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Sovem

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  1. Alright, added the flaws and the extras to Nauseate. Does Area: Shapeable work alright in a PBP setting?
  2. Well, I'm describing his Concealment, Illusion, and Morph as photokinesis--in other words, he's manipulating light; so it wouldn't be a Phantasm. I'm not really sure why Illusion is a Will save, except that maybe once you notice it's fake, it takes willpower to not flinch? Otherwise, if Illusion was always in the mind, I don't know why Phantasm would only be an Extra, and not part of the power. What does the Mental (+0) extra do? Good point on the Sense-Dependent flaw, I'll add Sight and Olfactory to the relevant Nauseates. EDIT: Oh, and on the selective thing--yeah, since he's manipulating light itself (and air particles for sound and scent), everyone sees his Illusions the same. He'll need to make sure any teammates are well aware of his tactics. Once I put the Sense Dependent flaw on the Nauseates, that'll leave me with 14 extra PPs, instead of just the 4. Should I make them Area: Shapeable? Did I read somewhere that Selective Attack is just a Power Feat here, or is it still an Extra?
  3. Player Name: Sovem Character Name: Lucid Power Level: (10) (150/151PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +2 Defense / -2 Toughness Unspent PP: 1 Progress To Bronze Status: 1/30 In Brief: Boy spends his adolescence in a coma; when he wakes up, he brings his dreams with him Alternate Identities: Peter Jasper Identity: (Secret) Birthplace: Freedom City Occupation: Student Affiliations: Family: David Jasper (Father), Yolanda Jasper (Mother), Maurice Jasper (younger brother) Age: 18 (DoB: April, 1993) Apparent Age: 18 as Peter, early 30's as Lucid Gender: M Ethnicity: African-American Height: 5'8" Weight: 120 lbs Eyes: Brown Hair: Black Description: To say Peter Jasper is skinny is an understatement; he's put on a good deal of weight since waking up, but he's still skinny enough to look unhealthy. He dresses average for a teen student, and keeps his hair shaved short. Peter doesn't like people to see him that way, though. He uses his powers to make himself appear taller, more muscular, and wearing the most fashionable name brands. When he's heroing, he adds another ten years to his apparent age, another 6" of height, and a good 70 lbs of muscle mass to better accentuate his form-fitting costume. Power Descriptions: Though Peter calls them dream creations, they actually have little to do with REM or the astral realm of dreams. Peter's over-active imagination gets translated into physical reality by precise application of tele- and photokinesis. When concentrating on making the illusions, they seem incredibly real; it takes formidible mental acumen to distinguish a fake. At that level of detail, though, they're not strong enough to actually affect the world; Peter has to concentrate on a single illusion, releasing all others, to give it actual strength. When he does this, the image glows blue, giving away its nature. Having grown used to creating his own reality for so long, Peter will often unconsciously "improve" the world around him. Colors will appear sharper, things he thinks should look clean look cleaner and brighter, things he thinks are dingy appear darker and dirtier. He's learned he has to be careful, though; an illusion of a cool breeze on a hot day will do him no good if he passes out from heat exhaustion. History: Sometimes, people just happen to be at the wrong place, at the wrong time. Peter Jasper was one of those unfortunates, fated to be just another statistic in Freedom City's neverending war on crime. He was walking out of a grocer's one day, only a block away from the apartment he lived at with his parents, when a fierce battle between the Psions and the Atom Family came spilling down his street. The terrified thirteen year old tried to run and hide along with everyone else, but Professor Psion randomly chose Peter to take mental control of and send him at the Atoms. Chase Atom psychicly grappled with Psion to free Peter, but the uncaring professor used Peter's own mind as a shield for his, and the inexperienced Chase accidentally damaged Peter's mind before he realized the trick Psion had pulled. Professor Psion dumped Peter's useless body as Jump finally showed up to bail him out, and the Atoms assisted the FCPD in cleaning up the mess, as they always did. But Chase Atom had a special investment this time. He felt tremendous guilt over what happened to Peter, and he followed the boy to the hospital and worked with the doctors, trying to heal him. There was nothing the doctors could do; physically, Peter was fine. And Chase, despite all his powers, could not reactivate whatever motor control Professor Psion had shut down. Peter Jasper was perfectly awake, but was trapped inside his mind, paralyzed! The youngest Atom visited Peter in the hospital frequently at first; using his powers to help the poor boy communicate with his distraught family, and trying whatever new tricks he could think of to cure Peter. But what Peter appreciated most was Chase's attempts to make his waking coma more bearable. Chase was a young boy, too, and new that more than anything, Peter needed to be able to run and play and feel normal. So he used his mental powers to construct elaborate waking dreams for Peter. They were so realistic, with colors and scents, the feel of a warm breeze, grass between his toes... Short of healing him, it was the greatest gift anyone could give. As the months went on, Chase visited Peter in the hospital whenever he had some spare moments (between school, chores, and saving the world). Peter's favorite dreams were the ones Chase based off his own adventures. He would give Peter a costume and powers, and together they would re-enact taking down Dr. Simian or fighting off Omegadrones. As Peter's coma wore on with no signs of getting better, Chase's visits grew less frequent. Peter might have resented it but for the fact that Chase's dreams were lasting longer and longer, even after the young Atom left. After two years of visits, Peter was able to control his own dreams, whether sleeping or awake, to a degree that matched Chase's for realism. His adventures in his mind grew ever grander, saving the world over and over alongside the Atom Family, or the Freedom League, or Centurion himself! Chase still visited Peter every few months, to help him communicate with his parents and brother. Peter would never admit it, but he was actually starting to grow annoyed with the reminders that he was still a paralyzed victim in a hospital bed. In his dreams, he could forget all that and be the star of his own reality. For five years, Peter Jasper lay in a hospital bed. Then, one day in early 2011, Peter's eyes suddenly opened. He could feel tingling in his limbs. He could smell the sterile hospital air in his nostrils. He could lift his head. At first, Peter was terrified. He was back in the cold, harsh world where he was no longer special, just another kid in a sea of faces, another statistic, possibly a cripple. He wanted to go back; he didn't want to be here. He wanted to be anywhere but in a hospital bed... and suddenly, he was. He was on a warm beach, with an orange sunset and a cool breeze. Or, at least, he thought he was, until a nurse walked in and his illusion burst like a bubble. Over the next few months, Peter slowly started to rebuild his strength. He's still not up to normal for his age, but he can walk on his own again. The adjustment back to the waking world has been as difficult as his adjustment to the coma was, but this time his new world is full of hope, rather than despair. He may not be Centurion--or even an Atom brother--but he does have powers, and he believes that, with practice, he can become the hero he always "dreamed" of being. Chase Atom got Peter a spot at Claremont; although Peter's old enough that he should be graduating this year, he's missed his entire High School education, and he could use some help with his powers, too. Personality & Motivation: Peter Jasper has spent his adolescence inside a dream world where everything happened exactly the way he wanted--it might've turned him into a megalomaniac, but Peter's always been too much of a caring person to want to lord over people, even in his dreamworld. It has, however, made him completely inept at socialization. People in the real world don't always react the way he expects them to. It's also difficult not to be the center of everyone's attention anymore, something that's taken even more getting used to (and he often forgets). Deep down, Peter just wants to be like his idol, Chase Atom. He hopes that if he trains hard, he'll become a true superhero and maybe one day be made an honorary member of the Atom Family. Powers & Tactics: Peter prefers to use his illusions to cloak himself in combat situations, while confusing and harassing enemies with realistic illusions that shift the battle in his allies' favor. If alone against a threat, Peter will use misdirection to confuse and anger his opponent, only resorting to a physical illusion if absolutely necessary. A favorite tactic of his is to project an incredibly disorienting jumble of colors directly in the face of an opponent, or hit them with the smell of raw sewage. When flying, Peter usually creates an illusions of a giant eagle to ride, or a hover chair, or, if he's feeling really ignored, a chariot pulled by flaming horses. Complications: 18 going on 14: Peter spent the last 5 years in a coma. He never went to High School, he doesn't have a driver's license, and he's lost 5 years worth of social learning. Handicapable Peter's body is still rather weak. However, since he usually hides his frailty behind an illusion of strength, people can be surprised just how weak he is... and maybe pissed off when he refuses to help move the couch. "Professor Psion, I presume" Peter has a score to settle with the Psion family. Although he's not thinking about it too much now, while his powers are so new, as he discovers how difficult being a hero is and he begins to resent not having a normal teen life, his feelings against Professor Psion will grow stronger. A debt that can never be repaid Chase Atom tried to save Peter from Prof. Psion, and kept trying to save him when the doctors were helpless. In addition, he turned what could have been the most profound torture imaginable--being stuck inside one's head--into a fantasy world, and helped him get into Claremont when Peter woke and brought that world with him. Peter would do anything for Chase, or any of the Atoms. Abilities: 0 + 4 + 0 + 2 + 6 + 4 = 16PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +14 Attack: +6 Grapple: +6, +20 Move Object Defense: +12/+6 (+4 Base, +2 Dodge Focus, +6/+0 Shield), +2 Flat-Footed Knockback: -4/-2, -2/-0 Flat-Footed Saving Throws: 7 + 9 + 5 = 21PP Toughness: +8/+4, +4/+0 Flat-Footed (+0 Con, +4 Defensive Roll, +4/+0 Protection) Fortitude: +7 (+0 Con, +7) Reflex: +10 (+1 Dex, +9) Will: +8 (+3 Wis, +5) Skills: 44R = 11PP Concentration 8 (+11) Computers 4 (+5) Disguise 0 (+2, +22 Morph) Intimidate 8 (+10) Notice 10 (+13) Sense Motive 4 (+6) Stealth 10 (+9) Feats: 12PP Defensive Roll 2 Dodge Focus 2 Distract (Intimidate) Fearless Improved Initiative 3 Improved Pin Luck Startle Powers: 4 + 10 + 9 + 47 = 70PP Flight 4 (100 mph; Flaw: Platform) [4PP] (Coherent projections, Psionic) Protection 4 [4PP] + Shield 6 [6PP] (Solipsistic Denial of Pain, Psionic) [10PP] Self Image 4 (8PP Array, Feats: Alternate Power 1) [9PP] (Personal holographs, psionic) Base Power: Concealment 4 (All visual senses) [8PP] (3rd Person Observer) Alternate Power: Morph 4 (Any Humanoid, +20 Disguise) [8PP] (Idealized Image) Waking Dreams 22(44PP Array, Feats: Alternate Power 3) [47PP] (Dream creations, Psionic) Base Power: Illusion 10 (All Senses, Feats: Progression [Area] 4 [100ft radius]) [44PP] (Dream World) Alternate Power: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Precise) [41PP] (Coherent Projections) Alternate Power: Nauseate 10 (Extras: Alternate Save [Will], Range 2 [Perception], Area: Shapeable, Flaw: Sense-Dependent (visual)) [40PP] (Vertigo Wave) Alternate Power: Nauseate 10 (Extras: Range 2 [Perception], Area: Shapeable, Flaw: Sense-Dependent (olfactory)) [40PP] (Noxious Odors, Psionic) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Illusion Perception DC20 Will Target fooled Vertigo Wave Perception DC20 Will Sickened Noxious odors Perception DC20 Fort Sickened Abilities (16) + Combat (20) + Saving Throws (21) + Skills (11) + Feats (12) + Powers (70) - Drawbacks (0) = 150/151 Power Points
  4. Thanks, Fox! Don't know how I missed those >_
  5. Just wondering if I could get some feedback on my character--if I need to resubmit him in the Character Bank forum, if there are any changes that need to be made, etc? I'm anxious to play ^_^
  6. Ok, I think I finally finished! ~phew~! Still not sure what the DC block is supposed to be, and I'm sure there's some other technical details to iron out... but, overall, how does the character look?
  7. What about throwing things?
  8. I took the Precise Shot feat so he wouldn't have a penalty using his Move Object against someone engaged in melee. If that's not how it works, I'll remove it. It's definitely hard not to create a juxtaposition-- I want be realistic to his having been in a coma for 5 years, but like you said, it's a superhero game and even Prof X probably has better ability scores than a real paraplegic should... Ok, point taken. If I remove Flight from the Array, that frees up a lot of points for Move Object. Does Perception range work for MO? Would anyone object to me adding that for the switcheroo?
  9. Like that? I'm hesitant to give him physical abilities higher than that; it would seem hard to justify a Complication for his disability. Also, any Skills you can think of that he might need? I wanted him to have an OK Charisma but no social skills whatsoever. And I can't really justify Acrobatics or anything like that, or pop culture knowledge, etc., so I don't really know what to spend those last points on!
  10. I know you don't allow unspent power points; but since I'm sure there's to be some shuffling of points anyway and I'm not really sure where to put those last few, I figured I'd go ahead and get the mods' feedback so far.
  11. Player Name: Sovem Character Name: Lucid Power Level: (10) (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +2 Defense / -2 Toughness Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Boy spends his adolescence in a coma; when he wakes up, he brings his dreams with him Alternate Identities: Peter Jasper Identity: (Secret) Birthplace: Freedom City Occupation: Student Affiliations: Family: David Jasper (Father), Yolanda Jasper (Mother), Maurice Jasper (younger brother) Age: 18 (DoB: April, 1993) Apparent Age: 18 as Peter, early 30's as Lucid Gender: M Ethnicity: African-American Height: 5'8" Weight: 140 lbs Eyes: Brown Hair: Black Description: To say Peter Jasper is skinny is an understatement; he's put on a good deal of weight since waking up, but he's still skinny enough to look unhealthy. He dresses average for a teen student, and keeps his hair shaved short. Peter doesn't like people to see him that way, though. He uses his powers to make himself appear taller, more muscular, and wearing the most fashionable name brands. When he's heroing, he adds another ten years to his apparent age, another 6" of height, and a good 70 lbs of muscle mass to better accentuate his form-fitting costume. Power Descriptions: Though Peter calls them dream creations, they actually have little to do with REM or the astral realm of dreams. Peter's over-active imagination gets translated into physical reality by precise application of tele- and photokinesis. When concentrating on making the illusions, they seem incredibly real; it takes incredible mental acumen to distinguish a fake. At that level of detail, though, they're not strong enough to actually effect the world; Peter has to concentrate on a single illusion, releasing all others, to give it actual strength. When he does this, the image glows blue, giving away its nature. Having grown used to creating his own reality for so long, Peter will often unconsciously "improve" the world around him. Colors will appear sharper, things he thinks should look clean look cleaner and brighter, things he thinks are dingy appear darker and dirtier. He's learned he has to be careful, though; an illusion of a cool breeze on a hot day will do him no good if he passes out from heat exhaustion. History: Sometimes, people just happen to be at the wrong place, at the wrong time. Peter Jasper was one of those unfortunates, fated to be just another statistic in Freedom City's neverending war on crime. He was walking out of a grocer's one day, only a block away from the apartment he lived at with his parents, when a fierce battle between the Psions and the Atom Family came spilling down his street. The terrified thirteen year old tried to run and hide along with everyone else, but Professor Psion randomly chose Peter to take mental control of and send him at the Atoms. Chase Atom psychicly grappled with Psion to free Peter, but the uncaring professor used Peter's own mind as a shield for his, and the inexperienced Chase accidentally damaged Peter's mind before he realized the trick Psion had pulled. Professor Psion dumped Peter's useless body as Jump finally showed up to bail him out, and the Atoms assisted the FCPD in cleaning up the mess, as they always did. But Chase Atom had a special investment this time. He felt tremendous guilt over what happened to Peter, and he followed the boy to the hospital and worked with the doctors, trying to heal him. There was nothing the doctors could do; physically, Peter was fine. And Chase, despite all his powers, could not reactivate whatever motor control Professor Psion had shut down. Peter Jasper was perfectly awake, but was trapped inside his mind, paralyzed! The youngest Atom visited Peter in the hospital frequently at first; using his powers to help the poor boy communicate with his distraught family, and trying whatever new tricks he could think of to cure Peter. But what Peter appreciated most was Chase's attempts to make his waking coma more bearable. Chase was a young boy, too, and new that more than anything, Peter needed to be able to run and play and feel normal. So he used his mental powers to construct elaborate waking dreams for Peter. They were so realistic, with colors and scents, the feel of a warm breeze, grass between his toes... Short of healing him, it was the greatest gift anyone could give. As the months went on, Chase visited Peter in the hospital whenever he had some spare moments (between school, chores, and saving the world). Peter's favorite dreams were the ones Chase based off his own adventures. He would give Peter a costume and powers, and together they would re-enact taking down Dr. Simian or fighting off Omegadrones. As Peter's coma wore on with no signs of getting better, Chase's visits grew less frequent. Peter might have resented it but for the fact that Chase's dreams were lasting longer and longer, even after the young Atom left. After two years of visits, Peter was able to control his own dreams, whether sleeping or awake, to a degree that matched Chase's for realism. His adventures in his mind grew ever grander, saving the world over and over alongside the Atom Family, or the Freedom League, or Centurion himself! Chase still visited Peter every few months, to help him communicate with his parents and brother. Peter would never admit it, but he was actually starting to grow annoyed with the reminders that he was still a paralyzed victim in a hospital bed. In his dreams, he could forget all that and be the star of his own reality. For five years, Peter Jasper lay in a hospital bed. Then, one day in early 2011, Peter's eyes suddenly opened. He could feel tingling in his limbs. He could smell the sterile hospital air in his nostrils. He could lift his head. At first, Peter was terrified. He was back in the cold, harsh world where he was no longer special, just another kid in a sea of faces, another statistic, possibly a cripple. He wanted to go back; he didn't want to be here. He wanted to be anywhere but in a hospital bed... and suddenly, he was. He was on a warm beach, with an orange sunset and a cool breeze. Or, at least, he thought he was, until a nurse walked in and his illusion burst like a bubble. Over the next few months, Peter slowly started to rebuild his strength. He's still not up to normal for his age, but he can walk on his own again. The adjustment back to the waking world has been as difficult as his adjustment to the coma was, but this time his new world is full of hope, rather than despair. He may not be Centurion--or even an Atom brother--but he does have powers, and he believes that, with practice, he can become the hero he always "dreamed" of being. Chase Atom got Peter a spot at Claremont; although Peter's old enough that he should be graduating this year, he's missed his entire High School education, and he could use some help with his powers, too. Personality & Motivation: Peter Jasper has spent his adolescence inside a dream world where everything happened exactly the way he wanted--it might've turned him into a megalomaniac, but Peter's always been too much of a caring person to want to lord over people, even in his dreamworld. It has, however, made him completely inept at socialization. People in the real world don't always react the way he expects them to. It's also difficult not to be the center of everyone's attention anymore, something that's taken even more getting used to (and he often forgets). Deep down, Peter just wants to be like his idol, Chase Atom. He hopes that if he trains hard, he'll become a true superhero and maybe one day be made an honorary member of the Atom Family. Powers & Tactics: Peter prefers to use his illusions to cloak himself in combat situations, while confusing and harassing enemies with realistic illusions that shift the battle in his allies' favor. If along against a threat, Peter will use misdirection to confuse and anger his opponent, only resorting to a physical illusion if absolutely necessary. A favorite tactic of his is to project an incredibly disoriented jumble of colors directly in the face of an opponent, or hit them with the smell of raw sewage. When flying, Peter usually creates an illusions of a giant eagle to ride, or a hover chair, or, if he's feeling really ignored, a chariot pulled by flaming horses. Complications: 18 going on 14: Peter spent the last 5 years in a coma. He never went to High School, he doesn't have a driver's license, and he's lost 5 years worth of social learning. Handicapable Peter's body is still rather weak. However, since he usually hides his frailty behind an illusion of strength, people can be surprised just how weak he is... and maybe pissed off when he refuses to help move the couch. "Professor Psion, I presume" Peter has a score to settle with the Psion family. Although he's not thinking about it too much now, while his powers are so new, as he discovers how difficult being a hero is and he begins to resent not having a normal teen life, his feelings against Professor Psion will grow stronger. A debt that can never be repaid Chase Atom tried to save Peter from Prof. Psion, and kept trying to save him when the doctors were helpless. In addition, he turned what could have been the most profound torture imaginable--being stuck inside one's head--into a fantasy world, and helped him get into Claremont when Peter woke and brought that world with him. Peter would do anything for Chase, or any of the Atoms. Abilities: 0 + 4 + 0 + 2 + 6 + 4 = 16PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 8 = 20PP Initiative: +14 (+2 Dex, +12 Enhanced Initiative) Attack: +6 Grapple: +6 Unarmed, +20 Move Object Defense: +12 (+4 Base, +2 Dodge Focus, +6 Shield), +2 Flat-Footed Knockback: -4 Saving Throws: 7 + 9 + 5 = 21PP Toughness: +8 (+0 Con, +4 Defensive Roll, +4 Protection) Fortitude: +7 (+0 Con, +7) Reflex: +10 (+1 Dex, +9) Will: +8 (+3 Wis, +5) Skills: 44R = 11PP Concentration 8 (+11) Computers 4 (+5) Intimidate 8 (+10) Notice 10 (+13) Sense Motive 4 (+6) Stealth 10 (+9) Feats: 12PP Defensive Roll 2 Dodge Focus 2 Distract Fearless Improved Initiative 3 Improved Pin Luck Startle Powers: 47 + 9 + 4 + 6 + 4 = 70PP Waking Dream Array 22(44PP Array, Feats: Alternate Power 3) (Dream creations, Psionic) [44 + 3 = 47PP] Base Power: Illusions 10(All senses, Feats: Progression 4 (100ft radius),) (Dream world) [44PP] Alternate Power: Move Object 10(Extras: Damaging, Range: Perception, Feats: Precise) (Coherent Projections) [41PP] Alternate Power: Nauseate 10 (Extras: Range: Perception, Alternate Save (Will)[+0]) [40PP] (Vertigo Wave) Alternate Power: Nauseate 10 (Extras: Range: Perception) [40PP] (Noxious Odors, Psionic) Self Image Array 4 (8PP Array, Feats: Alternate Power 1) [8 + 1 = 9PP] (Personal holographs, psionic) Base PowerConcealment 4 (All visual senses) [8PP] (3rd Person Observer) Alternate PowerMorph 4 (Any humanoid) [8PP] (Idealized Image) Flight 4 (100 mph; Flaw: Platform) [4PP] (Coherent projections, Psionic) Shield 6 [6PP] (Solipsistic Denial of Attack, Psionic) Protection 4 [4PP] (Solipsistic Denial of Pain, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Illusion Perception DC20 Will Target fooled Vertigo Wave Perception DC20 Will Sickened Noxious odors Perception DC20 Fort Sickened Abilities (16) + Combat (20) + Saving Throws (21) + Skills (11) + Feats (12) + Powers (70) - Drawbacks (0) = 150/150 Power Points Edit: raised abilities, saves; seperated powers, changed feats, finished off points; fixed formatting, finished DC Block, fixed minor errors
  12. After consideration, I don't think that powers based off the Crime League is something I'm really interested in playing. I had a backup character that I'm working on now, he'll be ready hopefully after today, maybe tomorrow. You can delete this post, or archive it or whatever you do with unapproved characters.
  13. As per discussions on the chat, I'm working on giving him a theme based array. The idea now is that he worked for the Albright Institute and, through an incident that involved a late night working and an attempted break in, he gets imbued with the powers of the Crime League. Complications ensue. So far, what I have is this: Crime League-power Array (32 PP Array, Power Feats: Alternate Powers 8) [32 + 8 = 40 PP] Base Power: Blast 10 (Extras: Range [Perception]; [Power Feats: Indirect 2) “Dr. Stratos’ Lightning†AP: Insubstantial 3 and Super Senses 6 (Infravision, Ultravision, X-ray Vision) [15PP + 6PP = 31PP] “Hiroshima Shadow’s curse†AP: Create Object 10 (Extras: Moveable; Power Feats: Precise, Selective) “Black Star’s ‘Shadow Force’†AP: Enhanced Strength 14, Immunity 9 (Life Support, and Super Strength 3 (Heavy Load ~6 tons) “Devil Ray’s suit†AP: Mind Control 10 (Extras: Area: Burst, Selective Attack; Flaws: Sensory dependent-auditory) “The Maestro’s sonic modulation†AP: Datalink 10 and Machine Control 10 and Mind Shield 10 [10 + 10 + 10 = 30PP] “Dr. Simian’s AP: Teleport 4 (400ft/ 1 mile Extras: Accurate; Power Feats: Progression x2) and Transform 5 (Humans to animals, Flaws: Duration: Concentration) [14PP + 15PP = 29PP] “Medea’s magic†AP: Concealment 5 (All visual senses, normal hearing) and Super-Senses 1 (Olfactory: Tracking, Acute) [10PP + 2PP = 12PP] “Orion’s prowress†I'm not sure what to call Dr. Simian's "power." Also, even though I put it on a Concentration flaw, I'm still not sure turning humans into animals is something a hero should be doing; what do y'all think? Also, I'm way short on Orion's AP, and I'm not real sure what to do for Wildcard, either. What do y'all think?
  14. Finally! I've finished a character I'm happy with. I copied a lot from AA's version of Ultra Boy, one of my favorite heroes, but I've tried to give him my own spin. I'm not sure how to do the DC block yet, and I'm sure I've made some other mistakes, but... here's my first attempt!
  15. Name: Meta Power Level: 10 Trade-Offs: -2 Toughness / +2 Defense [floatr][/floatr] In Brief: Superhero wannabe who gets powers... and maybe loses a lot more Alternate Identities: Jared Doffmeyer Identity: Secret Occupation: Freelance consultant Affiliations: None Family: Stephen Doffmeyer (father), Wendy Doffmeyer (mother), Heather Doffmeyer (sister) Age: 23 Apparent Age: 23 Gender: Male Height: 6’1†Weight: 180 lbs. Eyes: Blue Hair: Brown Description: Jared is an average size caucasian male in his early twenties. In his civilian identity, he dresses casually; slacks, and dress shirt with a tie when he's working, jeans and polos when relaxing. For his alterego, he made a form-fitting black and grey bodysuit with dark blue trim and domino mask. History: Jared’s life revolved around superheroes since before he was even born-- while he was still in the womb, his mother and father were saved from a plane crash by Captain Thunder. The Doffmeyer household always spoke of the Freedom League reverently; heroes were given near-sainthood status. Young Jared grew up wanting to be just like them. He strove to follow his heroes’ examples of honesty, justice, protecting the weak... Unfortunately, Jared was one of those “weak.†He yearned to develop super-powers of his own and don a cape and cowl, but the cosmic lottery never seemed to draw his number. He was neither rich enough, nor smart enough, nor athletic enough to become a caped crusader on his own. So, he resigned himself to the sidelines; following his heroes’ exploits with every bit the fervor of a sports fan following his home team. When he left home, there was only one place for him to go: Freedom City, home of the Freedom League (and numerous other costumed adventurers). Jared thrilled every time he caught a glimpse of Captain Thunder or Lady Liberty soar by and he raced to the scene whenever the news reported a clash of superhumans. While drinking in his favorite supers-themed bar one night, Fate finally seemed ready to shine on Jared. He ran into an old buddy from High School, Nicholas Stroud. Nick had always been top of the class, but as the two reminisced and Jared learned how many Ph.D.s and Masters Nick had already earned, he began to suspect his old friend might just be a superhuman. Jared learned that Nick had been working on some cutting edge research, some real controversial stuff that had cost him a professorship at a few Ivy League Schools. He claimed to be close to unlocking a Universal Theory of Metahuman Abilities; his “Meta-theory,†as he called it. Jared wanted in. And, since Nicholas was having trouble getting enough funding for his lab and equipment, much less any assistants, he was happy to have Jared on. Jared worked pro bono, devoting all of his spare time to chasing down super hero/villain fights and setting up specialized sensors (incognito), retreiving various debris that had been warped or heavily exposed to superhuman powers and, once, he even retreived a hair from a small time hero doing a photo op. Nick claimed he was close to unravelling what he called “Quantum DNA,†a code he believed was entangled in all metahuman genes. But he couldn’t proceed without non-superhuman DNA to test. Jared had hoped and feared that day would come, ever since he first took the job. It was ridiculous, and dangerous, and just like something directly out of his comic books... but he knew he couldn’t say no. The procedure was a resounding success. Jared’s body crackled with power... but he couldn’t control it. The power was sporadic; he could channel the energy to mimic certain powers he’d witnessed other supers do, but he could barely manage to manifest more than one at a time. Nick insisted they were close. He would go on for hours, hunched over his desk, ranting about space-time and vacuum energy and holographic universes... Jared couldn’t follow along, so he spent less time in the lab and more time practicing his newfound abilities. It was like living in a dream; his greatest wish had come true. He made a costume for himself, took some self-defense classes, and started patrolling. His first encounter was almost a disaster. It was a simple mugging, but Jared hadn’t realized how difficult it could be fighting with only one superpower at a time. If he made himself bullet-proof, he was too weak physically to take down the muggers; if he made himself offensively powerful enough, he was vulnerable. Jared stopped the muggers, but he got himself shot in the process. He was able to heal himself, but the experience was traumatic enough that he decided to put the mask on hold until Nick worked out the kinks. However, when he flew to their lab to recount his experience to Nick, his friend wasn’t there. In fact, the lab itself wasn’t there. All that was there was an abandoned strip mall, looking untouched for years. Jared’s confusion turned to panic as he failed to find any trace of Nicholas or their work. The phone number he had for Nick was invalid. The waitstaff at the restaurants they frequented didn’t remember him. Finally, Jared even checked with the colleges Nick had said to have graduated from... they had no records of any Nicholas Stroud. Several months have gone by and Jared is still no closer to finding answers. His leading theory at the moment involves time travel, but he can’t exactly understand why everything else would stay the same. Plus, Nick’s picture is still in Jared’s Senior yearbook (he checked), so he’s not sure why that would be. The only other option he can think of involves questioning his sanity, something he’s not ready to do yet. In the meantime, Jared’s gone back to patrolling again. He’s learned how to keep his body suffused with low levels of the strange, amber energy he channels, toughening up his body and allowing him to fly at low speeds no matter what powers he manifests. He still can’t manage to hold more than one “major†power at a time, though. Personality and Motivation: Jared has dreamed his whole life of being a superhero. He’s finding out, though, that it takes more than powers to make a hero. He wants to live up to the ideals of the Freedom League, but he’s not entirely sure what to do next. Jared is a friendly, “glass half full†kind of guy. He wants to believe the best in everybody and gives everyone but the hardest villains the benefit of the doubt. Powers and Tactics: When Jared uses his powers, his body is surrounded in a crackling nimbus of amber energy. As he gets better at channeling the energy, the nimbus calms to a soft glow--such as when he flies at low speeds--but when he boosts the energy to duplicate some of the more powerful abilities he’s seen supers display, the orange aura flashes and arcs wildly. He’s still getting used to his powers, but he’s getting better at balancing his multiply exclusive abilities. Jared will often fly at range, hitting his targets to stun and disorient before moving in to take them down. In defensive situations, Jared will double down on his forcefield and place himself between any innocents and their aggresors, waiting until their guard is down or help arrives. Attributes: 6 + 6 + 6 + 0 + 4 + 6 = 28 PP STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 16 (+3) Combat: 12 + 12 = 24 PP Initiative: +7 Attack: +6 (+10 Unarmed/Powers) Grapple: +3/+13 Defense: +12 (+3 Flat-Footed) Knockback: Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+3 CON, +5 Protection) Fortitude: +6 (+3 CON, +3) Reflex: +6 (+3 DEX, +3) Will: +6 (+2 WIS, +4) Skills: 52r = 13 PP Bluff 7 (+10) Diplomacy 7 (+10) Intimidate 7 (+10) Knowledge: History 5 (+5) Knowledge Pop Culture 5 (+5) Knowledge: Meta Science 4 (+4) Languages 1 (German) (Base: English) Notice 8 (+10) Sense Motive 8 (+10) Feats: 19 PP Attack Specialization: Unarmed 2 Dodge Focus 6, Improved Grab, Improved Initiative, Improved Overrun, Interpose, Luck 2, Move-By Action, Precise Shot, Power Attack, Takedown Attack, Uncanny Dodge (auditory) Powers: 40 + 10 + 1 + 5 = 56 PP Meta-power Array (32 PP Array, Power Feats: Alternate Powers 8) [32 + 8 = 40 PP] Base Power: Blast 10 (Extras: Range [Perception]; [Power Feats: Indirect 2) “Blaster†AP:Concealment 5 (All visual senses, normal hearing, Power Feats: Close Range) and Insubstantial 4 (Affected by electricity) [11PP + 20PP = 31PP] “Sneak†AP: Create Object 10 (Extras: Moveable; Power Feats: Precise, Selective) “Summoner†AP: Enhanced Strength 14, Immunity 9 (Life Support, and Super Strength 3 (Heavy Load ~6 tons) “Brick†AP: Flight 5 (total Flight 10 [10,000 MPH]) and Quickness 20 (x20 million) “Speedster†AP: Healing 10 (Extras: Ranged; Power Feats: Accurate 2 “Healer†AP: Telepathy 10 (Extras: Action: Move, Power Feats: Subtle, Penetrating) “Telepath†AP: Morph 5 (Any shape) [15PP] and Elongation 10 (1,000 ft) [10PP] and Impervious 5 (added to Toughness) [15 + 10 + 5 = 30] “Shifter†AP: Dazzle 10 (Visual, Extras: Area: Burst, Power Feats: Slow Fade 2 [10 rounds]) “Sidekick†Flight 5 (250 mph) [10PP] Immunity 1 (own powers) [1PP] Protection 5 [5PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC Toughness (Staged) Damage (Physical) Attributes (28) + Combat (24) + Saving Throws (10) + Skills (13) + Feats (19) + Powers (56) = 150 PP
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