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yurklenorf

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About yurklenorf

  • Birthday 08/20/1987

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  1. Hmm.... yeah, thanks. This is where I'm weakest. I can work on the mechanical side all day and be mostly fine, but writing characters is still something I'm relatively new at and so I get stuck on the story side of things. At least this gives me something to think about while I'm out and about today.
  2. Ah, good catch on the Teleport, somehow missed that one... I can make do without the power feats for right now, I think. They're not really essential to him, anyway. The idea behind his defense (crunched as Force Field, though that's not exactly what I would call it in fluff) is more to just warp stuff around him - I don't quite envision him as having the skill yet to fully recurve attacks back around at his enemies, hence why I didn't end up grabbing Reflective for the Deflect. I could keep that Deflect aside as an idea to use as a Power Stunt, since it is useful, but as you mention it's turtling up which can lead to kind of boring encounters. I think I might just take the Deflect off and leave that array with just two APs, take Change Velocity and Change Direction off of Teleport, and keep Turnabout - that should bring me back to 150.
  3. Rav, Vahnyu and I actually came up with the Deflect thing a few days ago. This allows me to basically roll a group Deflect as described in UP, and I believe he even said that it's one of the best/most effective forms of Deflect that he's seen. Spatial Control is just the name of one of the Teleport effects in both the core and UP. I can change some stuff in terms of descriptions, obviously not entirely finalized, I copied and pasted most of what I had from the topic in Character building. I tried to copy and paste the array code from... Newbie's Guide, I think? It didn't work. Haven't finalized formatting, anyway, but that goes without saying. Storywise, I didn't intend for the whole mutation thing to be a negative - more like, it happened, surprised a lot of people, his friends don't care or think it's awesome.
  4. Below is my first submission for Warp. A few minor issues, mostly writer's block related, on my end (lack of Complications is the biggest thing right now). Working on the 20Q and HellQ off and on when I feel like I can get into the character's head. Player Name: yurklenorf Character Name: Warp Power Level: 10 (150PP) Trade-Offs: None Progress to Bronze Status: 0/30 In Brief: Empowered to alter spatial dynamics through a genetic mutation. Alternate Identity: Alan Douglas Wheeler Birthplace: Chicago, Illinois Occupation: Part time night-time security at FCU, also part-time student. Affiliations: (none at the moment) Family: Anna Wheeler (mother), Michael Wheeler (father), Jordan Wheeler (brother), Katrina Wheeler (sister) Description: Age: 28 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 220 lbs Eyes: green, with specks of brown Hair: Brown and shaggy, in dire need of a haircut. Power Descriptions: Alan's controls over small amounts of space have allowed him to do some fascinating things - which is why he took up some schooling in physics. As far as he can tell, when he "teleports" it isn't so much him moving from one place to another, it's taking Point A and Point B, drawing a line between them, then bringing A and B right next to each other. When he's fighting an opponent at range, he "buckles" space around the opponent - like snapping a rubber band, but with three-dimensional space. When someone gets up close, he's able to quickly contract space between his limbs and his opponent - and since force is equal to mass times acceleration, is able to do substantial damage to even the most hardened foes. History: Alan was, unknowingly a mutant. Unfortunately for him, his mutation kicked in at the age of 23, while at a music festival in central Illinois with some of his friends. Lucky for him, they were all cool with it, and even thrilled that he got to have superpowers. Many of them hung around while he trained with his powers, and one of them suggested that he join a martial arts class to learn how to fight, which he took up but abandoned not long after starting, after a scare when he thought he accidentally used his powers while practicing some of the strikes. At the age of 25, Alan bid farewell to his friends and family, and moved to Freedom City, where he took a job as a night security guard for FCU and began studying physics. Last year, he ran into a small cult lead by a man wielding magic, and he learned of his powers apparent ineffectiveness against magical attacks, though he still managed to thwart the cult's plans. This has lead to him searching for reasons why his own particular brand of reality-warping is not as effective against other varieties. He has yet to join any of the currently-operating teams in Freedom City, though he feels that he wants to change that and take a more active job in the defense of Freedom City. Personality & Motivation: Alan is usually the silent type, but opens up around friends. As such, he doesn't try verbal trickery very often. While intelligent and generally kind, he has n Powers & Tactics: Alan tends toward the defensive quite often, throwing up spatial distortions that protect allies and civilians from threats. In smaller encounters, he brings his meager, mostly self-taught martial arts skills into play, punishing opponents with powerful blows using his powers. Complications: Motivation - Protection: Alan feels a strong need to protect others, and will leave himself unprotected if it means he can better protect others. Weakness - Magic: For some reason that he has yet to figure out, Alan's defensive abilities are less effective against enemies wielding offensive magic. Abilities: 2 + 6 + 6 + 2 + 6 + 0 = 22PP Strength 12 (+1) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 10 (+0) Combat: 10 +10 = 20PPInitiative: +3Attack: +10 Melee, +10 RangedGrapple: +11Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-FootedKnockback: -7 Saving Throws: 6 + 6 + 6 = 18PPToughness: +10 (+3 Con, +7 [Force Field], +6 Impervious)Fortitude: +9 (+3 Con, +6)Reflex: +9 (+3 Dex, +6)Will: +9 (+3 Wis, +6) Skills: 48R = 12PP Concentration 8 (+11) Gather Information 8 (+8) Knowledge (Physical Sciences) 8 (+9) Notice 8 (+11) Search 8 (+9) Sense Motive 8 (+11) Feats: 11PP Eagle Eyes (Super-Senses 1: Extended Vision) Evasion 2 Elusive Target Dazzling Attack (Visual) Improved Aim Instant Up Precise Shot Unbalancing Strike - instead of doing normal melee damage after an attack, you can choose for the target to make a reflex vs (10 + damage rank); failure means target loses dodge bonus to reflex for the next round Uncanny Dodge 2 (Visual, Auditory) Powers: 10 + 10 + 27 = 47PPForce Field 7 (Extra: Impervious 6 [+1], Flaw: Limited [Impervious Does Not Work Against Magic; -1]) [10PP] Teleport 10 (10,000 feet; Power Feats: Turnabout, Change Velocity, Change Direction; Flaw: Short-Range [-1]) [13PP] Blast 10 (Power Feats: Improved Range 2 , Progression [Range] 2, Alternate Power 3) [27PP] Alternate Power: Strike 10 (Extra: Penetrating) [20PP]Alternate Power: Create Object 10 (Power Feats: Selective, Stationary, Subtle) [23PP]Alternate Power: Deflect 10 (all ranged [3pp/rank], Flaws: Full-Round Action -1, Limited (does not work against magic effects) -1, Distracting -1; Extras: Burst Area +1, Reflective +1; Power Feat: Selective) [21PP] DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC18 Toughness (Staged) Damage (Physical)Strike Touch DC25 Toughness (Staged) Damage (Physical)Strike Touch DC20 Reflex (Staged) Unbalancing Strike (target loses dodge bonus for the next round)Strike Touch DC20 Fortitude (Staged) Blinded (Dazzling Attack) Totals: Abilities (22) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (11) + Powers (47) - Drawbacks (0) = 150/150 Power Points
  5. Still have work to do, mostly in the background and story-related stuff. Mechanically at least, Warp should be sound enough for approval.
  6. Player Name: yurklenorf Character Name: Warp Power Level: 10 (150PP) Trade-Offs: None Progress to Bronze Status: 0/30 In Brief: Empowered to alter spatial dynamics through a genetic mutation. Alternate Identity: Alan Douglas Wheeler Birthplace: Chicago, Illinois Occupation: Part time night-time security at FCU, also part-time student. Affiliations: (none at the moment) Family: Anna Wheeler (mother), Michael Wheeler (father), Jordan Wheeler (brother), Katrina Wheeler (sister) Description: Age: 28 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 220 lbs Eyes: green, with specks of brown Hair: Brown and shaggy, in dire need of a haircut. Power Descriptions: Alan's controls over small amounts of space have allowed him to do some fascinating things - which is why he took up some schooling in physics. As far as he can tell, when he "teleports" it isn't so much him moving from one place to another, it's taking Point A and Point B, drawing a line between them, then bringing A and B right next to each other. When he's fighting an opponent at range, he "buckles" space around the opponent - like snapping a rubber band, but with three-dimensional space. When someone gets up close, he's able to quickly contract space between his limbs and his opponent - and since force is equal to mass times acceleration, is able to do substantial damage to even the most hardened foes. History: Alan was, unknowingly a mutant. Unfortunately for him, his mutation kicked in at the age of 23, while at a music festival in central Illinois with some of his friends. Lucky for him, they were all cool with it, and even thrilled that he got to have superpowers. Many of them hung around while he trained with his powers, and one of them suggested that he join a martial arts class to learn how to fight, which he took up but abandoned shortly, after a scare when he thought he accidentally used his powers while practicing some of the strikes. At the age of 25, Alan bid farewell to his friends and family, and moved to Freedom City, where he took a job as a night security guard for FCU and began studying physics. Last year, he ran into a small cult lead by a man wielding magic, and he learned of his powers apparent ineffectiveness against magical attacks, though he still managed to thwart the cult's plans. This has lead to him searching for reasons why his own particular brand of reality-warping is not as effective against other varieties. He has yet to join any of the currently-operating teams in Freedom City, though he feels that he wants to change that and take a more active job in the defense of Freedom City. Personality & Motivation: Alan is usually the silent type, but opens up around friends. As such, he doesn't try verbal trickery very often. While intelligent and generally kind, he has n Powers & Tactics: Alan tends toward the defensive quite often, throwing up spatial distortions that protect allies and civilians from threats. In smaller encounters, he brings his meager, mostly self-taught martial arts skills into play, punishing opponents with powerful blows using his powers. Complications: Motivation - Protection: Alan feels a strong need to protect others, and will leave himself unprotected if it means he can better protect others. Weakness - Magic: For some reason that he has yet to figure out, Alan's defensive abilities are less effective against enemies wielding offensive magic. Total: 22 + 20 + 18 + 12 + 11 + 47 = 150 Abilities: 2 + 6 + 6 + 2 + 6 + 0 = 22PPStrength 12 (+1) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 10 (+0) Combat: 10 +10 = 20PPInitiative: +3Attack: +10 Melee, +10 RangedGrapple: +11Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-FootedKnockback: -7 Saving Throws: 6 + 6 + 6 = 18PPToughness: +10 (+3 Con, +7 [Force Field], +6 Impervious)Fortitude: +9 (+3 Con, +6)Reflex: +9 (+3 Dex, +6)Will: +9 (+3 Wis, +6) Skills: 48R = 12PPConcentration 8 (+11) Gather Information 8 (+8) Knowledge (Physical Sciences) 8 (+9) Notice 8 (+11) Search 8 (+9) Sense Motive 8 (+11) Feats: 11PPEagle Eyes (Super-Senses 1: extended vision) Evasion 2 Elusive Target Dazzling Attack (Visual) Improved Aim Instant Up Precise Shot Unbalancing Strike - instead of doing normal melee damage after an attack, you can choose for the target to make a reflex vs (10 + damage rank); failure means target loses dodge bonus to reflex for the next round Uncanny Dodge 2 (Visual, Auditory) Powers: 10 + 10 + 27 = 47PPForce Field 7 : [Extra: Impervious 6 (+1), Flaw: Limited (Impervious does not work against {magic}) -1] Spatial Control (Teleport) 10: Power Feats: Turnabout, Change Velocity, Change Direction; Flaw: Short-Range (-1) 10,000 feet Blast 10: Power Feats: Improved Range 2 , Progression (Range) 2, Alternate Power 3 [27] Alternate Power: Strike 10 (Extra: Penetrating) [20] Alternate Power: Create Object 10 (Power Feats: Selective, Stationary, Subtle) [23] Alternate Power: Deflect 10 (all ranged [3pp/rank], Flaws: Full-Round Action -1, Limited (does not work against magic effects) -1, Distracting -1; Extras: Burst Area +1, Reflective +1; Power Feat: Selective)[21] DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC18 Toughness (Staged) Damage (Physical)Strike Touch DC25 Toughness (Staged) Damage (Physical)Strike Touch DC20 Reflex (Staged) Unbalancing Strike (target loses dodge bonus for the next round)Strike Touch DC20 Fortitude (Staged) Blinded (Dazzling Attack)
  7. And here's the revised Teleporter. He's more of a Battlesuit now, though he retains the Teleport power as a function of the Device. Abilities: 8 + 6 + 4 + 4 + 6 + 2 = [30PP] Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 20 = [32PP] Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +10 (melee, in suit), +8 (melee, outside of suit), +6 Base/Ranged [12pp] Grapple: +20 (in suit), +12 (without suit) Defense: +10 (+ 10 Base, + 0 Dodge Focus) +5 Flat-Footed [20] Knockback: -8 (in suit), -1 (without suit) Saving Throws: 4 + 4 + 4 = [12PP] Toughness: +10 (+2 Con, +8 Protection, +6 Impervious) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+3 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 56R = 14PP Craft (Electronic) 8 (+10) Craft (Mechanical) 8 (+10) Computers 8 (+10) Disable Device 8 (+10) Gather Information 4 (+5) Knowledge (Technology) 4 (+6) Notice 8 (+11) Search 4 (+6) Sense Motive 4 (+7) Feats: 12PP Accurate Attack Attack Focus (melee) 2 Defensive Strike Elusive Target Inventor Move-By Action Power Attack Skill Mastery [Craft (electronic), Craft (mechanical), Disable Device, Knowledge (Technology)] Stunning Attack Ultimate Reflex Save Uncanny Dodge (Visual) Powers: 54PP Device 13 ( Battlesuit, Hard to Lose (4PP/rank), Accurate x2) [54PP] Battlesuit: 65PP Teleport 10 (Extras: Accurate +1; Power Feats: Change Direction, Change Velocity, Easy, Progression 3 [1000 lbs], Turnabout) [37pp] Protection 8 (6 Impervious) [14pp] Enhanced Strength 12 [12pp] Enhanced Feats 2 (Improved Initiative, Instant Up) [2pp] Drawbacks: -4PP Drawback (Normal Identity; Frequency: Common; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Stun Attack Touch DC20 Fortitude (Staged) Stun
  8. I see what I did there. I derped out and wrote them in as their Utility Belt version, essentially as APs. I'm a moran. I'll tweak him later today and post what edits I did.
  9. Aye. This is just a work in progress. Usually, when I design characters, I start with an idea (like earlier concepts from this topic, for example), then stats, then flesh them out with actual characterization first. Follow-Up Strike is from Warriors and Warlocks (it may also be in the Mastermind's Manual). The actual text is: I almost had Improved Critical, but I decided against it - a 5% chance of getting an additional hit is big enough, let alone 10%!
  10. edit: removed Teleport Brawler WIP, see below.
  11. Thanks for the replies, guys. I'm actually sidelining Unicast - he isn't the character I will be using once I actually start playing here. For that, I've got a few other character ideas that I'm tinkering with - those might start showing up here sometime this week. He was just a... test, I guess. An interesting character concept for sure, but not something that I might want to play right now. Anyone who wants to take him, tweak him, and use him themselves are free to do so.
  12. And here is Unicast! There's still some work yet to be done, mostly in regards to Complications and history and that sort of thing, but mechanically he should be sound. Player Name: YurkleNorf Character Name: Unicast Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Magitech wizard, with a tablet instead of a spellbook. Alternate Identity: David Nicholas Stewart Identity: Secret Birthplace: Freedom City Occupation: Junior Network Administrator Affiliations: N/A Family: Parents, James and Sara, sister Christina Description: Age: 29 (DoB: March 29, 1984) Apparent Age: 29 Gender: male Ethnicity: Caucasian Height: 6'0 Weight: 170 Eyes: green Hair: light brown When at his day job, David wears dress shirts and khakis - the usual business casual fare. He used to have long hair back in his college days at FCU, but decided to cut it short just after he graduated. He is tall and skinny, but with some muscles. He is very lightly tanned. [heroic outfit TBD] Power Descriptions: Everything has a digital glow to it, very angular things, there are no "curves" to his powers. Most of his powers tend to either be silver or red in color. History:29 years old, went to FCU to get a Computer Science degree, then spent several years bouncing around smaller tech companies while he worked on an advanced degree at HIT. From there, he was hired on as a junior systems administrator to help at a growing tech firm in Hanover. Then one day, he came back to work from lunch and found a mysterious (and large!) package addressed to him laying on his desk. There was no return address listed, and it was too early for the mail to be delivered. Wondering what it could be, he opened the package - inside was a box, unlabeled, with a cheap cell phone and a note attached to it. The note had a phone number listed, no name. All it said was to turn on the cell phone and use it to call the number. Unsure of what to make of it all, thinking it must be a prank, he put the box and everything back into the mail package, and did a quick phone lookup of the number. Nothing, it was as if the phone number didn't actually exist. Putting the box aside, he turned back to the computer and started reading his emails and making notes of what he had to do the rest of the day, mostly bureaucratic nonsense and paperwork, though he had to prepare the system's servers for an upgrade and get one of the interns to help him perform the upgrades. At the end of the work day, after chatting with his boss for a bit, he went back to his office to gather his things and head home. Somebody had been in his office - the package was at the center of his desk, though it otherwise looked to be un-messed with. Opening it back up just to be sure, he saw the note had changed, it added a warning: don't show anyone what is in the box, don't tell anyone about it. Feeling really uneasy about it all, he picked it up, avoided the few co-workers who were still in the building, and left for home. Once home, he fixed himself some dinner and ate before he finally re-opened the package. David turned on the phone - it booted up much faster than he anticipated. He checked for messages, contacts, anything that could be used to help him find out who sent him the package, but no use. The phone was blank, a pre-paid phone. With a sigh, he grabbed the note and dialed the number. Dial tone. Dial tone. Dial tone. Just when he was about to hang up, a voice spoke from the other end. "Unicast activated. Systems online. Copying data to user." The phone began vibrating against his head. Suddenly the phone stopped. David pulled the phone away from his ear, and looked at it. That's when it happened. The screen flashed, then flashed again! Soon, the screen was blinking on and off at speeds no mere human could hope to follow, and it mesmerized David. As soon as it all started, it was over. David had a massive headache. The cell phone in his hand rang, and he answered it without thinking. "Hello? What?" he spoke into the receiver. No answer. Then the same voice from earlier spoke again. "Everything is complete on our end. Get some rest. Reboot." There was a click, whoever it was on the other end hung up. David looked at the phone - it was apparently dead. He suddenly felt very tired. Tomorrow was Saturday, maybe he'd sleep in and open the box tomorrow... [to be continued] Personality & Motivation: At first reluctant to be a hero, he's since grown to accept his role. The strange nature of his powers prevents him from really fitting in with either the tech-based heroes, or the magical ones, though he's tried. He is always trying to do the right thing, even if he's not always sure what the right thing is, he just thinks about what one of the Freedom Leaguers would do. Powers & Tactics: Uses his snare mainly against "minions," saving his Blast for actual villains, and uses Create Object to try and make sure they can't get away. If he can take out an enemy while doing as little harm to the surroundings as possible, he'll try. Complications: Secret: Identity. Abilities: 4 + 6 + 4 + 8 + 2 + 2 = 26PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 18 + 18 = 36PP Initiative: +3 Attack: +9 Melee, +9 Ranged Grapple: +11 Defense: +9 (+9 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -0 Saving Throws: 7 + 6 + 7 = 20PP Toughness: +10 (+2 Con, +2 Defensive Roll, +6 Force Field (6 Impervious)) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+3 Dex, +6) Will: +8 (+1 Wis, +7) Skills: 72R = 18PP Computers 8 (+12) Craft (electronic) 4 (+8) Disable Device 4 (+8) Drive 8 (+11) Gather Information 4 (+5) Intimidate 4 (+5) Knowledge (Arcane Lore) 4 (+8) Knowledge (Streetwise) 4 (+8) Knowledge (Technology) 8 (+12) Profession (network administrator) 8 (+9) Search 4 (+8) Sense Motive 4 (+5) Stealth 8 (+11) Feats: 17PP Accurate Attack Artificer Defensive Roll 2 Equipment 2 (10EP) Hide in Plain Sight Inventor Luck 2 Online Research Power Attack Ritualist Ultimate Aim Ultimate Computers Check Uncanny Dodge (visual) Well-Informed Powers: 2 + 22 + 8 + 1 = 33PP Comprehend: Machines [2PP] (Due to the powers granted by the Tablet, David can understand the language of the machines, though he cannot converse with them.) Device 7 (Wizard's Tablet, Magical device; Easy-To-Lose; Feats: Indestructible) [22PP] Wizard's Tablet: Magic 6(improves Magic to rank 10, improves Telekinesis to rank 10; Feats: Affects Insubstantial 2, six Alternate Powers) [20PP] Alternate Power: Blast 10 (electrical blast) [20PP] Alternate Power: Snare 10 (lines of code solidify into cables wrapping around the target) [20PP] Alternate Power: Create Object 10 (pixels adding up to create solid objects) [20PP] Alternate Power: Speed 10 [10PP] Alternate Power: Datalink 10 [10PP] Alternate Power: Transmit 10 (Networks) [10PP] Force Field 6 (Impervious 6) [12PP] Super Senses 4 (Magical Awareness, Direction Sense, Time Sense)[3PP] Magic 4 (base power: Telekinesis 4) [8PP] Super Senses (radio) [1PP] DC Block Code Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC25 Toughness (Staged) Damage (Magical) Snare Ranged DC20 Reflex Entangled/Helpless Create Object Ranged DC20 Reflex varies/helpless Totals: Abilities (26) + Combat (36) + Saving Throws (20) + Skills (18) + Feats (17) + Powers (33) - Drawbacks (0) = 150/150 Power Points
  13. Heh, after looking it over, it's not going to be as simple as just swapping a point from that array over into skills - that's all a part of a Device. So, switching out Enhanced Skills for Create Object instead.
  14. That's what I figured. If it comes down to it, I can always drop that Enhanced Skills AP and put that point into the actual skill(s).
  15. Rather than have two different posts with the same character within the topic, I'm editing this one out. -yn
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