Jump to content

Dream

Members
  • Posts

    21
  • Joined

  • Last visited

Posts posted by Dream

  1. Shadow Man did not flinch as the large man brought his fist down, missing him and exploding the table. "Villain, you have made a mistake. I am afraid you will have to get your eyes checked where ever they lock you up," Shadow Man said throwing a right cross hitting the villain square in the jaw. "You have robbed another desk jockey of employment, sir. You will pay that man's salary from your cell!"

  2. I'm trying to build a normal guy who is a knight of the fairy realm. He did a great service to the King and Queen, so they knighted him. The specifics aren't down yet, but his equipment is blessed by Oberon and Titania themselves.

    Abilities: 6 + 4 + 4 + 0 + 4 + 4 = 22PP

    Str 16 (+3)

    Dex 14 (+2)

    Con 14 (+2)

    Int 10 (+0)

    Wis 14 (+2)

    Cha 14 (+2)

    Combat: 6 + 8 = 14PP

    Initiative: +6

    Attack: +3, +7 melee

    Grapple: +10

    Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

    Knockback: -3, -1 without armor

    Saving Throws: 3 + 3 + 3 = 9PP

    Toughness: +6 (+2 Con, +4 armor)

    Fortitude: +5 (+2 Con, +3)

    Reflex: +5 (+2 Dex, +3)

    Will: +5 (+2 Wis, +3)

    Skills: 0R = 14PP

    Acrobatics 8 (+10)

    Bluff 8 (+10, +14 Attractive)

    Diplomacy 8 (+10, +14 Attractive)

    Knowledge (arcane lore) 10 (+10)

    Notice 8 (+10)

    Perform (singing) 3 (+5)

    Perform (stinged instruments) 3 (+5)

    Sense Motive 8 (+10)

    Feats: 26PP

    Accurate Attacl

    Acrobatic Bluff

    All-Out Attack

    Attack Focus (melee) 4

    Attractive 1

    Challenge 2 (Fast Feint, Fast Taunt)

    Dodge Focus 4

    Defensive Attack

    Fearless

    Improved Disarm

    Improved Initiative 1

    Luck 2

    Power Attack

    Stunning Attack

    Takedown Attack 2

    Taunt

    Uncanny Dodge (visual)

    Powers: 4 + 6 + 10 = 20PP

    Device 1 (enchanted armor; hard to lose)

    Protection 4 (Power Feats: Subtle)
    This is an undercover vest. Due to it's blessing, it's sturdier than most. Fairies and people with the right senses see it as an ornate breastplate.

    Device 2 (enchanted sword; easy to lose)

    Damage 4 (Power Feats: Improved Critical 2, Incurable, Mighty, Variable Descriptor [Magic/Slashing])
    This sword is a saber with a blade made out of cold iron. Due to it's blessing it hits harder and is sharper than a regular saber. It's enchantments also prevent wounds made by the sword from healing though unnatural means. Fairies and people with the right senses see it as a shining beacon.

    Super-Senses 10 (Visual [counters concealment, counters illusion, counters obscure (all); detect fairies])

    Drawbacks: (-0) + (-0) = -0PP

    DC Block:

    
    ATTACK                       RANGE     SAVE                      EFFECT
    
    Unarmed                      Touch     Toughness 18 (Staged)     Damage (Physical)
    
    Sword                        Touch     Toughness 22 (Staged)     Damage (Physical)
    
    Stunning Attack, Unarmed     Touch     Fortitude 13 (Staged)     Dazed or Stunned or Unconcious (Physical)
    
    Stunning Attack, Sword       Touch     Fortitude 17 (Staged)     Dazed or Stunned or Unconcious (Physical)

    Abilities (22) + Combat (14) + Saving Throws (9) + Skills (14) + Feats (26) + Powers (20) - Drawbacks (0) = 105/105 Power Points

  3. Shadow Man lunged at the villainous wisecracker, "The bank of Justice will cover my claims. As for yours, what do you have? Insufficient funds!" The grab was a little bit off and he slipped. Catching his balance, he floated a bit before avoiding making himself look foolish.He gave the villain a stealy-eyed glare and crossed his arms, silently waiting, nay daring, the villain to do something in return.

  4. Shadow Man was happy to see the thugs were reasonable and with logic. "Thank you. If you'll just stay here, and not run off." Before he could finish his sentence, they ran off. He sighed and would have went after the misguided thugs and finished his instructions, but the boss, it seemed, did not like the situation at hand. Shadow Man had to deal with the more dangerous situation at hand now. He would find the others later. "It means," Shadow Man said seriously, "that your mouth is writing checks that you cannot possibly pay! I owe you nothing but swift justice!"

  5. is a speedster. No fluff and hardly finished. But here he is.

    Abilities: 0 + 14 + 0 + 0 + 6 + 0 = 20PP

    Str 10 (+0)

    Dex 24 (+7)

    Con 10 (+0)

    Int 10 (+0)

    Wis 16 (+3)

    Cha 10 (+0)

    Combat: 10 + 12 = 22PP

    Initiative: +23

    Attack: +5, +9 melee

    Grapple: +9

    Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

    Knockback: -1

    Saving Throws: 0 + 0 + 0 = 0PP

    Toughness: +2 (+0 Con, +2 defensive roll)

    Fortitude: +0 (+0 Con, +0)

    Reflex: +12 (+7 Dex, +5)

    Will: +3 (+3 Wis, +0)

    Skills: 28R = 7PP

    Acrobatics 8 (+15)

    Language 1 (English [base], French)

    Notice 7 (+10)

    Search 5 (+5)

    Sense Motive 7 (+10)

    Feats: 10PP

    Acrobatic Bluff

    Attack Focus (melee) 4

    Challenge (Fast Acrobatic Bluff)

    Defensive Roll 1

    Luck 2

    Uncanny Dodge (visual)

    Powers: 10 + 5 + 10 + 11 + 10 = 46PP

    Enhanced Feats 10 (Improved Initiative 4, Dodge Focus 6)

    Enhanced Reflex Save 5

    Speed 10

    Super Speed Stunts Array 5 (Power Feats: Alternate Power 1)

    BE: Damage 5 (Extras: Area [burst, Targeted], Selective Attack; Flaws: Action [Full]) [10/10] (hitting everything)

    AP: Damage 5 (Extras: Autofire) [10/10] (hitting one thing a lot of times)

    Quickness 10

    DC Block

    
    ATTACK               RANGE     SAVE                         EFFECT
    
    Unarmed              Touch     Toughness 15    (Staged)     Damage (Physical)
    
    Damage, Area         Touch     Toughness 20    (Staged)     Damage (Physical)
    
    Damage, Autofire     Touch     Toughness 20-25 (Staged)     Damage (Physical)

    Abilities (20) + Combat (22) + Saving Throws (0) + Skills (7) + Feats (10) + Powers (46) - Drawbacks (0) = 105 Power Points

  6. Player Name: Dream

    Character Name: Magi

    Power Level: 7 (105/105PP)

    Trade-Offs: None

    Unspent PP: 0

    Progress To Bronze Status: 0/30

    In Brief:

    Alternate Identities: John Smith IV (real name)

    Identity: Secret

    Birthplace: New Jersey

    Occupation:

    Affiliations: None.

    Family: VERY MUCH YES.

    Age: 101 (DoB: April 20, 1910)

    Apparent Age: Late twenties

    Gender: Male

    Ethnicity: White

    Height: 5'7"

    Weight: 145 lbs

    Eyes: Blue

    Hair: Dark Blonde

    Description: John is not a man from this era. He's a bit shorter than average and while he's not scrawny, he does lean slightly towards a bit too thin. If this were the thirties, he'd fit right in with his svelte farmboy build. His hair is naturally curly and he keeps it short and clean.. His eyes are bright and cheerful. He always has a smile on his face. John is a suit wearer when in his normal identity. You will never catch him not wearing one in public as John. Magi, on the other hand, wears a single-breasted black cassock and a white sash with a small pouch of stones attached to it. black dress shoes, black slacks, no clerical collar, white domino mask. His hair is slicked back to further conceal his true identity.

    Power Descriptions: John's transmutations are quiet flashy. To prepare one for use, he has to draw a visibly glowing neon sigil. The sigil lasts until the transmutation is changed. Different transmutations require different sigils. They look complex and arcane, but any alchemist could tell you what they mean.

    History:

    Personality & Motivation: John is a generally nice guy. He's a bit soft spoken, but he says what he means and means what he says. He's very attentive of his surroundings, mentally taking notes on everything he meets and talks with. His reason for being a hero springs from a few things. One being that he has the power todo so. His mother taught him the value of helping his fellow man with whatever he had. Besides his obligatory feelings,

    Powers & Tactics: John is well-versed in the art of alchemy. And thus his tactics are to use his knowledge of potions and transmutations in battle. Transmutations mostly. He can fight at any distance, depending on the method he uses, but he likes to stay at range. Too many gruesome images of close up fights. Though he can throw down if need be.


    Complications

    Energy Focus: Due to the law of conservation, there is no such thing as a free transmutation. After drawing a transmutation sigil, John must expend energy somehow. He can draw if from himself, but that has unforseen consequences. Sometimes harmless, sometimes devastating. Luckily, he always has a pouch of energy stones to transmute with.

    Family: Having lived through out a century, John likes to keep up with his offspring. Sure, one hundred years leads to a lot of grand hildren. Most that don't even know they're talking to their great-great-great-great-grandfather. Though still, he is a Papa Wolf for each and everyone of them.

    Hatred: Has a burning hate for all demonic entities.

    Scrapbook: As said before, John loves his descendants very much. Keeping a large file on them and "passing it down" generation to generation. This has become an obsessive treasure to him.

    Secret Identity I: John is the alchemist hero, Magi.

    Secret Identity II: John is immortal. If someone were to find out who he really was, it would cause many problems. Every 30-40 years he has to reinvent himself. Right now he's starting his fourth incarnation. Though it's always within the confines of his family. The reason why? Very select few of his family know his secret.

    Study: John is always intrigued with forms of magic besides his own. He won't pass up a conversation about metaphsyics or the ability to learn a new incantation.

    Abilities: 0 + 0 + 0 + 10 + 10 + 0 = 20PP

    Str 10/24 (+0/+7)

    Dex 10 (+0)

    Con 10 (+0)

    Int 20 (+5)

    Wis 20 (+5)

    Cha 10 (+0)

    Combat: 14 + 12 = 26PP

    Initiative: +0

    Attack: +7

    Grapple: +7/+14

    Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed

    Knockback: -4

    Saving Throws: 5 + 5 + 0 = 10PP

    Toughness: +8 (+0 Con, +8 Force Field)

    Fortitude: +5 (+0 Con, +5)

    Reflex: +5 (+0 Dex, +5)

    Will: +5 (+5 Wis, +0)

    Skills: 48R = 12PP

    Concentration 10 (+15)

    Craft (chemical) 10 (+15)

    Knowledge (arcane lore) 10 (+15)

    Knowledge (theology and philosophy) 5 (+10)

    Language 3 (English [native], Greek, Hebrew, Latin)

    Notice 5 (+10)

    Sense Motive 5 (+10)

    Feats: 7PP

    Fearless

    Luck 2

    Ritualist

    Trance

    Ultimate Save (Will)

    Ultimate Skill (Knowledge [arcane lore])

    Powers: 8 + 1 + 20 + 1 = 30PP

    Force Field 8 [8pp]

    Immunity 1 (aging) [1pp]

    Magic 7 (alchemy; Power Feats: Alternate Power 7; Drawbacks: Action [Move]) [20pp]

    BE: Blast 7 [14/14] (Mystic Blast)

    AP: Dazzle 7 (visual) [14/14] (Transmutation; inert eyeballs)

    AP: Emotion Control 7 [14/14] (Potion; lesser control)

    AP: Enhanced Strength 14 [14/14] (Potion; strength)

    AP: Mind Control 7 [14/14] (Potion; greater control)

    AP: Move Object 7 [14/14] (Transmutation; lighten)

    AP: Snare 7 [14/14] (Transmutation; hard air bindings)

    AP: Transform 7 (people into cats; Flaws: Range [Touch]) [14/14] (Transmutation; polymorph)

    Super-Senses 1 (Magical Awareness [Mental]) [1pp]

    DC Block

    
    ATTACK                RANGE          SAVE                         EFFECT
    
    Unarmed               Touch          Toughness 15    (Staged)     Damage (Physical)
    
    Blast                 Range          Toughness 22    (Staged)     Damage (Magical)
    
    Dazzle                Range          Reflex    17
    
                                         Fortitude 13/17 (Staged)     (Magical)
    
    Emotion Control       Perception     Will      17    (Staged)     (Magical)
    
    Unarmed, Enhanced     Touch          Toughness 22    (Staged)     Damage (Physical)
    
    Mind Control          Perception     Will      17                 (Magical)
    
    Snare                 Range          Reflex    17    (Staged)     (Magical)
    
    Transform             Touch          Fortitude 17                 (Magical)

    Abilities (20) + Combat (26) + Saving Throws (10) + Skills (12) + Feats (7) + Powers (30) - Drawbacks (0) = 105/105 Power Points

  7. "My name is Shadow Man," he said with gusto. Shadow Man looked at the armed men and their leader. They couldn't see it but there was scorn under his mask. He crossed his arms across his chest, "Gentlemen, it's almost Christmas. You don't want to spend the holidays without your family do you? This is surely a way to spend a while in a prison cell. Even if you get away with the money, which you won't, how will you explain your ill-gotten gains to everyone you meet? Do you think they will respect you when you tell them you've robbed a bank? I think not! That's not all you have to think about. Think about how the money you steal will take away not from just someone's Christmas, but other things. People will not be able to buy medicine and pay hospital bills. And their lives will be on your hands, just because you wanted spending money. Gentlemen, how can you even think of committing such an act?"

  8. Matthew Rose was burning the night oil. It was almost Christmas. On top of his workload being kind of light these days and his kids being taken care of -- he got Faith two tickets to see that thing she likes, a group called Diamonds, and he got Joshua a piece of history, a large piece of broken building signed by the Freedom League -- there was very little else to do before the big holiday not tree days away. Wait for Santa, maybe. But justice did not wait for the jolly old elf. Shadow Man was there to protect the good girls and boys and put the naughty ones in their place! And boy did he run into some naughty ones tonight. Bank robbers! There was a large hole where the door used to be. And there was a van in the hole. "Time to save the economy. One bank at a time." Shadow Man flew down into the van and punched the driver when he was unaware. After the driver was out, Shadow Man flipped the van over and knelt behind it, waiting for the rest of the bank robbers to come out and find him.

  9. My first edit for Shadow Man already? It's nothing big. Just some fluff to add. On his Family line I'd like to change it to "Robert Rose (father, deceased), Ramona Rose (mother, deceased), Nikki Rose (ex-wife, 33), Faith Rose (daughter, 16), Joshua Rose (son, 13)" change the Kids complication to read "Matthew's kids are his life. Even though he does not have custody of them, he'll make time to see them anytime he can. He would do anything to see them happy."

    Doktor'd

  10. Hello! My name is... Dream. I've been told we can't use our real names here. It's weird being called something you're not :P Anyway. I'm 21. Currently unemployed. Very much a mama's boy. Still living with her :) I am autistic, but I plan to not annoy you much. I hope. I am an Internet newbie, relatively. Been lurking on it for about a week or so. Right now I'm sponging it off of Sandman XI. My geek cred, as it were, is that I grew up watching the cartoons of the 90s. Batman, Superman, X-Men, Spiderman, Darkwing Duck :P I also remember when the only anime around was Sailor Moon, Dragonball Z and Pokemon! But I'm told that doesn't matter around here. I stopped watching cartoons when I got in high school. The last show I remember watching was X-Men Evolution. This is my first RPG ever. I'm learning like a blank slate. I've got the basics down. I can read some things without scratching my head. I have a very good teacher though! Nice to meet you people! 'Dream' signing out.

  11. Power Level: 10 (150/153PP)

    Trade-Offs: -4 Defense / +4 Toughness

    Unspent PP: 3

    Progress to Bronze Status: 3/30

    In Brief: a skilled detective with the powers of a superhuman

    Alternate Identities: Matthew Rose (real name)

    Identity: Secret

    Birthplace: New Jersey

    Occupation: detective

    Affiliations: None

    Family: Robert Rose (father, deceased), Ramona Rose (mother, deceased), Nikki Rose (ex-wife, 33), Faith Rose (daughter, 16), Joshua Rose (son, 13)

    Age: 36 (DoB: April 20, 1974)

    Apparent Age: mid twenties

    Gender: Male

    Ethnicity: Italian-American

    Height: 6'4"

    Weight: 245 lbs

    Eyes: brown

    Hair: brown

    Description: Matthew is no stranger to a workout. His physique is hard all over and stacked ruggedly. His skin is of a natural tan stock. His skin is also smooth and looks about ten years tounger than it should be. He keeps his hair a little bit longer than he likes it, but not long enough to care to cut it any shorter. Not long enough for any kind of ponytail, but enough where he can feel it on his ears and hanging on his neck. There is no real style to it, just combed back, though nothing to slick it. His eyes look attentive, seemingly ready to catch anything. Not really nervous or paranoid, he just keeps abreast of the surroundings. His stride is purposeful, it seems he takes no wasted movement. His voice is not bass, but there is something resonant about it.

    When he's on his day job, he wears a business casual sort of dress. Slacks, polo and loafers. When he's off the clock, he's either in the gym or with his kids when he can be. Gym clothes for the gym (sweatpants and sneakers), casual clothes for his normal life (jeans, tshirt, sneakers). When he goes out as Shadow Man it's a simple black spandex bodysuit, black spandex gloves and boots, and a black spandex face mask that covers his whole head except for his eyes. He covers those with a pair of mirror goggles.

    Power Descriptions: The super serum magnified his health (Enhanced Constitution and Protection). It also made him super resistant to some forms of attacks (Immunity and Impervious Toughness). His strength readings were off the charts (Enhanced Strength and Super-Strength). Though the real surprise was unaided flight (Flight)!

    History: Matthew Rose was born into a family of cops. His mother and father were cops, both pair of grandparents were cops. It was his destiny to be a cop. Unfortunately, that destiny was never fulfilled. Both of his parents were killed on the job in some unrelated incidents. This made him leave the academy where he was training to become a cop. He refocused himself into the private investigator field. This is where he met his wife and settled down into the American dream. House on a hill with a white picket fence, two kids and a loving wife. Though he and the wife seemed to drift away from each other. A few years ago after he was shot and almost died, when family is supposed to come closer together, she did not. She took everything she could from him and left. He eventually settled with child support and seeing the kids on weekends and some holidays. Though he eventually got better after the bullet from Hell and the divorce, he was not up to speed as he usually was before it. A friend from the academy keyed him in on a program that would give him the powers he has today. The program was not 100% successful, hell not even 10% successful. But the ones who were received an experimental package. They were stronger and more resilient. and 1% of them, it was said, even got some other effects... super effects! They were made to sign a waiver, absolving the program from any fault. Little did he know that his 'friend' was a recruiter for a secret organization for villains who wanted test subjects: The Labyrinth. When when he was injected, they told him to stay a week with them so they could monitor him. He agreed. Matthew was a bit of a success story of the program. not only did he get the super effects mentioned, but they were stronger than any others had been before! He lifted more than another, and it took a full tank round to even stop him. On top of that... he flew! No one had ever showed that much power! Over the next year or so they tested him to see if they could repeat the results again. Matthew was never told the results, but they seemed happy. After that, they let him go out into the world. Over the time he was in there, he started to think, with the powers he had been given, he could protect people. It was somewhat of a responsibility with these powers. When he was released, he kept quiet about the powers and the program wasn't talking about the results either. He had a secret life now. By day he was private investigator Matthew Rose, by night he was the enigmatic Shadow Man!

    Personality & Motivation: Matthew is a generally nice guy. He's a bit soft spoken, but he says what he means and means what he says. He's very attentive of his surroundings, mentally taking notes on everything he meets and talks with. The reason he's a hero are many reasons. First off is a 'selfish' reason. He wants to protect his kids. Though by extension, he wants to protect everyone. He cares a lot for people. He can't idly stand by while horrible things happen. He has powers... and a sense of responsibility.

    Powers & Tactics: He is powered by a super serum that gives him great powers. He tries to be sneaky, but is finding it harder to do so with said powers. He's training himself to balance between the sneaky fighter and the big damn hero. Either way, punches get thrown and bad guys get knocked out.


    Complications

    Dual Life: On top of everyday life, Matthew has a secret identity.

    Kids: Matthew's kids are his life. Even though he does not have custody of them, he'll make time to see them anytime he can. He would do anything to see them happy.

    Secret Command: The Labyrinth put something in him besides superpowers, they subliminally conditioned him to look out for Larceny Inc. If he ever runs across them, he will be compelled to take them back to The Labyrinth instead of the police or other authorities.

    Vindictive Ex: Matthew's ex-wife has made it clear she does not like him and will put him on the spot to make him look bad when she can.

    Watched: The organization that gave him powers is looking after him even though he's done with them. They can cause problems for him just to 'test' him.

    Abilities: 10 + 6 + 10 + 2 + 4 + 4 = 36PP

    Str 30/20 (+10/+5)

    Dex 16 (+3)

    Con 30/20 (+10/+5)

    Int 12 (+2)

    Wis 14 (+4)

    Cha 14 (+4)

    Combat: 12 + 12 = 24PP

    Initiative: +7

    Attack: +6, +10 unarmed

    Grapple: +16, +11 without powers, +21 with full Super-Srength

    Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed

    Knockback: -12

    Saving Throws: 0 + 3 + 4 = 7PP

    Toughness: +14/+9 (+10/+5 Con, +4 Protection; Impervious 10)

    Fortitude: +10/+5 (+10/+5 Con, +0)

    Reflex: +6 (+3 Dex, +3)

    Will: +6 (+2 Wis, +4)

    Skills: 56R = 14PP

    Bluff 8 (+10)

    Intimidate 8 (+10)

    Investigate 8 (+9)

    Knowledge (streetwise) 8 (+9)

    Notice 8 (+10)

    Sense Motive 8 (+10)

    Stealth 8 (+10)

    Feats: 15PP

    All-Out Attack

    Attack Specialization (unarmed) 2

    Challenge (Fast Startle)

    Improved Initiative

    Fearless

    Luck

    Move-By Action

    Power Attack

    Startle

    Takedown Attack 2

    Skill Mastery (Intimidate, Investigate, Notice, Sense Motive)

    Ultimate Save (Toughness)

    Uncanny Dodge (auditory)

    Powers: 10 + 10 + 9 + 10 + 4 + 13 = 56PP

    Enhanced Constitution 10 [10 pp] (science)

    Enhanced Stength 10 [10 pp] (science)

    Immunity 9 (Life Support) [9 pp] (science)

    Impervious Toughness 10 [10 pp] (science)

    Protection 4 [4 pp] (science)

    Paragon Array 5 (Power Feats: Dynamic, Dynamic Alternate Power 1) [13pp] (science)

    • DBE: Super-Strength 5 [Heavy Load: 24 tons]

      DAP: Flight 5 (250 MPH)

    Drawbacks: (-2) = -2PP

    Vulnerability (daka crystals, Frequency: Uncommon, Intensity: Moderate [cumulative -1 penalty to all checks, attacks rolls, and Defense per 20 minutes]) (-2PP)

    DC Block

    
    ATTACK                RANGE     SAVE                        EFFECT
    
    Unarmed               Touch     DC20 Toughness (Staged)     Damage (Physical)
    
    Unarmed, Enhanced     Touch     DC25 Toughness (Staged)     Damage (Physical)

    Abilities (36) + Combat (24) + Saving Throws (7) + Skills (14) + Feats (15) + Powers (56) - Drawbacks (2) = 150/153 Power Points

×
×
  • Create New...