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Aoiroo

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  1. Character Name: Boomerang Werewolf Power Level: (7) (105/105PP) Trade-Offs: Human Form +3 Attack / -3 Damage, +1 Defense / -1 Toughness Werewolf Form -1 Attack / +1 Damage Complications: Is That Grr Yes or Grr No: Can't speak as a werewolf. Full Moon: Required To Transform on Nights of the Full Moon No Thumbs: Can't use most normal Equipment Torn to Shreds: Clothing (like the bulletproof vest) often does not survive the transformation, and weapons and equipment can't be used at all. Abilities: 0 + 0 + 4 + 2 + 4 + 0 = 10PP Strength: 10/22/27 (+0/+6/+8*) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) *Carrying Capacity Combat: 6 + 8 = 14PP Initiative: +4 Attack: +3 Melee, +6 Claws (-1 Growth), Range +6, +10 Boomerang Grapple: +12/+16 Defense: +8/+7 Alternate Form (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 2 + 3 + 2 =7PP Toughness: +6/+7 Alternate Form (+2 Con, Tactical Vest +4, +5 Protection (2 Impervious Toughness)) Fortitude: +4 (+2 Con, +2) Reflex: +6 (+5 Dex, +1) Will: +4 (+2 Wis, +2) Skills: 48PP = 12PP Acrobatics 10 (+10) Investigate 4 (+6) Intimidate 5 (+8/+10) Notice 8 (+10) Search 8 (+10) Sense Motive 8 (+10) Stealth 5 (+5) Feats: 23PP Accurate Attack Acrobatic Bluff All Out Attack Attack Focus (Range) 3 Attack Specialization (Claws) 2 Dodge Focus 4 Elusive Target Equipment Evasion 2 Fearsome Presence* Power Attack Redirect Set-Up Takedown Attack Throwing Mastery 2 Uncanny Dodge (Hearing) *Alternate Form Equipment Tactical Vest (4 Protection) 4EP Powers: 35 + 3 + 1 + 1 + 4 + 1 = 45PP Alternate Form 7 35PP Enhanced Feat (Fearsome Presence) 1PP Enhance Strength 12 12PP Growth 4 (+5 Strength (Carrying Capacity), +5 Grapple, -4 Stealth, 8ft Tall, -1 Defense, -1 Attack) 12PP Strike 2 (Claws, Extras: Autofire Feats: Mighty) 3PP Protection 5 (Impervious Toughness 2) 7PP Device 1 (Boomerang, Flaws: Easy-To-Lose, Restricted) 3PP Blast 2 (Feats: Ricochet, Accurate 2) 5PP Leaping 1 (x2, Running Jump 20ft, 10ft Standing, 5 ft High) 1PP Speed 1 (100ft Per Move Action, 10MPH) 1PP Super-Sense 4 (Smell, Accurate, Acute, Extended, Tracking) 4PP Super-Sense 1 (Hearing, Extended) 1PP Drawbacks: (-3) + (-3) = -6PP Drawback (Normal Form; Frequency: [Very Common]; Intensity: [Moderate]) [-3PP] Drawback (Silver; Frequency: [Common]; Intensity: [Major] x2 Damage [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Boomerang Range DC19 Toughness (Staged) Damage (Physical) Claws Touch DC 23 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (10) + Combat (14) + Saving Throws (7) + Skills (12) + Feats (23) + Powers (45) - Drawbacks (6) = 105/105 Power Points You know, there are I think four types of builds when you get down to it, those that rely wholy on their superpowers, those who have while having some superpowers supplement them with training, those who have no powers at all and are very skilled and featy, and the last is a mix of all three. This is my remix. This is a dual capability build, basically a werewolf who while able to become a wolf, doesn't need the wolf powers to hit caps. Though there are powers that don't come with the alternate form in the form of super senses, the speed and leaping are both regular training and the device the nifty little boomerang. I like boomerangs, we need more PCs with boomerangs. Of course to keep this build reasonable, there are built in complications that justify the cap changes between transformation, mainly the caps for the normal identity is supplemented by a device and some equipment, the changed identity, can't use either, one cause the device requires thumbs, and two because the equipment won't fit. I've always been one for low power high skill builds myself, or mixed builds with various powers and skills. The only build wholy reliant on powers I use actively is G-Force. Anyway, backstory, this is a soldier, or at least someone who's pretty good at scrapping turned werewolf. They have the drawbacks, and the weakness to silver (it doesn't have to be pure or inherited so it's common as opposed to uncommon) in both forms. Which can be waved away as a silver allergy in character. Now this character can fight either way, the quick question would be why would they want too. Well first off, Werewolves are SCARY, this isn't great when dealing with civilians. The claws also get in the way a lot, and transformed you can't speak normally which is always a bother.
  2. Jasmine went over to the terminal and started to boot up various programs and processes to keep the computer system busy. It wasn't a perfect solution but it seemed to be working as she clicked away on the keyboard. Her eyes wandered a bit to the people who have been turned into anti-bodies. If you're still in here, I think I know what we can do with them. She clicked on the keyboard at a steady pace, From what we've seen this is a pretty complex system. It's likely whatever they have on them is just as complex and while I have a doctorate in my field, I have neither the medical or the cybernetics expertise to handle them. But I know who, or really a lot of whos who might. It was with that she brought up a link to the computer systems to Freedom City. If we can get that working, and make a safe jump we can smuggle them out and have them examined at the lab. As far as I know it's not government operated and the people who work there have such a large range of specialties and abilities that someone should be able to help them more regularly then anything the ministry has to offer. As for the ministry themselves, we may not want to tell them about this. While it may be that HeadCase very well created this project it might not be so that the Ministry was in the dark about it, and if at least one person there let this happen I don't think we can trust that these subjects will simply be examined with the intent of fixing the damage that has been done. If we're asked we can neither confirm nor deny it's existance, maybe we can gather more information about what exactly is happening now based on what has already been allowed to happen and who may or may not know about it. Jasmine tabbed through more programs and sighed as the last thought crept in her head, After all, if you could control normal humans with cybernetic implants, there are possibilities that the same can be done with those with superhuman abilities.
  3. If Georgia was quiet or hesitant around the boy, she was definitely not around the chocolate. She grabbed a milky way from his presentation of sweets and was already opening it when she said, "Nice to meet ya Ralf." She took a bite and chewed over the candy bar, "And yeah it is that bad, been cold as the ninth circle all month, all last month too. Not to mention the snow, as little as I see of it where I'm from I think I'm just about sick of it now. Be nice if everything would just thaw out all ready." She said all this between her next bite, "Not that we have to worry bout that where we're going huh. Well the snow at least. Snow on the moon would be weird."
  4. "Got any snacks?" Georgia spoke up to the android as she adjusted her headphones. She had spent all of the trip like she spent most of her idle time at Claremont, wearing aviator headphones. Said headphones were connected to her phone that went into the pocket of her coat as she had more or less straggled behind with her duffle bag on her back. She would of been more excited if this entire thing had been more, well instantious. Going out in the cold, then waiting in a bus for an hour didn't much to calm her nerves. The brief conversation about the space elevator might of been interesting, but she didn't know the first thing about how that would go about so she didn't comment. So in truth the android was the most interesting part of this trip so far. She hadn't met a full scale robot before, and no AI that seemed to have functionality between basic interactions. Technology on the consumer scale was advancing, but her phone was about as portable and advanced as she'd ever really seen (or noticed really). Plus, he did say not to hesitate, "Maybe some hot cocoa? It's flippin freezing out there."
  5. Character Name: Half Ghost Power Level: (7 ) (105/105PP) Trade-Offs: None Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/25/35* (+0/+7/+12*) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) *Carrying Capacity Only Combat: 6 + 8 = 14PP Initiative: +0 Attack: +3 Melee, +3 Ranged, +7 Blast, +7 Unarmed Grapple: +16 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: +3 Saving Throws: 4 + 8 + 4 = 16PP Toughness: +7 (+0 Con, +7 Protection +3 Impervious Toughness) Fortitude: +4 (+0 Con, +4) Reflex: +8 (+0 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 32R = 8PP Bluff 7 (+7) Knowledge (Arcane Lore) 5 (+5) Knowledge (Popular Culture) 5 (+5) Notice 5 (+5) Search 5 (+5) Sense Motive 5 (+5) Feats: 8PP Accurate Attack Attack Specialization (Unarmed) 2 Dodge Focus 3 Power Attack Uncanny Dodge (Hearing) Powers: 60 + 3 + 2 = 65PP Alternate Form 12 60PP Concealment 4 (All Visible Senses, Extras: Affects Others) 12PP Flight 4 (100MPH) 4PP Immunity 4 (All Suffocation Effects, Disease, Starvation/Thirst) 4PP Ghost Power Array (28PP, x2 Alternate Powers) 30PP Base Power: Insubstantial 4 (Extras: Affects Others, Feats: Selective) 28PP Alternate Power: Blast 7 (Feats: Accurate 2, Affects Insubstantial 2, Improved Range 3 (25ft), Precise) 22PP Alternate Power: Enhanced Strength 15 + Super-Strength 2 (Light Load 1056 lbs, Medium Load 1 ton, Heavy Load 1.5 Tons, Maximum Load 3 Tons, Push/Drag 7.5 Tons) 19PP Protection 7 (Impervious Toughness 3) 10PP Device 1 (Fenton Thermos Flaws: Easy-to-Lose) 3PP Dimensional Pocket 2 (Extras: Range, Flaws: Only Ghosts, Feats: Progression Capacity (500lbs)) 5PP Super-Sense 2 (Detect Ghosts, Mental) 2PP Drawbacks: (-3) + (-3) = -6PP Drawback (Normal Identity; Frequency: [uncommon]; Intensity: [Major]) [-3PP] Drawback (Ecto Energy; Frequencey: [Very Uncommon]; Intensity: [Major] (Damage x2)) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blast Range DC22 Toughness (Staged) Damage Unarmed Touch DC22 Toughness (Staged) Damage (Physical) (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (0) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (8) + Powers (65) - Drawbacks (6) = 105/105 Power Points Dododododo, another cartoon favorite Danny Phantom. Near the beginning of the series mostly, like after Desiree, but not too far in. Anyway, pretty interesting power set of course, like for example the impervious toughness in his ghost form coupled with his weakness for ectoenergy, honestly this goes for the fact that he only ever gets hurt by A: Other ghosts, B: Ghost hunters who power they're weapons with ecto energy. Course, he's not full ghost, so he doesn't get the whole full fortitude immunity, he gets some, disease, starvation/thirst, suffocation, but the series does show, he's effected by hot and cold, and all the other stuff. He's like at the beginning completely average, and very reliant on his powers. Some skills for basic things, you know, bluff and such. He has unarmed combat as a specialization cause he does favor it in character and the enhanced strength to back it up, but he's not a bad shot with his blasts so just accurate there. Also Intangibility and Concealment aren't arrayed together cause he can and has used them both at the same time. Oh and he can fly, pretty fast. Only power not in the alt form is the ghost sense, I'm saying mental, I'm not exactly sure what seeing your breath counts as (visual, not sure really). Anyway, fun build, very power dependent, but great for building skills and maybe more powers later.
  6. You don't even need claremonters for that, every frat house in the city would dog pile that thing.
  7. Jasmine took a few seconds to size up the antibodies. They were enhanced, but not absurdly so, maybe more then human but not more then what she has handled before. Which helped her in her choice of ammo, "Well since you asked nicely." Jasmine reached onto either side of her jacket and produced two brightly colored paintball pistols. It only took a second for her to check the ammunition before she shot off several rounds of small white paintballs that expanded upon contact and began to encase each of the antibodies in a gooey then hard gunk that held them firmly to the floor. She also shot several of these paintballs that errupted into goo to effectively gunk up defense mechanisms she could spot. Turning she gave an extra layer to anything she might of missed before she lowered her weapons and used the back of her hand to adjust her glasses, "That should hold them for the moment." She turned towards Dee, "Now what can we do about shutting down the security systems at this juncture?"
  8. SC, I haven't rolled for attack yet (I'm attacking the antibodies too). Though I guess it doesn't matter cause I shifted by five towards effectiveness and crit. Okay, lets do some math, at shifted by 5, that'd DC 20 Reflex, add 5 for autofire because I'm ten above their defense bonus is 25 reflex, add 5 more for the Crit, it's DC 30 reflex to be snared.
  9. I was just gonna do the 25 foot radius area with autofire instead of spreading it out, she's not gonna hit all the guns, but all the guns around her are gonna go down.
  10. Okay, I roll assessment against the antibodies for my move action before I decide on how I'm shifting. So, 21
  11. SC, if I use my area snare can I hit the weapons and the antibodies at the same time?
  12. I'm open too it, not sure what classes we'd do this for.
  13. Catalyst >Searching for Vanguard G-Force >Gravity Falls Silhouette Nada
  14. Dodododo, okay. So, I'm kind of bored here. I mean building PL7s is fun, but I want to do some active work stuff. So what can we get moving for Claremonters now? We've got a fresh new batch, and the intros are running down a bit. So where do we want to set these? After school, in class, combat simulation? We want to do something right?
  15. If Jasmine had gone any faster, she would of knocked Dee off her feet as she sprinted to the computer screen. Adjusting her glasses Jasmine scrolled through the files her mouth not saying anything, her mind not making coherent thoughts as she skimmed through. However, one word came across very clear when she got to the end, #*@$ She looked up at Dee her eyes worried and her breath speeding up, We have to help them, we have to help them NOW! Pinching her nose under the bridge of her glasses she tried to calm herself down, but a stray thought crossed her mind, If HeadCase is responsible for this, I will make him eat pepperspray until he passes out. After her breathing even Jasmine went back to the computer and started to look through the files, Okay, okay, we need to find a way to take them out of suspended animation and then safely deactivate the chips. If we try to force them open or break the tubes it'll probably trigger the security and very likely cause damage to the inhabitants inside which can be irreversible and or lethal. Pulling from the screen she looked at the pods, Just because the bodies are inactive does not mean the implants aren't and I can't tell what the prolonged exposure to them will do to the subjects. It's entirely possible if we release them they'll be violent, but the sooner we disable the control the better.
  16. 23, Pretty good considering her Life Science is 5.
  17. What does Jasmine roll when looking at this stuff?
  18. Character Name: River Tam Power Level: (7) (105/105PP) Trade-Offs: +2 Attack / -2 Damage +5 Defense / -5 Toughness Abilities: 4 + 10 + 0 + 14 + 0 + 6 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +9 Melee, +4 Ranged Grapple: +11 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: +4 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +2 (+0 Con, +2 Defensive Roll) Fortitude: +3 (+0 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +3 (+0 Wis, +3) Skills: 12R = 3PP Acrobatics 5 (+10) Perform Dance 7 (+10) Feats: 24PP Acrobatic Bluff All-Out Attack Accurate Attack Ambidexterity Attack Focus (Melee) 5 Defensive Attack Defensive Roll Eidectic Memory Elusive Target Equipment Evasion 2 Fast Task (Acrobatic Bluff) Improved Initiative 2 Jack of All Trades Power Attack Takedown Attack 2 Uncanny Dodge (Mental) Equipment 5EP Battle Axe (Strike 3, Feats: Mighty) 4EP Multitool 1EP Powers: 21 = 21PP Mind Reading 7 (Extras: Action (Continuous), Area: Burst, Flaws: Permenant) 21PP Drawbacks: (-4) = -4PP Drawback (Nightmares; Frequency: [Very Common]; Intensity: [Moderate], Roll Will DC 15, Or Become Fatigued) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Battle Axe Touch DC20 Toughness (Staged) Damage (Physical) Mind Reading Area DC17 Will Mind Reading (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (34) + Combat (16) + Saving Throws (11) + Skills (3) + Feats (24) + Powers (21) - Drawbacks (4) = 105/105 Power Points River Tam from Firefly, is pretty badass I must say, but I can't see her as being very well, physically strong. She's only like 90 pounds, no what she is is always mentally aware of everyone elses thoughts in the room and really fast about it too. Lots of reflex, lots of fighty fighty feats, and high intelligence with the Eidectic Memory and Jack of All Trade feats. Of course she has the nightmare drawback, and the drawback on her mind reading being both continuous and permenant. She's fast, but she's frail, and a good shot should take her out. I'd imagine that Reavers are all damage shifted so that's why she could take them.
  19. Character Name: Etain Maher Power Level: (7) (105/105PP) Trade-Offs: None Melee, Range -3 Attack / +3 Damage, +5 Defense / -5 Toughness Abilities: 4 + 0 + 4 + 0 + 8 + 4 = 20PP Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+4) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +7 Melee, +4 Ranged Grapple: +9 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 2 + 4 + 3 = 9PP Toughness: +2 (+2 Con, +0 [Other]) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+0 Dex, +4) Will: +7 (+4 Wis, +3) Skills: 28R = 7PP Bluff 6 (+8/+12*) Knowledge (Arcane Lore) 8 (+8) Language 1 (Base: Latin, English) Notice 4 (+8) Search 4 (+8) Sense Motive 5 (+9) *Attractive Feats: 13PP Attack Focus (Melee) 3 Attractive Equipment Dodge Focus 8 Uncanny Dodge (Visual) Equipment 5EP Swordbrella (Strike 3, Feats: Might, Subtle) 5EP Powers: 40 + 4 = 44PP Glamour Array (36PP, Feats: Alternate Powers x4) 40PP Base Power: Illusion 6 (All Senses, Extras: Area (Cylinder), Selective Feats: Reversible, Improved Area 5 (x100 ft around, 50ft Tall), Flaws: Phantasm) 36PP Alternate Power: Blast 10 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Improved Range 2 (25ft), Variable Descriptor (Burn, Lightning, Ice)) 34PP Alternate Power: Concealment 10 (Extras: Affects Others, Area: Cylinder, Feats: Close Range, Improved Area 2 (25ft Radius, 12 Feet Tall), Selective, Flaws: Phantasm) 34PP Alternate Power: Paralyze 7 (Extras: Area: Cylinder, Selective Feats: Affects Insubstancial 2, Improved Range 2 (25ft Radius, 12 Feet Tall), Reversible) 33PP Alternate Power: Strike 7 + Drain (Will) 7 (Extras: Alternate Save: Will, Feats: Affects Insubstancial 2, Extended Reach 3 (25ft), Incurable, Slow Fade, Variable Descriptors (Bludgeoning, Piercing, Slashing) 29PP Super-Sense 4 ( Detect Magic, Visual, Analytical) 4PP Drawbacks: (-5) = -5PP Weakness (Ferrous Metals, Frequency: Very Common, Intensity: Major [Make Fortitude DC15 Against Paralysis]) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Blast Range DC25 Will (Staged) Damage (Physical) Paralyze Range DC17 Will (Staged) Paralyze Illusion Area DC16 Will (Staged) Illusion Strike/Drain Touch DC22 Will/Will (Staged) Damage/Drain(Will) Swordbrella Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (9) + Skills (8) + Feats (10) + Powers (47) - Drawbacks (5) = 105/105 Power Points Right for people who are newish, this is a PL 7 build of my now retired PC, Changeling, or Etain Maher. Some explanation for this build, Etain is a human taken by fae, she has glamour as a result, said glamour allows her to inflict onto other people anything she herself has experienced. The notch with this, is that Etain was trained in combat by immortals who think nothing of chopping off limbs, electricuting, burning or freezing in combat. As long as they didn't kill her they could heal the damage but Etain has very vivid memories of all of that which she can inflict on others. Usually these illusions come in the form of her looking like she's wielding various weapons or shooting these from her hands. She can also remove her presence and the presence of others completely by the illusion that there is simply nothing there. The catch of course is two found, first off, she can't lie, not that she won't lie, she can't lie, at least not directly. The second is her powers don't work on non-sentient beings or anything that doesn't have a will save. Because truthfully nothing she does to you is real, so if you can't perceive it, it's not happening. She can also identify magic on sight. Basically as a build, Etain is a glass cannon. She attacks the least focused on save in the game, the will save, and has a power that simultaniously drains and attacks that save, and when it's drained it stays drained for six rounds. The thing is, while she's really hard to hit, she's physically very fragile and very slow (initiative wise), she has no travel powers, and her body is basically human, not even an exceptionally well trained human. But if she can get a hit in, it's usually pretty devastating you've got a pretty good chance. There's also the weakness to ferrious (anything containing iron) if it touches her, this has to be skin to metal contact, she has to roll a save for paralysis every round it's in contact with her, which isn't real great if she gets lets say, shot. But that's one of the prices she has for using fae magic.
  20. Jasmine was a few steps behind everyone else. Being the only person without any particular power (even if she didn't know the extent of the others) she decided to let them have a go at the highly dangerous building they were entering. Finding a computer console she started to look through the files and layout of the place. It really was quite extensive, but she managed to get through it all the same, there were a few notes about it when she got the broadcast from Synapse. Oh, are we doing the whole no talkie mental communication thing again. Alright, well lots of this equipment is rigged to trap, but a lot of it will simple self-distruct, though not in a explosion like manner. Lots of very advanced equipment that'll do it too, they weren't kidding about the owners of this place being paranoid. It's a good thing we read up on this before coming down, that may of been pretty messy if we activated all this or had to explain why all this delicate machinery is not suddenly a pile of ash.
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