more. He started training himself with what he knew he could do, but at some point, he finds out that he can make things out of the energy (made a knife subconsciously to cut bread one day during dinner or something). So he worked for a while and, with the money he raised, and some help from his parents and the abroad programs at his college, he traveled the world training in different weapons and different fighting styles. He discovered his powers when he was 16. He's now 22. After 6 years of training and schooling, he feels he's ready to help save lives. (Just a quick mock up of the story, I'll go more in depth when I actually post him.) Personality & Motivation: Powers & Tactics: He makes small orbs (he calls sparks...think Transformers sparks) with his hands that can become any kind of weapon or tool (Sometimes cheating it: a gun formed with his energy would just be a hollow shell with him sending a blast through it). The orbs can also move things (like telekinesis) or people (flight). They can expand or contract, become shields to protect himself and others, wrap around him to become body armor, or can even be concentrated into a blast. The energy can take on any shape or form he wishes. I was also toying with the idea of throwing in elements somewhere, but it seems like more trouble than it's worth. Complications: In Brief: A good kid who has amazing energy control. Makes energy weapons and is always after the truth. Stats: 10+6+4+6+4+10 = 40pp Str: 20 (+5) Dex: 16 (+3) Con: 14 (+2) Int: 16 (+3) Wis: 14 (+2) Cha: 20 (+5) Combat: 20+24 = 24pp Attack: +6 Grapple: +15 Defense: 6 (3 flat-footed) 12 (With Dodge Focus) Knockback: -1 (-4 with Force Field) Initiative: +7 (Improved) Saves: 4+5+4 = 13pp Toughness: +2 (+2 Con) +7 (With Force Field) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 28r = 6pp Bluff 4 (+9) Craft (Electronic) 4 (+7) Diplomacy 4 (+9) Gather Information 4 (+9) Knowledge (Technology) 4 (+7) Notice 2 (+4) Sense Motive 2 (+4) Feats: 13pp Accurate Attack Ambidexterity Defensive Attack Dodge Focus (6) Improved Initiative (1) Inventor Power Attack Taunt Powers: 35+8+12 = 52pp Spark Control Array 16 (PF: Attack Specialization 2, 3 Alternate Powers) [35pp] Base: Create Object 10 (Energy; Extras: Moveable) [30pp] AP: Blast 10 (Energy or Energy Weapon Fire; Extras: Autofire) [30/30pp] AP: Strike 5 (Energy Weapon; Extras: Autofire 2; Power Feats: Mighty, Improved Critical 2) [30/30pp] Flight 4 (Extras: Affects Others; Flaws: Platform) [8pp] Force Field 6 (Body Armor or simple shield; Extra: Impervious) [12pp] Drawbacks: 0+0+0 = 0pp Example: Name (description; frequency, severity; -X) DC Block: Blast 10 --- 25/Toughness --- Bruised Strike 10 ---25/Toughness --- Bruised Costs: Abilities (40) + Combat (44) + Saves (13) + Skills (6) + Feats (13) + Powers (54) - Drawbacks (00) = 150pp
  5. I realize the character is incomplete, but I figured it wouldn't hurt to post what I have and see what comes of it. Some of the points may be off. I copied this character off an Excel character sheet I haven't used since last year. It just needs some fine tuning at this point.
  6. Characters Name: Jesken Brightwing Power Level: 10 [150pp/150pp] Trade-Offs: +2 Attack for -2 Damage, +2 Defense for -2 Toughness Unspent PP: 0 Alternate Identity: Joseph Walker Age: 24 Gender: Male Height: 6' Weight: 180lbs Eyes: Brown Hair: Brown Description: Joseph is a tall, well built man with cleanly kept short blond hair and green eyes. He has a baby-face: clean-cut and well groomed, and is almost always seen in casual attire: long baggy blue jeans hanging over black sneakers and a graphic shirt, normally featuring a popular or obscure cartoon, video game, comic, or film. He walks around relaxed and with a smile on his face: a cheery adult who likes having fun. He's a college graduate who yearns for the childhood days of innocence. His attire and some of his appearance, however, is a magical illusion. When needed, Jesken releases the illusion, spreads his pearly-white wings and soars to whoever is in need. His face is the same: a clean-cut and well groomed baby-face, but his hair becomes an unkempt messy brown with eyes to match. He wears a long gray robe with jeans on under it (he's still a kid at heart). The biggest difference between the two personas, however, are the wings at his back. Ivory feathered wings span out from his shoulder blades reaching about his arms' lengths plus one half: smaller than one would expect, but still glorious to behold. One can see the resemblance between Joseph and Jesken, but the thought that they are the same person based on appearance is right out. History: Jesken comes from another plane, or as others may refer to as a universe. In his world, magic was commonplace. His father taught him all sorts of different spells for different things around the house and around the town, but something felt missing. He would ask his father about his mother frequently, about who she was, what she looked like, etc, but his father always changed the subject. Jesken went to school and graduated quickly. In this realm, people were much smarter, so schooling was much shorter. On his 18th birthday he came across a man using black magic to rob a small child. He intervened but the thief countered every spell and sent Jesken to the ground. Although the distraction was enough for the girl to escape, the man struck Jesken's chest with a sword in an attempt to kill him. Instead, the wound glowed, healing instantly. An eruption of light emerged from his body, his wings grew from his back, and he was suddenly filled with enough power to knock out the black magic user, but before he could do anything more, he vanished. He reappeared in an angelic sanctum. Angels flew by over head while Jesken sat down on the cloudy floor confounded by all that had happened in such a short time. He was then confronted by a woman with huge, glorious, golden wings. Upon hearing Jesken's story, the woman informed him that he was not just an angel, but also a "Planeswalker." Planeswalkers are powerful beings that are able to travel through the multi-verse to different planes at will. A Planeswalker's spark, the source of their power, ignites when one enters a life-threatening situation. Jesken stayed in the sanctum for three years before venturing into the multi-verse. He traveled many different planes, seeing thousands if not millions of different species. He befriended a man named Drak in one plane, and the two ventured together for quite some time. Drak, however, wasn't what he seemed. While Jesken traveled the planes to help people, Drak traveled to gain more power. He cared for nothing else. One one plane, the two came across a dark power-hungry dragon. Upon its defeat (not death), Jesken decided to move on to the next plane and left, as he always did, before Drak. Drak stayed, as he often would behind Jesken's back, to kill the dragon and absorb its power. Jesken returned to see what was taking so long, and upon his discovery, Drak leapt at Jesken and the two began to battle. It lasted for days. The two planeswalkers were equally matched, but Drak had an ace up his sleeve. He began draining Jesken of power. Jesken was fading, but was finally able to planeswalk once more. He found himself in the streets of Freedom City with much of his power and spells gone. He couldn't travel anywhere else either: his planeswalking ability was cut short to only a teleport. He decided to make due in Freedom City, rest, and recuperate before chasing after Drak again. Personality & Motivation: Jesken has a giant heart. He can't help but sympathize and empathize with others' troubles. It was as his father had taught him, and it was as he was taught in the sanctum. He fights to protect, not to punish. He could never kill anyone, but he has no problem knocking them out, or beating them within an inch of their life if absolutely necessary (only if enraged). Powers & Tactics: Jesken, as are most Planeswalkers, is primarily a spell caster. He specializes in the elements: earth, fire, wind, water, and lightning, as well as light/divine/holy. Mostly, he'll cast damage dealing spells or spells to heal his comrades in battle. His spell array, however, was cut down due to his battle with Drak. As an angel, flight came naturally to Jesken. It took under a week to fully grasp the use of his wings. As such, he will normally battle in mid-air in an attempt to stay away from close-range combat. If need be, though, one spell Jesken was able to hang onto allows him to summon a great elemental sword to strike his opponents with. His final ability gives him a forcefield to help protect him from damage. As a half-angel, this was a natural ability, but it was made stronger when compounded with his planeswalker spark. Complications: Protecting the Innocent - Jesken will drop whatever he is doing to save an innocent life. Jesken earns a Hero Point when an innocent is put in harms way, as he will divert all his attention to saving them. Honor - Jesken will only do battle in a fair fight. In Brief: Jesken's a powerful spell caster known as a Planeswalker who's powers have been cut short. He prefers defending the innocent to punishing the guilty. Stats: 4+6+10+14+6+6 = 46pp Str: 14 (+2) Dex: 16 (+3) Con: 20 (+5) Int: 24 (+7) Wis: 16 (+3) Cha: 16 (+3) Combat: 24+24 = 48pp Attack: +12 Grapple: +0 Defense: +22 (+16 flat-footed) Knockback: +2 Initiative: +3 Saves: 2+1+6 = 9pp Toughness: +5 (+0 Con, +0 other) Fortitude: +7 (+5 Con, +2) Reflex: +4 (+3 Dex, +1) Will: +9 (+3 Wis, +6) Skills: 38r = 10pp Bluff 8 (+11) Concentration 10 (+13) Investigate 4 (+11) Knowledge: Arcane Lore 8 (+15) Notice 4 (+7) Sense Motive 6 (+9) Feats: 3pp Defensive Attack Power Attack Taunt Powers: 21+3+10 = 34pp Flight 5 [10pp] Force Field 3 [3pp] Spell Array Magic; Power Feats: Variable Descriptor 1: Elemental or Light [21pp] AP: Blast 8 (Spell name dependent on element used) AP: Blast 8 (Spell name dependent on element used) Extras: Alt Save (Fort) Flaws: Full Round Action AP: Healing 8 (Spell name dependent on element used) AP: Strike 8 Mystic Sword Thrust Extras: Area - Line AP: Strike 8 Soul Sword Strike Power Feats: Improved Critical 2, Takedown Attack 2, Extended Reach 4 (25ft) Drawbacks: 0+0+0 = 0pp (incomplete) DC Block: (incomplete) Costs: Abilities (46) + Combat (48) + Saves (9) + Skills (10) + Feats (3) + Powers (34) - Drawbacks (00) = 150pp
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