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  1. THE MIRROR Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Jack Reynolds (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Joshua Reynolds (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (identifies male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Jack Reynolds looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Jack was as well-worn by life as his beloved khaki suits. Following his transformation, however, Jack’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Jack Reynolds and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Jack's marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Reynolds retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Jack learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Jack was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Jack himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Reynolds oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Jack realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's long and storied heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Jack Reynolds epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Reynolds works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to repair the damage. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all biological in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. The Mirror's bizarrely abhuman physiology is significantly more electrically conductive than Jack Reynolds' former flesh and blood body. This negative aspect of his transformation has made him more vulnerable to the effect of electrical attacks, which are more likely to course through his form like a live wire and subsequently cause more damage to the metamorphic detective in their wake. Complications: Identity: Jack Reynolds endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Jack has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Reynolds works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 / -9 (solid form) Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 3) [23PP] (Biological, Mutation) • Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} • Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} • Alternate Powers: Elongation 3; Insubstantial 1; Speed 1; Strike 5 (Feats: Variable 1 [Physical], Mighty); Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form) {20/20} • Alternate Powers: Enhanced Strength 10; Impervious Toughness 9; Speed 1 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Biological, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
  2. The Mirror Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: A metamorphic detective patrols the streets of Vibora Bay, unraveling mysteries and dispensing justice. Catchphrase: “Surprise.” Theme: Shawn Lane – Hardcase Alternate Identity: Robert “Bob” Goodman (secret) Birthplace: Vibora Bay, Florida (United States) Residence: The back room of a dingy office, Vibora Bay, Florida (United States) Base of Operations: A dingy office, Vibora Bay, Florida (United States) Occupation: Private detective / retired VBPD special agent Affiliations: None (looking for group) Family: Selma Clark (estranged ex-wife) & Neil Goodman (estranged son) Description: Age: 52 (DoB: 1967) Apparent Age: Varies (formerly 50s) Gender: Varies (male) Ethnicity: Varies (formerly Caucasian) Height: Varies (formerly 6’1”) Weight: 215lbs Eyes: Varies (formerly brown) Hair: Varies (formerly brown) Description: Not too long ago, Robert Goodman looked every last one of his 52 years. Wrinkled, paunchy, his graying hair going thin at the crown, Bob was as well-worn by life as his beloved khaki suits. Following his transformation, however, Bob’s flesh became a reflective, semitransparent jelly that he can shape, color, and texture however he pleases. He still wears the khaki suits. History: Years ago, Special Agents Robert Goodman and Arthur Clark of the Vibora Bay Police Department were investigating billionaire chemical magnate Francis DuKatt III for his company’s connections to the recent appearance of a new, dangerously potent designer narcotic called “Cicada.” Midway through their inquiries, Special Agent Clark disappeared one evening, never to be seen again. The loss of his best friend and brother-in-law destroyed Goodman’s marriage, drove him to the bottle, and cost him his career when the case was dropped and he was ordered to cease any and all investigations. Suspecting foulest play, Goodman retired from the force in disgust and established a small, one-man private detective business. It paid peanuts, but at least the work was honest. One day, while tailing a wayward husband, Bob learned that the man's midnight rendezvous weren't with a younger mistress, as his wife had feared, but to plot and enact a clandestine meeting at the DuKatt Chemical factory with a cadre of black-clad conspirators. Spotted by a lookout before he could report what he’d seen, Bob was captured, disarmed, and forced to enter the factory. There, the detective was savagely beaten, shot twice in the stomach, and dumped in a waste chemical tank to die. That he didn't expire surprised no one so much as Bob himself, though he would live forever changed. Transformed by the toxic chemicals into a large puddle of reflective sludge, Goodman oozed free of the vat and was able to escape soon after his murderers fled the scene. Fighting shock, he was able to take a more humanoid form and return home under cover of darkness. After some experimentation, Bob realized that his reflective, jellylike flesh could assume all manner of shapes, colors, and textures – and turn from a liquid to a durable solid with a thought. Inspired by Vibora Bay's heroic history, he resolved to use his strange new powers to defend the city, avenge his own murder, and learn the truth behind his late partner’s mysterious disappearance. Personality & Motivation: Tough and determined to the point of obduracy, Robert Goodman epitomizes the term “hard case.” But beneath that stony, suspicious exterior lies a heart of gold and an undying dedication to unearthing the truth. A nightmare to crooks and an angel to the innocent, Goodman works tirelessly as the Mirror to bring justice – both punishment and protection – to the citizens of Vibora Bay. Powers & Tactics: A shapeshifter with extensive control over the psychoplasmic sludge that makes up his body, the Mirror is capable of assuming nearly any form he can imagine with exacting precision. He able to relax his body into a slippery liquid and tense it into a durable, super-strong solid. When wounded, the Mirror is able to concentrate and literally pull himself back together to heal himself. The Mirror uses his abilities to disguise himself when undercover, infiltrate secured locations, and battle criminals directly when necessary. In combat, he tends to open with his fluid form to engage enemies from a range before turning solid to reduce incoming damage and finish the job in close quarters. Injuries sustained in battle are healed after, when he has a moment to regenerate. Power Descriptions: A human being mutated by a vat of toxic chemical waste, the Mirror’s powers are all physical in nature and application. He is capable of reshaping his body to alter his appearance and assuming an elongating fluid form or a stronger, more durable solid form. In combat, the Mirror can cause bludgeoning, piercing, or slashing damage by transforming his limbs into clubs, spikes, or blades. Complications: Identity: Robert Goodman endeavors to keep the fact that he is also the Mirror a carefully guarded secret. Obsession: the Mirror is determined to unravel and solve the mystery of Arthur Clark’s disappearance. Relationship: Robert has an estranged ex-wife and a son that he desperately wants to reconnect with. Responsibility: Goodman works as a private detective, working various cases for the people of Vibora Bay. Rival: the Mirror is dedicated to proving the guilt of Francis DuKatt III, the head of DuKatt Chemical. Abilities: 4 + 6 + 8 + 2 + 2 + 2 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +3 base Attack: +5 base, +7 melee Defense: +5, +3 flat-footed Grapple: +9 base, +12 fluid form, +14 solid form Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 64R = 16PP Bluff 4 (+5 base, +13 Attractive, +15 to imitate sounds when Morphed) Diplomacy 4 (+5 base, +13 Attractive) Disable Device 4 (+5 base, +10 Beginner’s Luck) Disguise 0 (+1 Base, +26 Morph) Gather Information 8 (+9 base) Investigate 8 (+9 Base) Knowledge Civics 4 (+5 base, +10 Beginner’s Luck) Knowledge Streetwise 4 (+5 base, +10 Beginner’s Luck) Notice 8 (+9 base) Search 8 (+9 base) Sense Motive 8 (+9 base) Stealth 4 (+7 base, +12 Beginner’s Luck) Feats: 7PP Attack Focus 2 (Melee) Attractive 2 (when Morphed) Beginner’s Luck Connected Contacts Luck 2 Powers: 10 + 23 = 33PP Psychoplasmic Body 10 (20PP Array; Feats: Alternate Power 2) [23PP] (Physical, Mutation) Base Power: Healing 10 (Active Regeneration; Extras: Total; Flaws: Limited to Self) {20/20} Alternate Power: Morph 5 (Active Camouflage; Extras: Any Form 2, Feats: Attractive 2, Covers Scent, Mimicry, Precise) {20/20} Alternate Linked Powers: Elongation 3 + Insubstantial 1 + Speed 1 + Strike 5 + Super-Movement 2 [Slithering 1 + Wall-Crawling 1] (Fluid Form; Feats: Variable 1 [Physical], Mighty) {20/20} Alternate Linked Powers: Enhanced Strength 10 + Impervious Toughness 9 (Solid Form) {20/20} Enhanced Constitution 10 (Psychoplasmic Endurance) [10PP] (Physical, Mutation) Drawbacks: (-3) = -4PP Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness DMG Bludgeoning Strike 5 35ft DC 22 Toughness DMG Blg/prc/slsh Enhanced Strength Touch DC 22 Toughness DMG Blg/prc/slsh Totals: Abilities (24) + Combat (20) + Saving Throws (8) + Skills (16) + Feats (7) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: L: 58; M: 116; H: 175; Mx: 350; P/D: 875 Base Throwing Distance: 175lbs 5ft; 10lbs 25ft Base Jump Distance: Running jump: 12ft; Standing jump: 6ft; High jump: 3ft E-Str Carrying Capacity: L: 233; M: 466; H: 700; Mx: 1.4t; P/D: 3.5t E-Str Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Jump Distance: Running jump: 17ft; Standing jump: 8ft; High jump: 4ft Speed: 10mph/88ft per round
  3. Florida-Man Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: An accident prone novice with enemies in high places attempts to restore his reputation. Catchphrase: “I meant to do that!” Theme: Unknown Brain – Superhero Alternate Identity: Grant Potosi (Secret) Birthplace: Vibora Bay, Florida (United States) Residence: His mom’s house, Vibora Bay, Florida (United States) Base of Operations: His mom’s house, Vibora Bay, Florida (United States) Occupation: Student; webcomic author/artist Affiliations: None (looking for group) Family: Selma Potosi (mother) & unknown father; Luiza Gonzales (sometimes girlfriend) Description: Age: 19 (DoB: 2000 [19th October]) Apparent Age: 19 Gender: Male Ethnicity: Mestizo (3/4ths Caucasian) Height: 6’2” Weight: 195lbs Eyes: Blue Hair: Blond Description: Grant Potosi is a tall, powerfully built young man with bright blue eyes and red-gold hair. He is naturally friendly and possesses a good sense of humor. As a civilian he can usually be found wearing a pair of faded denim bluejeans and a tee-shirt. As Florida-Man, he dresses in a costume sporting the official state colors (red, white, and orange) with a stylized reflective F on the chest and keeps his facial features concealed from onlookers with a pair of large, mirrored, visor-like sunglasses. History: Grant Potosi loves superheroes. The only child of a single mother and an absentee father, young Grant would run around the house with a bath-towel tied around his neck and paper the walls with crayon drawings of his favorite heroes performing their most famous deeds. At night, while he slept, Grant would sometimes dream that his father WAS a superhero, away fighting crime somewhere. These childhood fantasies seemed more likely than ever when his own powers began to develop at puberty. As a teenager, Grant developed a tall, powerful build that undersold his phenomenal superhuman strength. Although only academically average, Grant's artistic talents also matured and he became quite skilled at illustration. He eschewed sports, both out of a sense of fair play and a desire to keep his abilities a secret, though he did practice with his high-school wrestling team and picked up quite a few of their techniques. Those came in handy when he debuted as Florida-Man a year ago. Unfortunately, Florida-Man's superheroic career has had a rocky start. The fact of the matter is, Grant lacks fine control over his powers and often underestimates his own strength, with his inexperience often leading to expensive property damage. A series of misadventures led the Wimsey Corporation, one of the world's largest and most powerful media conglomerates, to smear Grant as an inept and incompetent embarrassment to Florida. Recently admitted to a trade school in the hopes of earning a visual arts degree and supplementing his income by writing and illustrating a weekly webcomic, Grant struggles to repair Florida-Man's reputation and become the kind of hero he looked up to as a child, the kind of hero his state deserves. Personality & Motivation: Grant is a friendly, jocular young man with more idealism than common sense. He is motivated by a desire to be accepted into the superheroic community he’s idolized since early childhood. As such, he adheres to a rigid, perhaps naive code of conduct. He tries to hold true to the familiar trappings of being a superhero, which includes withholding his secret identity from everyone – even those who could help him keep it safe. Powers & Tactics: Florida-Man’s powers, even his flashier ones, are simply brute applications of his incredible strength and durability. Despite his colorful costume and bombastic personality, Grant’s abilities are generally mundane in practice. Powerful muscles propel him at incredible speeds when running, for incredible distances when leaping, and allow for enormous physical strength when lifting or striking. His body is durable enough to withstand the stress of his strength, can resist most forms of damage, and is capable of rapid self-repair when wounded. Unfortunately, Grant lacks the training of a proper fighter and battles without grace or strategy. He’ll employ wild punches and sloppy counterattacks until he can pull his opponents into a grapple, where he’ll use what he learned from practicing with his high school wrestling team to subdue his enemies with a super-strong chokehold. Power Descriptions: Unbeknownst to Grant himself, his powers have more potential than he realizes due to his undiscovered nature as a biokinetic -- someone with the ability to modify the form and function of their own body. While largely uncontrolled at the moment, Grant’s powers have responded to his desire to be a hero and are providing him with the superhuman strength, speed, and durability needed to make it possible. Psionic attacks can interfere with Grant’s subconscious control over his physiology, more easily bypassing his defenses and causing him more damage. Complications: Accident Prone: Grant's misadventures all too often result in misunderstandings and property damage. Bad Reputation: the biased reporting of the Wimsey Corporation has turned the public against Grant. Enemy: Grant has somehow earned the ire of David Wimsey III, head honcho of the Wimsey Corporation. Identity: Grant endeavors to keep the fact that he is also the hero Florida-Man a carefully guarded secret. Relationship: Grant has a long-suffering, on again/off again girlfriend who doesn't know he's Florida-Man. Responsibility: Grant is a trade-school student and the writer/illustrator of a semi-successful webcomic. Worldview: Grant is idealistic to the point of being naive, and views the world in black and white terms. Abilities: 4 + 6 + 8 + 0 + 2 + 4 = 24PP Strength: 14/24 (+2/+7) Dexterity: 16 (+3) Constitution: 18/28 (+4/+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 10 = 24PP Initiative: +3 Base) Attack: +7 Base Defense: +5, +3 Flat-Footed Grapple: +23 Super-Strength 9, +17 Super-Strength 3, +14 Base Knockback: -4 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +9 (+9 Con, +0) Fortitude: +9 (+9 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Craft (artistic) 10 (+10) Diplomacy 6 (+8 Base, +12 Attractive) Gather Information 6 (+8) Knowledge (current events) 6 (+6) Knowledge (popular culture) 6 (+6) Language 1 (English [native], Spanish) Notice 6 (+7) Search 6 (+6) Sense Motive 5 (+6) Feats: 6PP Attractive (+4) 1 Beginner’s Luck Chokehold Improved Pin Luck 2 Powers: 20 + 13 = 33PP Linked Powers 20 (Biokinetic Enhancements) [20PP] (Biological, Physical) • Linked Power: Enhanced Constitution 10 (Extras: Linked) [10PP] • Linked Power: Enhanced Strength 10 (Extras: Linked) [10PP] Biokinetic Focus Array 4.5 (9PP Array; Feats: Alternate Power 4) [13PP] (Biological, Physical) • Base Power: Healing 9 (Extras: Total; Flaws: Distracting, Limited to Self) [9PP] • Alternate Power: Impervious Toughness 9 (Flaws: Sustained) [9PP] • Alternate Power: Linked Power 8 (Feats: Improved Initiative) [9PP] ◦ Linked Power: Leaping 3 (Extras: Linked) [3PP] ◦ Linked Power: Quickness 2 (Extras: Linked) [2PP] ◦ Linked Power: Speed 3 (Extras: Linked) [3PP] • Alternate Power: Super-Strength 3 (Feats: Groundstrike, Shockwave, Thunderclap) [9PP] • Alternate Power: Super-Strength 9 (Flaws: Sustained) [9PP] Drawbacks: (-3) = -3PP Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Groundstrike 70ft Radius Strength Check Trip Shockwave 70ft Cone DC 17 Reflex Damage Thunderclap 35ft Area DC 17 Reflex Auditory Dazzle Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (13) + Feats (6) + Powers (33) - Drawbacks (3) = 105/105 Power Points Base Carrying Capacity: Light: 233; Medium: 455; Heavy: 700; Maximum: 1.4k; Push/Drag: 3.5k Base Throwing Distance: 700lbs 5ft; 100lbs 25ft; 10lbs 100ft E-Str Carrying Capacity: Light: 1.9k; Medium: 3.7k; Heafy: 2.8t; Maxium: 5.6t; Pusg/Drag: 14t E-Str Throwing Distance: 2.8t 5ft; 100lbs 250ft; 10lbs 1000ft S-Str Carrying Capacity: Light: 59.6t; Medium: 119.4t; Heavy:179.2t; Maximum: 358.4t; Push/Drag: 896t S-Str Throwing Distance: 179.2t 5ft; 100lbs 4.7mls; 10lbs 18.9mls Jumping Distance: Running jump: 170ft; Standing jump: 85ft; High jump: 42ft Speed: 100mph/880ft per round
  4. Arsenal Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +3 Attack / - 3 Damage, - 2 Defense /+2 Toughness In Brief: ex-hitman looking for redemption. : Catchphrase: "is that all you got?". Theme: Bodycount by Ice-T and bodycount. Alternate Identity: Leon Chekov Birthplace: The Ukraine Residence: Sunshine apartments. Base of Operations: Mr Fixit mobile locksmith van. Occupation: Locksmith Affiliations: none yet Family: Father Pietr Vladunov-retired ex-policeman living in Kharkiv, Ukraine. Mother Ludmilla Vladunov - housewife living in Kharkiv, Ukraine Sister Anastasia Tajik -nurse Kyiv general hospital and living in Kyiv, Ukraine.. Description: Age: 42 (DoB: 1976, 30th, November) Apparent Age:40's. Gender: male Ethnicity: slavic Height: 6'0" Weight: 260lbs Eyes: grey Hair: sandy hair Leon is a solidly built man with short sandy hair and cold grey eyes that don't seem to miss much. He has many small scars on his face and arms. He tends to wear well-worn jeans and work boots with a flannel shirt and a jacket, baseball cap and dark glasses. History: Leon went from special forces, to mercenary to elite hit man, stopping in every nasty war along the way, honing his skills in the crucible of combat. When his squad recieved a direct hit by a mortar crew Leon woke up somewhere else, a strange formless void. 'Am I dead?' he thought to himself. This didn't seem like heaven or hell, besides he wasn't ready to be dead yet. He fought his way out to find he was the only survivor and that his near-death experience had triggered a latent power, enabling him to make use of a small pocket of "somewhere else". It served him well when he tired of mercenary life and became a sought-after hitman. He could go through any metal detector on the planet, past any sniffer dog with a case of hand grenades and illegal substances and no-one would know. Business was good, too good. Not everyone saw what he did as a simple transaction, some took it personally. As the heat began to build up he decided it was time to retire and try a new career, one that no-one would ever suspect him of, hero. Personality & Motivation: Leon is a professional. He likes to get a job done. If he says he will do something he will do it. He is determined. He is not a smooth talker or a charmer and tends to prefer simple direct action. He is trying to redeem himself for his past crimes and make a new life for himself. He is also bored. After a life living on the edge an ordinary 9-5 seems like a death sentence. Capturing criminals alive is so much more challenging and entertaining than simply killing them. It is nice to be appreciated for his help, instead of despised. Powers & Tactics: Leon pulls weapons and equipment from out of what he calls "his black bag". He prefers to attack from a distance and using surprise, softening up his opponents with different sorts of non-lethal grenades. He will lay down covering fire while his team mates go in for the heavy hitting. Although he can take on ordinary humans in hand-to-hand he is aware of his limitations against super-powered individuals. Although he has used his dimensional space as a portal to somewhere else (short range teleport) or to hide in, this is normally an act of desperation. Power Descriptions: Leon/Arsenal can access a small inter-dimensional space. It looks like his hand just disappears. He is also one of the better fighters you will ever meet, having fought his way through some missions that should have been suicide and lived to tell about it. Complications: More than just business. Some people took exception to Leon doing his job and want to get vengeance on him. The baby is locked in tbe car. Leon is trying to set up a small business as a mobile locksmith. Sometimes clients want a job done NOW! It really gets in the way of being a hero. I am just the repairman. Leon is trying to protect his normal identity from being discovered. Drug dealers are the lowest form of life. Leon hates drug dealers because he has seen the awful harm that drugs do to families and children. He still feels guilty about the part he had to play in helping drug dealers smuggle their product. Abilities: 6pp + 8pp + 8pp + 2pp + 14pp+ 0pp = 38PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 24 (+7) Charisma: 10 (+2) Combat: 27pp (2PP / Base Attack) + 16pp +(attack focus:ranged) +1 (2PP / Base Defense)+16 = 43PP Initiative: +16 Attack: +13 Melee, +14 Ranged +13+Attack focus: ranged +1 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +16 Knockback: -6 Saving Throws: +6 (1PP / Fortitude) + 2 (1PP / Reflex) + 1 (1PP / Will) = 9PP Toughness: +12 (+4 Con, +8 [tactical vest (protection+4), Defensive Roll 4 (+4)] ) Fortitude: +10 (+4 Con, +6) Reflex: +6 (+4 Dex, +2) Will: +8 (+7 Wis, +1) Skills: 21R = 21PP (1PP = 4 Skill ranks) Climb 4(+7) +3 Str Concentration 4(+11) +7 Wis Craft chemical 8(+9) +1 Int Disable device 12(+13) +1 Int Knowledge: current events 4(+5) +1 Int Knowledge: streetwise 4(+5) +1 Int Knowledge: tactics 8(+9th) +1 Int Languages4: Russian(native), Arabic, English, Spanish, Afrikaans. Notice 12(+19) +7 wisdom Profession: Soldier 4(+11) +7 Wisdom Profession: Locksmith 4(+11) +7 Wisdom. Search 4(+5) +1 Int. Sense motive 4(+11) +7 Wis Stealth 8(+12/*+17 ) +4 Dex, *+5 in urban camo. Feats: 29 PP All-out attack [trade defence for attack bonus] (1pp) Defensive attack [trade up to -5 on attack to add as a dodge bonus to defence] (1pp) Defensive Roll4 (4pp) Elusive target (1pp) Equipment 7(35pp) Evasion 2 [half damage on failed reflex save vs area attacks] (2pp) Fearless (1pp) Improved grapple [grapple with one hand] (1pp) Improved initiative 3 [+12] (3pp) Jack-of-all-trades [use any skill untrained] (1pp) Luck (1pp) Power Attack [trade attack bonus for DC of attack] (1pp) Precise shot 2 [ignores defence for anything less than total cover and the miss chance for anything less than total concealment] (2pp) Quick draw2 [draw and reload weapon as free action] (2pp) Ultimate Aim (1pp) Equipment 7pp=35EP Battle Harness [21EP] AK74 rifle (blast 5, Extra:autofire, Feature: nonlethal ammo, Feature: IR targeting sight (+1 accuracy, Improved aim, supersense:Infravision) -AP GP 25 underbarrel grenade launcher ("Teargas grenade", Dazzle4 +Nauseate explosion 4) -AP Escrima sticks (strike 2, Extra: multiattack, Feat: attack specialisation[+2 attack], Improved block2 [+4 on blocks], Feat: improved critical3, 17-20, Improved disarm [+4 disarm], Feat: stunning attack, Feat: takedown attack, Feat: weapon bind [free disarm after block], Power feat: split attack1. -AP Tranquiliser pistol (Fatigue 6, Extra:ranged, Power feat:subtle) [Battle harness EP=21] Camo Clothing:urban (+5 to stealth in urban conditions) [1EP] Gas Mask [1EP] Tac Vest (Protection 4) [4EP] Van[8EP] Powers: 8pp + 2pp = 10PP Dimensional pocket 3 (500lbs) ("the black bag" Feats:subtle [dimensional awareness required], Feature: desired object is always at the top.) [8pp] (dimensional) Immunity 2 (critical hits)("is that all you got?) [2pp](physical?) DC Block ATTACK RANGE SAVE EFFECT AK 74 Ranged DC 20 Toughness vs Damage (ballistic) Escrima sticks Touch DC 20 toughness vs damage Tranq pistol Ranged DC 16 Will save vs paralyse Teargas Ranged (area) Reflex save DC 14 and DC 14 Reflex vs Dazzle (then DC 14 Fort to recover) and DC 14 Fort vs Nauseate. Unarmed Touch DC 18 Toughness vs Damage Totals: Abilities (38pp) + Combat (43pp) + Saving Throws (9pp) + Skills (21) + Feats (29pp) + Powers (10pp) - Drawbacks (0) = 150/150 Power Points
  5. Raveled

    Miras (PL 10)

    Player Name: Raveled Character Name: Miras Power Level: 10 (150/150) Trade-Offs: None Unspent PP: 0 In Brief: A hero trained in music and magic protecting those the world may have looked over. Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie Identity: Secret Birthplace: San Diego, California Occupation: Superhero, student, DJ, musician. Affiliations: FreeSA, FCU, Stone Soup Musical Group Family: Father, mother, 2 brothers. Age: 30 Gender: Female Ethnicity: Turkish/Djinn Height: 6' 2" Weight: 220 lbs Eyes: Blue Hair: Black Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though. Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into an open, hooded robe of rich purple, over a gown of deep green. The robe's cowl manages to hide her features no matter what happens. Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air. Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make illusions to cloud the senses, or take a form as substantial as smoke. Using these powers often results in geometric traceries appearing in the air. History Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship. She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scarey, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again. Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank. In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision. Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse. Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame. Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around. Powers & Tactics: Miras doesn't have a lot that could directly stop a fight. She prefers to use her illusions or mobility to tie up opponents, waiting until they make a mistake and let her freeze them in place or trap them behind a quickly-made wall. Complications:Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street. Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her. Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be. Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals. Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict. Hatred Asli reserves a special antipathy for drug dealers. Abilities: 0 + 4 + 0 + 6 + 8 + 8 = 26PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +6 Attack: +4, +10 Ranged Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 60R = 15PP Concentration 6 (+10) Diplomacy 6 (+10) Knowledge (Arcana) 7 (+10)Skill Mastery Knowledge (Art) 7 (+10)Skill Mastery Knowledge (Current Events) 2 (+5) Knowledge (Streetwise) 2 (+5) Knowledge (Popular Culture) 2 (+5) Knowledge (Theology and Philosophy) 2 (+5) Language 3 (Arabic, English [Native], Latin, Turkish) Notice 8 (+12)Skill Mastery Perform (Dancing) 1 (+5) Perform (Singing) 6 (+10)Skill Mastery Sense Motive 8 (+12) Feats: 17PP Accurate Attack All-Out Attack Attack Focus (Ranged) 6 Defensive Attack Dodge Focus 4 Move-By Action Power Attack Ritualist Skill Mastery (Knowledge [Art, Arcana], Notice, Perform [singing]) Powers: 1 + 10 + 24 + 6 + 1 + 12 = 54PP All powers have the Magic descriptor Enhanced Feat 1 (Quick Change) (Illusory Robes) [1PP] Force Field 10 (Slow the Blow) [10PP] Ruh Kalit 10.5 (21 PP, Feat: Alternate Power 3) [24PP] BE: Insubstantial 4 (Feat: Subtle) (Body of Smokeless Fire) [21/21PP]AP: Blast 10 (Feats: Affects Insubstantial) (Fling the Fires) [21/21PP] AP: Transform 5 (Inanimate to inanimate, Feat: Affects Insubstantial, Flaw: Range/Touch) (Shape the World [21/21PP] AP: Illusion 7 (Visual & auditory) (Weave the Wind Solid) [21/21PP] Super Senses 6 (Magic Awareness [Tactile], Detect Magic [Visual]) [6PP] Super Senses 1 (+Ranged on Magic Awareness) [1PP] Working of Deosil 5 (10PP, Feat: Alternate Power 2) [12PP] BE: Speed 5 (250 ft, Extra: Linked [Quickness]) + Quickness 5 (x50, Extra: Linked [speed]) (In the Blink of An Eye) [10/10PP]AP: Healing 5 (Extras: Affects Objects [+1], Flaw: Distracting) (Like it Never Happened) [10/10PP] AP: Paralyze 10 (Flaw: Action/Full) (Time Stop) [10/10PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast Ranged DC 25 Toughness (Staged) Damage (Magic, Fire) Paralyze Ranged DC 25 Fortitude(Staged) HelplessAbilities (26) + Combat (20) + Saving Throws (18) + Skills (15) + Feats (17) + Powers (54) - Drawbacks (0) = 150/150 Power Points
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