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Found 7 results

  1. Schrodinger's Ninja Power Level: 10 (0/150PP) Unspent Power Points: 0 Trade-Offs: +3 Defense / -3 Toughness In Brief: Catchphrase: Theme: Alternate Identity: Nash Navarone Birthplace: Canada, Vancouver. Residence: Freedom City, Kingston. Base of Operations: North Freedom. Occupation: Affiliations: Family: Description: Age: 22 years (1998) Apparent Age: 17 years Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 112lbs Eyes: Hair: History: Personality & Motivation: Powers & Tactics: Schrodinger's Ninja possesses the ability to teleport to anywhere he can think of and create short-lived copies of himself. These clones also have the ability to teleport and are just as skilled in close-combat as he is. This makes fighting him a game of "where's the real one" along with "he could be anywhere." He prefers to blitz down enemies with hit-and-run tactics, and would very much like to avoid a hit than tank one. Power Descriptions: Schrodinger's Ninja's namesake comes from how his power operates; namely, by using superposition. It seems that he has partial access to a fourth or fifth dimension, letting him teleport as if he was walking. He can't really use this extra-dimensional movement for anything else, as he is still a three-dimensional being. In addition, when he teleports, he can keep the "door" open temporarily to allow a clone of himself to exist. These clones, being him, can also teleport. All Hands on Deck: Multiple clones of Schrodinger's Ninja jump out and begin to assist him in whatever physical task he is doing. As they all share the same intent, the task can be completed by an order of magnitude faster. Blink: Schrodinger's Ninja wills himself across a distance, moving through another dimension to arrive at his destination instantly. As his third-dimensional brain cannot process higher planes of existence, to him and everyone else, he arrives instantly. Clone Step: A clone jumps in the way of the attack or he "steps" out of the way with his teleportation. Either way, Schrodinger's Ninja avoids the attack with his unique powers or skills. Gang Up: Schrodinger's Ninja blinks forwards with several clones to overwhelm a single opponent with a flurry of combination attacks. Jump: A clone spawns and blinks to a target to deliver a surprise attack. One For All: A horde of Schrodinger's Ninja's leaps from the man himself, delivering viscous blows to all opponents in range. Quantum Restoration: Schrodinger's Ninja draws on his clones, focusing and absorbing them into his body to refresh and heal himself. This ability is hard to use, only giving out a certain number of "uses" a day. Lonely Crowd: Schrodinger's Ninja is always surrounded by several versions of himself, watching out for attacks. This creates a crowd that makes finding the real one difficult. Armored Ninja Suit: His iconic ninja suit has built-in, flexible and lightweight armor. Complications: Name: Description Abilities: 2 + 6 + 4 + 0 + 4 + 0 = 16PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +11 (+4 Base Attack, +6 Attack Focus [Melee], +1 Str) Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +12 (+3 Dex, +6, +3 Enhanced Reflex Save) Will: +8 (+2 Wis, +6) Skills: 72R = 16PP (1PP = 4 Skill ranks) Bluff 2 (+0 Cha / +8) +8 Escape Artist 1 (+3 Dex / +4) +7 Gather Information 3 (+0 Cha / +12) +12 Intimidate 2 (+0 Cha / +8) +8 Notice 3 (+2 Wis / +12) +14 Search 2 (+0 Int / +8) +8 Sense Motive 2 (+2 Wis / +8) +10 Stealth 3 (+3 Dex / +12) +15 Feats: 20PP All-Out Attack Attack Focus [Melee] 6 Blind-Fight Elusive Target Evasion 2 Hide in Plain Sight Improved Initiative 2 Instant Up Move-by Action Power Attack Quick Change 1 Uncanny Dodge 1 (Hearing) Well-Informed Powers: 10 + 4 + 27 + 8 + 3 + 2 + 11 = 65 Concealment 10 (All Senses) (Lonely Crowd; Extras: ; Flaws: Limited [Miss chance only]) [10PP] (Dimension, Quantum Force, Clone, Teleportation) Device 1 (Armored Ninja Suit; 5DP Container; Flaws: Hard-to-lose; Feats: Subtle) [5PP] (Technology) Protection 5 [5DP] Duplication Array 14 (25PP Array; Feats: Alternate Power 2) [28PP] (Dimension, Quantum Force, Clone, Teleportation) Base Power: Strike 10 (Gang Up; Extras: Autofire 1; Feats: Indirect 3, Extended Reach 2 [10 ft.]) {25/25} Alternate Power: Strike 10 (One For All; Extras: General Shapeable Area, Selective Attack; Flaws: Action [Full] Feats: Indirect 3, Progression [Area Size] 2) {25/25} Alternate Power: Blast 8 (Jump; Feats: Accurate 4, Indirect 3, Subtle 2) {25/25} Alternate Power: Healing 11 (Quantum Restoration; Extras: Energizing, Total; Feats: Persistent, Regrowth; Flaws: Limited [Only Affects Self], Unreliable [5 Uses]) {24/25} (Dimension, Quantum Force, Clone) Enhanced Feat 8 (Clone Step; Dodge Focus 8 ) [8PP] (Dimension, Quantum Force, Clone, Teleportation) Enhanced Trait 3 (Clone Step; Reflex Save 3) [3PP] (Dimension, Quantum Force, Clone, Teleportation) Quickness 4 (All Hands on Deck; Flaws: One Type [Physical]) [2PP] (Dimension, Quantum Force, Clone, Teleportation) Teleport 3 (Blink; Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout, Subtle 2) [11PP] (Dimensions, Quantum Force) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC16 Damage +10 Gang Up Touch, 10 ft. DC25 TOU (staged) Damage +10, Indirect 3, Autofire 1 One For All Shapeable Area DC25 TOU (staged) Damage General Area, Indirect 3 Jump 80 ft. DC23 TOU (staged) Damage +12, Indirect 3, Subtle 2 Totals: Abilities (16) + Combat (12) + Saving Throws (18) + Skills (16) + Feats (18) + Powers (65) - Drawbacks (0) = 150/150 Power Points
  2. Hyperslice Power Level: 12 (180/187PP) Unspent Power Points: 7 Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness In Brief: A serpentine star-soaring aristocrat. Catchphrase: "Have a slice!" Theme: Garbage: When I Grow Up Alternate Identity: Skirris Sandwinder of the Silver Shadow Birthplace: Haasaa Prime, The Nest Residence: Coalition Victory Station Base of Operations: Coalition Victory Station Occupation: Aristocrat, Praetorian, Affiliations: Praetorians, Lor Republic, Queenmother Neshath Family: Nasselth Sandwinder (mother), Ashmet Scourtail (father), several dozen sisters and brothers, Description: Age: 18 ( calendar) Apparent Age: N/A Gender: Female Ethnicity: Northern Dune Height: 7' Weight: 250lbs Eyes: Green Hair: None Resembling the naga from Hindu legend, Skirris is a brawny brown and black reptilian alien with a humanoid upper body and snake's lower body. While her head is blunter and more ape-like than a snake or Lemurian's, she is covered in golden-brown scales patterned with red, lacks ears and hair, and has a mouth full of curving fangs and a forked tongue. Like most adolescents of her species she hasn't fully developed the complex network of facial scales that give the haasaan their identification. On duty she wears a silvery costume from head to tip that doubles as a space-suit and armor, off duty she wears all the frills, bands, bangles and bizarre mixes of galactic fashion she can get her hands on. History: Two thousand years ago, in service of the now-vanished Delaztri Empire, there was an army of specially-gifted citizens called the Praetorians. Among their number was the Silver Shadow, a serpentine ghost who could pass through light-years as easily as millimetres and fell a hundred enemies on a hundred worlds before the first could fall. She was a conduit for that mysterious region known as hyperspace, able to bridge material gulfs through a benign mutation. She is thought to have died in the war against the Communion and was lost to history on all worlds but her home, Haasaa Prime, home of the haasaan, a golden-green jewel of deserts and luscious jungles. On that same world two millenia later was born Skirris Sandwinder, who quickly showed signs of having the same talent for manipulating hyperspace. Unfortunately, growing up in the royal estates, surrounded by the wealth and privilege of her rank and with the power to escape any situation she didn't want to be in, the kind of nobility and courage that marked her predecessor evaded her. Quickly boring of her home, by the age of seven she began wandering off to find trouble. By the age of ten she had graduated to petty mischief and the Queenmother of the haasaan knew that only worse was to come. She ordered the secret construction of a device to restrict Skirris's powers, and call her back to the Nest if she strayed. To the young girl, who all her life had been placated and coaxed with the awesome destiny that was her birthright, it was a sign that all along everyone had been lying and just wanted to control her. No longer able to simply leave her classes, the young aristocrat sullenly got back into studies and attending court lessons like all her noble siblings. It was in her thirteenth year that she figured out how to channel hyperspacial energy to empower her strikes, forcing a hasty refit of the Dam. By seventeen however, Skirris had seemed to calm and mellow, showing real interest in the wider world, especially the exotic cultures of other species. The Dam was relaxed, on the condition that she not do anything that had necessitated its existence. The rule proved depressingly easy to break, as every other month the teenaged noblewoman would systematically empty every bar on Haasaa Prime of its liquor and any local alpha female who figured they stood a chance in a fight with her. There was never death or permanent injury, but the constant reports of their misbehaving super-being and the seeming impossibility of correcting Skirris's behaviour outside of force made up for that. Even her parents were at a loss of how to deal with her. The outbreak of the Incursion War, and the desperate struggle for survival in the early days of the Communion attack, proved to be the solution. Despite her lack of experience Skirris was packed off to help haasaan colonies evacuate and get valuables and artifacts out of the growing warspace. Torn from the stifling confines of one planet, one people, and flung into a myriad others, the novice Silver Shadow saw for the first time how small and petty her lifelong-tantrum had been, the wonders and adventure that lay beyond her familiar star. Rushing through the shifting silence of hyperspace, saving innocent lives and priceless treasures from destruction, Skirris found her true calling. However, the war ended, she was recalled to Haasaa Prime, and though the Queenmother formally deactivated the Dam in light of her efforts and unexpected valour, she was forbidden from wandering outside the system until a Republic scientific study could be done on her unusual genetics and she had selected suitable mates. Realizing the years that now stood between her and any chance of getting to live like she had during the war, Skirris sank back into her old ways of boozing and barfights, enlivened wih the occasional scandalous dalliance with some obviously unsuitable male. At last, her parents and the Queenmother had had enough. With the opening of the ranks of the reestablished Praetorians, Skirris was promptly offered as a potential member, nobody more surprised than her when she was accepted. Presented with a specially-crafted Silver Shadow suit she was quickly packed off to the Praetorian base at CoVic Station, cut off from her family, her parents' wealth and prestige, everything she had known since childhood, out into the wild black yonder of infinite terrors and evils. Her life had begun at last. Personality & Motivation: Skirris is an unsophisticated party girl, a thuggish and loud-mouthed extract of a rigidly hierarchal and class-based society. While her name has no weight outside the Haas system, she's never short of confidence or expectation of obedience, especially from men, who she still has trouble taking seriously as leaders or fighters. Her naive ignorance about the world is compounded by an overweening self-regard for herself and her abilities, to the point where she all but reflexively challenges the decisions of anyone she sees as a rival. Lacking in social skills besides a well-honed ability to lie with a straight face, Skirris is largely concerned with getting what she wants when she wants it. Having lacked true peers for most of her life, she has trouble emphathizing with others' problems, though she does have a fierce sense of loyalty to anyone who treats her even a little like she sees as her due. Preferring bars to battlefields and roaming to reconnaissance, as Hyperslice she nontheless puts herself aside, plunging into battles and contests of power she has no chance of winning, both to avoid the nagging doubt of "Could I?" and to make herself into what she knows she was born to be: the greatest hero in all space. Powers & Tactics: Able to dart in and out of battlefields on multiple planets, when fighting alone Skirris prefers to rush in, get her punches into the enemy, and rush out before they can retaliate. When with allies, she constantly looks for ways to tilt the odds in their favour, though her inexperience limits what she can really do even with all her power. Power Descriptions: Hyperslice channels the forces underlying hyperspace, the intersitial dimension commonly used for travel by space-faring species. With it she can hurl herself across the cosmos by opening gaps or lanes to her destination, redirect energy and impacts directed at her into hyperspace, or just turn herself into a cosmically-fast brawler. Whenever she uses her powers, her body is suffused with a shifting silver aura, and in flight she leaves a trail of exotic particles that in some atmospheres create dazzling auroras. Complications: Amazing Traffic Hazard: Sending dangerous things into the most-used transit dimension in the known omniverse is hardly an infallible or safe strategy. Bar Boa: Local watering holes are good places for information and fun, but also good places to get into needless trouble or attract unwanted attention. Skirris doesn't care about that last, yet. Blowing through life: If it even kind of sounds like a good time, Skirris is there. Challenger: Hyperslice must prove equal or superior in all challenges or contests, no matter how improbable. Got Dam: The device created to nullify her powers and transport her back to Haasaa Prime is currently deactivated and partially disassembled. With the right know-how, that can easily change. Easy Mark: Skirris is horrifyingly easy to mislead. Got Something Ancient On My Scales: In the course of ferrying prehistoric artifacts and heirlooms, Skirris could have exposed herself to any number of things, from Preserver nanites to Hierarchy biomoulds, Delaztri energy reformers or the mystic crystal Siphons of Sirrion. Motivation: Living up to her and others' expectations of herself. Responsibility: Helping other Praetorians. Rivals with her boss: Hyperslice has an irrational and utterly pointless combatative relationship with Paradigm, leader of the Praetorians. Rivals with ANY boss: That extends to almost anyone in authority, no matter how earned it is or how good the authority figure. The Replacement: There's more going on with the first Silver Shadow's disappearance than anyone knows. Sucker for a good tail: Surrounded by exotic, fascinating aliens, Skirris is willing to overlook a LOT in someone if she thinks he's pretty. Abilities: 8 + 10 + 10 + 0 - 2 + 0 = 26PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +10 Melee, +6 Ranged Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +15 Knockback: -4/-2 Saving Throws: 3 + 7 + 8 = 18PP Toughness: +7 (+5 Con, +2 Protection, +5/+0 Impervious) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +7) Will: +7 (-1 Wis, +8) Skills: 44R = 11PP Bluff 12 (+12) Escape Artist 5 (+10) Knowledge(Current Events) 10 (+10) Knowledge(Galactic Lore) 5 (+5) Knowledge(Pop Culture) 10 (+10) Languages 2(Galactic Standard, Haasri(Native), Jerreid) Feats: 22PP Attack Focus 4 (Melee) Dodge Bonus 11 Grappling Finesse Improved Initiative 2 Improved Trip Interpose Luck Move-by-Action Equipment 0 = 0EP Praetorian Personal Communicator(Communication: Flaw: to/from other PPCs only)[0EP] Powers: 17 + 6 + 32 + 27 + 2 = 84PP Device 4(20PP Device; Hard to Lose; Feats: Restricted 1(haasaan)[17PP] hypersuit Technology Immunity 9(Life Support) Impervious TOU 5 Protection 2 Super-Senses 4(Direction Sense(oriented towards Haasaa Prime), Distance Sense, Time Sense, Tracking(Infravision)) Haasaan Physiology(5PP Passive Container; Feats: Innate)[6PP] Elongation 1(5'; tail)[1PP] Super-Movement 1(Slithering)[2PP] Super-Senses 2(Acute Normal Olfactory; Infravision)[2PP] Hyper Array 15(30PP array; Feats: Alternate Power 2)[32PP] Mutant/Cosmic Base Power: Flight 12(50,000MPH, 500,000FPR)[24] + Super-Movement 3(Space-Travel 3)[6PP] = 30PP AP: Immunity 20(All Lethal Physical Damage; Extras: Linked(Immunity(Lethal Energy Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 20(Lethal Energy Damage; Extras: Linked(Lethal Physical Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 10(Heat/Radiation Effects; Extras: Linked(Lethal Energy/Physical Damage))[10PP] = 30PP AP: Teleport 15(anywhere in same solar system.; Extras: Accurate; Flaws: Long-Range Only)[30PP] Slice Array 12.5(25PP; Feats: Alternate power 2)[27PP] Mutant/training Base Power: Damage 10(Extras: Penetration 7; Feats: Mighty[DMG 14], Knockback 7[DMG 21])[25PP] AP: Damage 10(Extras: Area(Burst, 100ft), Selective Attack; Flaws: Action(Full-Round); Feats: Mighty[DMG 14], Progression 4(Area Radius))[25PP] AP: Damage 10(Extras: Autofire [DMG 14]; Feats: Mighty)[25PP] Super-Movement 1(Dimensional Movement 1 (to/from Hyperspace))[2PP] Mutant Drawbacks: (-3) + (-2 = -5PP Vulnerability(Cold Effects; Moderate(x1.5 DC), Common)[-3] Vulnerability(Gravity Effects; Moderate(x1.5 DC), Uncommon[-2] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) Damage Touch DC 29 Toughness Damage(Physical) Damage(Area) Area(100') DC 29 Toughness Damage(Physical) Totals: Abilities (26) + Combat (24) + Saving Throws (18) + Skills (11) + Feats (22) + Powers (84) - Drawbacks (5) = 180/187 Power Points
  3. Dol-Druth the Speaker Power Level: 10 (150/159PP) Trade-Offs: None Unspent Power Points: 9 In Brief: Planetary inspector and hive-mind-aided super-mentat with a government mandate. Residence: The Lighthouse. Base of Operations: Earth Catchphrase: "Why is this real?" Alternate Identity: Lor Civic Rotunda(Planetary Inspection Committee Division) Officer Dol-Druth Identity: Public Birthplace: Lor-Dotra, birthing pod cavern in the southern continent Occupation: Planetary inspector, representative of Dotrae. Affiliations: Lor Republic, Freedom League Family: The other eighty billion Dotrae. Description: Age: 46 Apparent Age: N/A Gender: Male Ethnicity: Subterranean(near colourless skin) Height: 7'2" Weight: 300lbs Eyes: Black Hair: None White is his dominant colour, from the pearly, nearly translucent skin to the teeth like chips of pale grey ice. Slender, twitching antennae protrude from the top of Dol-Druth's head, as edgy and irritable as their owner, while large, deep-set black eyes glare out at the world over a broad, broken Roman nose and perpetually-pursed thin lips. His bulky, ungainly body is swathed in an enormous loose suit of good-enough-for-government-work iridescent beige, on which his name and elected titles stream constantly in a shifting collage, the letters warping to make themselves intelligible to anyone looking at them. His voice is a deep, frustrated growl with clipped, sharp syllables even in telepathic communiques. Power Descriptions: When drawing on the collective mental force of Dotrae, Dol-Druth's eyes glow an eerie blue, and anyone with psychic sensitivity can feel the presence of many other, whispering minds suddenly at hand. Anything being affected by these powers similarly starts to glow and emit a low-pitched whine. Dol-Druth tends to gesture in ways mimicking the effect of his powers on their target, lifting his arms to pick up a car or thrusting his hand forwards to throw telekinetically-accelerated projectiles and so on. It is not necessary, but it is an ingrained habit. History: The office of Speaker(originally Voice) of Dotrae was first created around three hundred years ago, when the inhabitants of Lor-Van encountered the hive-mind race during their Great Experiment in empire-building. While they had encountered species of loneminds in the past, the Dotrae were still unused to the idea of any one specific being having any special authority over their manymind, preferring the never-ending psychic debate between each other to make decisions. When inducted into the Lor Empire, however, the visiting generals impressed on the Dotrae the need to have some representative for their people, arguing that in times of crisis snap decisions would need to be made without the benefit of argument, even at the speed of thought. Dotrae considered the matter, found the logic compelling, and presented a then-unknown adolescent girl named Gana-Ley to be their Voice. Since then, what was intended as a means of Imperial control over the Dotrae has grown into a respected and valued position in the Republic. With access to the collective wisdom and psychic might of a race tens of billions strong, Speakers have filled countless specialty roles in government, military and judicial fields. But until an obscure functionary named Dol-Druth no Speaker was ever a planet inspector. Dol-Druth was appointed after his predecessor was uncovered, after being cleared two years before, as the head of a lucrative kidnapping ring "acquiring" test bodies for unscrupulous lab-corps in a sensational exposé that led to the downfall of over a thousand other Dotrae officials responsible for 'screening' their ringleader's thoughts from the manymind. Before that he had performed the thankless work of surveying prospective member races with a kind of principled, rigorously honest and fair bloody-mindedness, and was already notorious for his very strong opposition to the post of Speaker long before the Senator's crimes were public knowledge. That last quality made him a perfect fit. As part of his new duties, Speaker Dol-Druth was required to meet with the more prominent ambassadors and negotiators of the still-weakened republic. While on these rounds he met with a number of the people who had helped lead the Coalition, including an ambassador named Th'emme who had a lot to say about the fringe world of Earth and its incredible inhabitants. What was intended as glowing praise sparked immediate suspicion in the inspector. The tour done, and with the security of border worlds a pressing concern, Dol-Druth decided to clear up the matter himself and asked to make the next scheduled survey of the Sol system and its inhabited bodies. His comrades in the Rotunda were happy to hand off such an unimportant job, and setting out in the basic flit pod that had been his home-away-from-home for decades the voice of his race sped through space to confront this strange world of myths, monsters and madness. Personality & Motivation: Even for one of Dotrae, Dol-Druth is aloof, withdrawn and largely impersonal. While he understands personal rights and privileges, and the need to take more than a broad-strokes view of any people, he abhors the way even others in the manymind glorify isolated selves and exceptionals. The idea of heroes, of private, personal property, of selfishness and self-interest is as baffling and alien a concept to him as many of his base assumptions would be to humans. The fact that he's even on Earth over a private, individual feeling and idea rankles him, and frays his perfectionist's irritation and discomfort with a self that doesn't fit its ideals. He sees his duty in Solar space as partly therapeutic and partly investigatory, exorcising his aberrant mindset and expanding Lor information and projection about a possible future member. Powers & Tactics: Since he isn't licensed to use his mentat powers without supervision by local authorities, Dol-Druth has to limit his use of telekinesis on natives to temporary immobilization, and relies on his hard-earned people skills and access to billions of helpful minds to make a compelling case against violence for the less immediately hostile. Due in part to shortages and also a preference to experience the planet like its inhabitants do, the Speaker of Dotrae has no independent means of fast movement, forcing him occasionally to 'push' against the ground or 'latch' onto solid objects and fling himself through the air. His standard-issue stun-pistol is less restricted, but still only drawn in dire circumstances. Complications: Alien Nation: While reasonably up to date on what's happening on Earth, Dol-Druth has very little frame of reference for much of the planet's history and culture. Bow your head: Dol-Druth is easily annoyed and needled by people with strong senses of self and identity outside a group or society. I am not I: Dol-Druth is first and foremost the Speaker of Dotrae. His own wishes and opinions are secondary to the decisions and aggregate view of the manymind. If they think he should act or speak otherwise than he wants, he feels compelled to obey. May I?: As an alien and non-citizen of Solar space, Dol-Druth is sharply limited in what he is and is not allowed to do with his powers. Attacking without obvious cause, reading minds without express permission(from the authorities), and damaging Earthly property are only a few of his restrictions. Mental Malarkey: Like most mentats, Dol-Druth channels his will and connects his thoughts through the Astral Plane, and things affecting that dimension around Earth affect him much more heavily, since his mental 'door' is wide open in constant communication, unlike the more segregated minds of humans. 1=0: Used to thinking of things on planetary scales, Dol-Druth is wholly unused to the idea that individuals can be as important as whole nations to the locals. Abilities: 0 + 0 + 4 + 6 + 6 + 4 = 20 PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 30/16 (+10/+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Multitudes, frazzer) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +10/+0 Grapple: +6/+20 w/Mass Mgmt. Knockback: -5/-1 Saving Throws: 5 + 4 + 6 = 15 PP Toughness: +10 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +4 (+0 DEX, +4) Will: +9 (+3 WIS, +6) Skills: 68r = 17 PP Computers 7 (+17/+10) Diplomacy 8 (+10) Disable Device 7 (+17/+10) Gather Information `7 (+10) Intimidate 8 (+10) Knowledge (current events) 5 (+15/+8) Knowledge (Galactic lore) 6 (+16/+9) Languages 4 (Galstandard(Native), Farsider, Grue, Jerreid, Zultasian) Notice 8 (+11) Sense Motive 8 (+11) Feats: 18 PP All-Out Attack Benefit 3(Rank 2(Lor Republic Civic Planetary Inspection Committee Rotunda Official, Speaker of the Dotrae; Security Clearance (Lor Republic) Dodge Focus 4 Equipment 5 Power Attack Skill Mastery (Diplomacy, Intimidate, Notice, Sense Motive) Speed of Thought Uncanny Dodge (Mental) Well-Informed Powers: 37 + 8 + 5 + 6 = 56 PP Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP] Base: Enhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Languages) 3(Understand/Read/Speak All, One at a time) [6 PP] + Communication 7 (Mental; 200 miles, Power Feats: Rapid) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] Concentrated Wills Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] Telekinetic Barrage Alternate Power: Telepathy 10 (Extras: Area Burst(Mind Reading only), Power Feats: Rapid, Selective) [32 PP] Linked Minds Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] Mass Mgmt. Protection 8 [8 PP] Super-Senses 5(Communication link(Dotrae manymind, Mental), Mental Sense Acute Radius Ranged)[5 PP] Variable Skills 1 [6 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness(Staged) Damage(Physical) Frazzer Ranged DC17 Fortitude Stunned Mass Mgmt Ranged DC25 Toughness. Damage(Physical) TK Barrage Ranged DC25 Toughness Damage(Physical) Abilities (20) + Combat (24) + Saving Throws (15) + Skills (17) + Feats (18) + Powers (56) - Disadvantages (0) = 150/159 PP
  4. Player Name: Ari Character Name: Mag-Might Power Level: 7 (105/111PP) Trade-Offs: None Unspent Power Points: 6 In Brief: Upper-strata Magmin bruiser, dispatched to the surface on an impossible quest. Catchphrase: "MRGH!" Theme: Alternate Identity: Magh'kee/Maggy (Secret: nobody knows Maggy is Mag-Might) Birthplace: The Glasslands, Sub-Terra Residence: An apartment complex in downtown Emerald City, Oregon Base of Operations: The Emerald Cities Occupation: Underwater welder/ knight of the Chasm Affiliations: The Chasm, Sub-Terrans, the Oregon Welder's Union Family: 3000 brothers and sisters born from the same sorcery. Description: Age: 53 (DoB: 1964) Apparent Age: N/A Gender: Woman Ethnicity: Green obsidian Height: 4'6"/1.5m Weight: 330lbs/150kg Eyes: Opal Hair: dark green/black strings Maggy is stocky, a vaguely human-shaped block of green and blue obsidian crystal, burning inside with a never-ending green flame. Her eyes glow, her crystal skin is warm to the touch and slight wafts of flame lick from her mouth when she's angry or excited. Her long strings of glassy hair is shaped into small, numerous loops that frame her head like an elegant crown. Her hands are huge and powerful, and her feet are little more delicate. She's slightly top-heavy, with broad shoulders and a disproportionately large head. Most of the time, she wears large coats and hats to disguise herself among humanity. Sometimes she remembers to wear shoes. On the job, she wears proper protective gear. As Mag-Might, she wears nothing at all. History: Magmin are born from sorcery, transformative spells laid on humans, sub-terrans, morlocks and lemurians. Maggy was born from from fire and volcanic glass, what she once was a mystery never to be revealed, not that she's interested. She had a new life to live. She joined the communities of upper-strata magmin that dwell far above the seething magma flows and smoking lava tubes of their blazing brethren, in the dazzling gardens and wide, pitch-black meadows of razor-sharp. She learned the ways of war by endless skirmishes in broken ruins, ambushes in the depths of sunless seas and one-on-one duels at the blinding mouths to the overworld. Despite the violence and fear, she was content. There was the clan, those who meant it harm, and her, who stood between them. The Chasm was her home, with all its beauties and horrors, and that was all the world she needed. For fifty years Maggy lived like this, and the few times she saw people from the surface she kept well-hidden, her bright eyes watching the slender, frail creatures with awe and pity. Then came Lord Quake and the stonekin. A race of giants who could mould and reshape the very world around them, gods with fiery eyes and an endless hunger. Lord Quake named himself the King-Under-The-Mountain, the Black Spear of Justice and the Saviour of Monsters. He brought hundreds of surface creatures with him, pitiful things not meant for the deep, and made them lush and peaceful homes in the great Chasm. He made a new sun, one that even the morlocks could bear to see by, carved out palaces, reactivated long-forgotten technology that protected all in his dominion, banished or slew terrible monsters and named all Sub-Terra as his rightful domain. He told the people of the underworld of the evils of humanity, their rapacious greed and the need to band together to survive. He demanded peace between all who would join him. The morlocks and the magmin were the first to break this truce, a squabble over tunnel rights leading to a pitched battle which boiled over into Chasm's tiers. Both sides found themselves separated within moments, and forced to confront the fury of Lord Quake. He spoke softly, but in his wrath he forced a terrible price on the feuding peoples: to each give up one of their number in a mission to the surface. Two were chosen, one of them Maggy, who hadn't even been in the fight. They were charged with finding an ancient artefact which was rumored to control the flow of continents, giving one the power to cause or avert earthquakes at will. They had a year to succeed. Training was swift and to the point, instructing the pair in surface politics, culture and language relevant to their mission in the Emerald Cities. They were dismissed with enough money and legal cover identities for their sojourn amongst the humans, aided by a strange fact about the Emerald Cities. For decades they had become a haven for metas and mutants with no interest in heroics or villainy. As a result, truly strange appearances and minor powers weren't as uncommon as they are on most of the surface. Maggy found herself a job helping in the underwater construction of the city's new wave-power generator, with more than enough money coming in to support herself and her strange, chatty partner. Now all she needs to do is find a mysterious mystical weapon, bring it back to Lord Quake, and all will be back to normal. She hopes. Personality & Motivation: Maggy is a straightforward and uncomplicated person. She's the muscle of the operation, a role she's inhabited for half a century, one she understands and enjoys. She's mildly curious about the strange world of humanity, but always as a tourist attraction rather than as a place to really appreciate for its own sake. It's still relatively the same routine as her old life, but the stakes are higher. Deep inside, she relishes this as a jolly, inconsequential adventure. She doesn't entirely trust Lord Quake, but in her own calculations it would be much riskier to defy him than to obey. Her relationship with Mo is one of strict lines and boundaries. He deals with all the things with talking and making problems go away, she steps in when things can't be talked out. She doesn't see Mo as a friend so much as an invaluable tool for their mutual success. Powers & Tactics: By and large Maggy charges in and punches, then punches again. Then breathes fire by venting the inner furnace that powers her crystalline body. Then punches some more. She's a competent but uninspired fighter, with the additional mobility of creating launchers out of the ground. She's confident that if she gets into real trouble she can just regenerate her way out of it. Power Descriptions: All crystal and fire, Maggy is an upper-strata magmin with the power to partially reshape herself and the world she stands on. All the elements that make up her body are, in a real sense, part of her no matter where they are or how scattered throughout the crust. They can be summoned into a fragile pillar that rockets her into the air, used to repair her crystalline lattice and even bolster her already prodigious strength by partially bonding her to the planet. Her inner fires let her create light in deepest darkness and can be concentrated into white-hot bolts or great green waves of fire. Her crystal body lets her ignore most mundane concerns, but has drawbacks. She must eat, sleep, avoid cold places and is totally incapable of human-style speech. Complications: Code: Unlike Mo, Maggy operates on a very strict code of ethics. She can't refuse a challenge, must keep her word under any circumstances and must never reveal the secret of the Sub-Terran Chasm. Mission: To find the Claw of Ghorummaz, a powerful artefact. To protect her ally 'Mo'. To serve the mighty Lord Quake. Secret: To most people she's encountered, Maggy is just a weird mutant with a disfiguring condition and severe disability. That she's kin to the magmin of Sub-Terra must be kept secret, to avoid a LOT of awkward questions and scrutiny her mission can't survive. The Thinnest Veil: Keeping the secret that she's not Mag-Might is impossible in the long-term. Abilities: 10 + 0 + 8 - 2 - 2 + 6 = 20pp STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-1) WIS 8 (-1) CHA 16 (+3) Combat: 10 + 8 = 18pp ATK: +5 (+7 Unarmed, Blast) DEF: +7 (4 Base, +3 Dodge Bonus, +2 flat-footed) Init: +8 Grapple: +10/ +20 w/S-STR Saves: 3 + 5 + 6 = 14 pp TOU +7 (+4 Con, +3 Protection, +7/+0 Impervious) FORT +7 (+4 Con, +3) REF +5 (+0 Dex, +5) WILL +5 (-1 Wis, +6) Skills: 6pp = 24r Intimidate 9 (+12) Language 3(American ASL, English, Igneous, Sub-Terran(native)) Notice 6 (+5) Sense Motive 6 (+5) Feats: 10pp Attack Specialization (Unarmed) 1 Dodge Focus 3 Improved Initiative 2 Luck Power Attack Second Chance (Intimidate checks) Uncanny Dodge (tactile) Powers: 1 + 1 + 7 + 5 + 7 + 3 + 2 + 2 + 17 = 45 pp Burrowing 1 (1MPH) [1PP] (Earth/Rock) Environmental Control 2 (10ft radius, Light, Flaws: Range [Touch]) [1PP] (Fire/Heat) Immunity 7 (All Suffocation, Hot, High-Pressure, Radioactive Environments, Disease, Poison) [7pp] (Earth/Rock) Immunity 10 (Fire Damage, Heat Damage; Flaws: Half-Effect) [5PP] (Earth/Rock) Impervious Toughness 7 [7 pp] (Earth/Rock) Protection 3 [3 pp] (Earth/Rock) Regeneration 4 (Bruised 3 [No Action], Resurrection 1 [1 Week]; Power Feats: Regrowth; Flaws: Source [stone]) [2PP] (Earth/Rock) Super-Senses 2 (Tremorsense) [2pp] (Earth/Rock) Mantle Array 7 (14PP Array, Feats: Alternate Power 3)[17PP] BP: Blast 6 (Feats: Accurate, Precise) [14PP]( Fire/Heat) AP: Damage 7 (Extras: Area [Cone]) [14PP] (Fire/Heat) AP: Damage 2(Extras: Penetrating 2, Feats: Mighty [DMG7]) [5/14PP] (Earth/Rock/Slashing) + Super-Movement 3 (Wall-Crawling 3) [6/14PP] (Claws/Slashing) + Enhanced Burrowing 2 (to Burrowing 3(5MPH); Extras: Penetrating 1) [3/14PP] (Earth/Rock/Slashing) AP: Super-Strength 10 (+50, 70 (+effective STR; Flaws: Duration [Sustained]; Feats: Groundstrike [50ft radius], Shockwave [50ft max range, DC20 TOU]) [7PP] (Earth/Rock) + Leaping 7 (x250 jump distance (3,750ft long-run/1875ft long-stand/937ft vertical) (Earth/Rock) Drawback: -4 pp Disability (Cannot Speak) (Very Common, Moderate) [-4] Vulnerable (Cold) (Common, Major(x2 DMG rank)) [-4 pp] Cost: abilities 20 + combat 18 + saves 14 + skills 6 + feats 10 + powers 45 - drawback 8 = 105/111PP
  5. Player Name: Mister Shoebox Character Name: Joe Eastwood (Full name: F'zzit-Liano-Solinax-Granno of the Egg group Seeker, Hatchling of Grenslak the Finder and Y'rilk the Brawler.) Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Alien Sam Spade Residence: A small apartment in Southside. His ship is parked on the roof of his building. Base of Operations: His office - also in Southside. Catchphrase: He has a habit of calling humans "Meat-mammals." Alternate Identity: None Identity: Public Birthplace: Hatchery moon of Jolgia 12 Occupation: "Finder for hire" (PI) Affiliations: FCPD Family: 40 hatch siblings of assorted genders. Paternal figure, Maternal figure. Description: Age: 288 Earth Years, but 36 physically. Apparent Age: late 30's early 40's Gender: To make it simple on humans, he identifies as male Ethnicity: Dude's purple. Height: 7'2 Weight: 800 lbs Eyes: Red (All three of 'em) Hair: Blue. He's definitely not from Earth, that's for damned sure. Purple, scaly skin, three eyes (One big one in the middle and two smaller ones on either side) and blue hair are a few of his defining visual characteristics. Seven fingered hands, a long, whip-like reptilian tail, and a mouthful of sharp, needle-like teeth complete the package. He wears his Finder Uniform under his "Meat-Mammal garb," a trench-coat and fedora. "Me in my usual uniform." "Me dressed in Meat-Mammal gear." Power Descriptions: When he uses his camouflage ability, he "Fades" into the background with a slight squelching sound. When he uses his heat-detecting reflex, a thin membrane descends over each of his three eyes. His Jolgian Pistol is a huge plasma weapon, with two settings: Incapacitate and Terminate. Terminate fires out a ball of plasma that's capable of punching through steel plating like butter. Incapacitate sends out a nasty blast of a neurological toxin that induces complete and utter paralysis. There's no antidote within five light years, so if you're zapped, you're not going anywhere. Fortunately, it wears off after about half an hour. History: Hatched more than two-hundred and eighty Earth years ago on the 12th Hatchery moon of the planet Jolgia, F'zzit's life was not an easy one. Being the youngest child to a moderate-sized clutch of 40, he often found himself having to compete with his siblings for approval. He wasn't bitter, however, and his dream was always to follow in his Pater's parth and become a Finder, much to the disgust of his Mater. His mater Y'rilk, was a Brawler who brought home many wins during her time at the Fights, and wanted all of her hatchlings to follow in her footsteps. She did love her mate and all of her hatchlings, but her relationship with F'zzit was always...frosty, even after he achieved his goal and received the Finder Accurment at the relatively young age of one hundred and forty-four. ...It became even frostier when, a scant two years after he got his Stripes, F'zzit had to arrest his mother when she murdered an opponent during a particularly vicious Brawl. She was sentenced to one hundred years in a Galacell, a relatively light sentence, but still...F'zzit's father never quite forgave him, even if he understood that his Hatchling was just doing his job. His siblings themselves were...well. There was some tension. He was never outright called a traitor, but he could tell that they never really trusted him again. So he left the Jolgia Finder force after a few years of distinguished service, taking his tiny patrol ship and spending a few decades drifting from planet to planet and outpost to outpost, sometimes being a sheriff, sometimes being a deputy...and then, about six months before this writing... Everyone needs a vacation now and then, and this "Eyarth" planet seemed like a good place to rest his legs and take a load off, as it were. So he landed on top of a small apartment building in some place called "Freedom City," and - once he reassured the poor landlord that he was not the predecessor of an alien force - asked if he could get a tiny apartment for him to rest his weary head. Once he calmed down, Mr. Mendoza told the giant purple alien that "Rent is 300 a week. No spacedollars." Huh, boy. Seems in order to enjoy his "Time Off," F'zzit needed to find a source of income. Inspiration struck when he was watching TV one day (Rent wasn't due 'till the first of the month, Mr. Mendoza is tough but fair) and he came across an old Sam Spade movie. Realizing that this PI work may prove fruitful, he set up an office in a nearby abandoned building and took a "Meat Mammal" name, Joe Eastwood. Now he patrols the mean streets of Freedom City and the mean spaceways surrounding it, solving cases, helping out where he can...it's not a thankful job, but "It puts food on the table, fuel in the ship, and cigarettes in me, I'm good at it, and I'm still doing what I was hatched to do." Personality & Motivation: Laid-back but duty-driven, he's got a dedicated but not inflexible air about him. He's surprisingly soft-spoken for a man of his size, almost never raising his voice above a pleasant conversational one. He's not unemotional, but he is reserved, often speaking in clipped, to-the-point sentences. He'll use every opportunity to get his man, but won't go outside the law of the planet to do so. "I'm here to help, not hurt. Sometimes the latter is unavoidable, though, but never go overboard. If you do, you're just as bad as the guys you're going after." He's slow to anger, but when he DOES get angry, look out. He likes soft rock tunes, old movies, cheap cigarettes, expensive whiskey, and The Freedom City Falcons Hockey Team. He hates cats (They make him sneeze), the taste of fried chicken, and long lines at the DMV. What motivates him to fight crime on his new home is simple: "I'm a Finder. Even on this new locale, bud. Surrounded by meat mammals, some of which have meta abilities, I'm still a Finder. I grab bad guys and put them behind bars. Even if those bad guys are meat-mammals who shoot lightning out of their butts or something." Powers and Tactics: "Okay, fella, sit down. This could take a while. I'm a Jolgian, we differ from you meat-mammals in several areas - besides the obvious, that being you guys are tiny and covered in squishy skin, not scales. I can blend into the background like that little squid-thing....A cuttlefish, that's it. I can see into the infared spectrum, too. See, everything leaves a heat trail when it moves; as a Jolgian? I can track it. No one escapes me for long. I'm also a lot stronger and faster than your average human. I can run at about a hundred miles per hour...helps. That's not dismissing you; it's just a fact. My scales are about as hard as that...what-do-you-call-it...Kevlar, yeah. Radiation doesn't bother me, either. One good thing about living on a planet constantly bombarded by gamma radiation? You get a natural immunity to the stuff. " "My trusty blaster has gotten me out of more than a few scrapes. I'm a good shot, but it's not like I go around shooting up the place. There's a time for that, but it's not often. It's a Jolgian L13-F3LD Special. Good gun. Burns through armor pretty easily and has a nasty paralysis effect. Only way someone's waking up when zapped with that thing is when it wears off - no Earth meditech can revive 'em. Burns through people, too, so you understand why I don't like to use the Terminate effect on meat mammals; I like smoked jerky, but I don't want to turn those I'm trying to apprehend INTO the stuff. 'course, a lot of people surrender at the sight of a giant, scaly guy with three eyes who's holding a really big gun, so I rarely have to use it." "Tactically? Hit hard, hit fast, apprehend, Do Not Kill unless absolutely necessary. I have killed, yeah, but I've never enjoyed it; it's just one of the problems of the job. Only on other planets, though; I've never had to kill a meat-mammal, a record I'd like to keep. If your car is too fast for me to leap after, though, I'm not afraid of giving your vehicle a few new holes. Give your insurance guy a reason to put on a happy face. Sneaking up someone with the ol' camouflage reflex and a tap on the head isn't outside the realm of possibility either." Complications: One is the Loneliest Number. He can get lonely at times, considering he's - as far as he knows - the only Jolgian within fifty light years of "This meat-mammal-coated world. Nothing against you guys, but a fella gets lonely." Lybu Tahq! Something not human! His appearance can be...off-putting, even for those who are accustomed to extra-terrestrials on this planet. "I'm not the only alien on this blue mudball, but apparently not looking human is a social faux pas.You meat-mammals and your focus on appearance...grumble grumble." Cursin' in his native language. When stressed, upset, or surprised, he may slip back into InterLac, his native tongue. This can make it a bit hard to understand him at times. I hate the cold. He's extremely vulnerable to extreme cold, being a cold-blooded being. It's not a real issue during winter or a cold day, just put a coat on and he's fine, but if he's in an arctic environment or hit with a freeze ray, he's likely to slip into a hibernation state that it's difficult to roust him from. It's muscle and scale, really. 800 lbs of pure alien ass-kickery does not a light person make. He's difficult to move if he collapses due to the aforementioned cold effect, and he's not exactly easy to find clothes or vehicles for. Paralyze Only: He's actually had his weapon registered on Earth, with the understanding that he'll never use the "Terminate" setting unless it's against metas. Everyone else gets the "Incapactiate" setting. Abilities: 16+ 6 + 12+ 2 + 4+ 2 = 42PP STR 26(+8) DEX 16(+3) CON 22(+6) INT 12(+1) WIS 14(+2) CHA 12(+1) Combat: 8 + 7= 30PP Initiative: +7(Dex +3, misc +4) Attack: + 8 (Unarmed) (+9 Melee, +9 ranged) Grapple: +17/20 (Strength + 8, Base Attack Bonus +9, Super Strength +3) Defense: +7 (4+3 Dodge), +13 Flat-Footed Knockback: -5 Saving Throws: 1 + 2 + 4 = 7PP Toughness: +6 (+5 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +5 (+3 Dex, +2) Will: +4 (+2 Wis, +4) Skills:40R = 10PP Concentration 5 (+7), Investigate 6 (+7), Knowledge (Galactic Lore) 3 (+4), Knowledge (Popular Culture) 3 (+4), Language (English, Interlac), Pilot 5 (+8), Search 6 (+7), Sense Motive 3 (+5), Stealth 4 (+7), Survival 3 (+5) Feats: 22PP Ambidexterity, Attack Focus (Melee), Attack Focus (Ranged) Equipment 15, Fearless, Improved Initiative Quick Draw Takedown Attack 1 Equipment: 75ep Jolgian One-man Ship Size: Huge (-2 def;) [2ep] Str: 30 Toughness:15 [6ep] Features: [3PP] Navigation System (3) Hidden Compartments (1) Powers: 63 Flight 12 (50,000MPH) [24pp] Concealment 1 ( Sense Type: Radar) [2pp] Super-Movement 3 (Space Travel 3: InterGalactic) [6 ep] "Weapons Systems" 31pp BP: Blast 10, (Blaster Cannons) Feats; Improved Range (5,) Range progression (5) AP 1 AP: Nullify 10 (Electronics), (Ion Cannon), Flaws: Objects Only Feats: Improved Range 5, Range Progression 5 Powers: 31+14=45 Jolgian Physiology (30pt container, Feats: Innate) [31pp] Additional Limbs 1 (Tail) [1/30pp]) Concealment 2 ( Flaws:Blending, Feats:Close Range) Camouflage [3/30pp] Immunity 6 (Jolgian Radiation adaptation; Damage Type (Radiation), ) [6/30pp] Impervious Toughness 5 ( Armored Scales) (5/30pp) Strike 1 (Tail Whip, feat: Mighty) [2/30pp] Super Strength 3 (Feats: AP - Leaping 3 (x10),) [7/30pp] Super-Senses 2 (Lizard Vision; Infravision,Tracking (Half-Speed)) [2/30 PP] Speed 4 (100 MPH,) [4/30PP] Device 4 (20 DP, Flaws: Easy to Lose, Feats: Restricted 2, (Jolgian DNA, F'zzit)) [14PP] "Lawman's Friend" Blast 6 (Extras: Penetrating 1, Feats: Accurate, Alternate Power 1) [20 DP] (plasma bolt) AP Paralyze 6 (Extras: Ranged, Alt. Save [Fortitude], Feats: Alternate Power 1, Incurable) [19/19] (Paralyzing Beam) Drawbacks: (-3+-3) = -6PP Drawbacks: Vulnerable (Extreme Cold;Uncommon,Major) (-3) Weakness: (Extreme Cold; Uncommon, Major) (-3) DC Block ATTACK RANGE SAVE EFFECT Plasma Blast Ranged DC 21 (Toughness) Damage (Energy) Paralyze Ranged DC 16 (Fortitude) Non-damage Attack Strike Melee DC 24 (Toughness) Damage (Melee) Unarmed Touch DC 23 (Toughness) Damage (Melee) Totals: Abilities (42) + Combat (30) + Saving Throws (7) + Skills (10 (40R)) + Feats (22) + Powers (45) - Drawbacks (-6) = 151
  6. Player Name: Mister Shoebox Character Name: Joe Eastwood (Full name: F'zzit-Liano-Solinax-Granno of the Egg group Seeker, Hatchling of Grenslak the Finder and Y'rilk the Brawler.) Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Alien Cop Residence: A small apartment in Southside. His ship is disguised as an AC unit on the roof of his building. Base of Operations: Ditto. Catchphrase: "Ah, Dung." Alternate Identity: None Identity: Public Birthplace: Hatchery moon of Joljin 12 Occupation:Detective Affiliations: FCPD Family: 40 hatch siblings of assorted genders. Paternal figure, Maternal figure. Description: Age: 288 Earth Years, but 36 physically. Apparent Age: late 30's early 40's Gender: To make it simple on humans, he identifies as male Ethnicity: Dude's purple. Height: 7'2 Weight: 800 lbs Eyes: Red (All three of 'em) Hair: Blue. He's definitely not from Earth, that's for damned sure. Purple, scaly skin, three eyes (One big one in the middle and two smaller ones on either side) and blue hair are a few of his defining visual characteristics. Seven fingered hands, a long, whip-like reptilian tail, and a mouthful of sharp, needle-like teeth complete the package. He wears his Finder Uniform under his "Meat-Mammal garb," a trench-coat and fedora. "Me in my usual uniform." "Me dressed in Meat-Mammal gear." Power Descriptions: When he uses his camouflage ability, he "Fades" into the background with a slight squelching sound. Burrowing is...his hands move quickly and digga-digga-digga-digga. When he uses his heat-detecting reflex, a thin membrane descends over each of his three eyes. And finally, when his "Plasma Defense" reflex is activated, his jaw unhinges, his teeth retract, and a blast of burning orange plasma sprays forth from his mouth. His blaster rifle fires bursts about as powerful as an 8 gauge slug. His "Primitive but satisfying" earth weapon is a .44 magnum Ruger Redhawk revolver. History: Hatched more than two-hundred and eighty Earth years ago on the 12th Hatchery moon of the planet Jolgia, F'zzit's life was not an easy one. Being the youngest child to a moderate-sized clutch of 40, he often found himself having to compete with his siblings for approval. He wasn't bitter, however, and his dream was always to follow in his Pater's parth and become a Finder, much to the disgust of his Mater. His mater Y'rilk, was a Brawler who brought home many wins during her time at the Fights, and wanted all of her hatchlings to follow in her footsteps. She did love her mate and all of her hatchlings, but her relationship with F'zzit was always...frosty, even after he achieved his goal and received the Finder Accurment at the relatively young age of one hundred and forty-four. ...It became even frostier when, a scant two years after he got his Stripes, F'zzit had to arrest his mother when she murdered an opponent during a particularly vicious Brawl. She was sentenced to one hundred years in a Galacell, a relatively light sentence, but still...F'zzit's father never quite forgave him, even if he understood that his Hatchling was just doing his job. His siblings themselves were...well. There was some tension. He was never outright called a traitor, but he could tell that they never really trusted him again. So he left the Jolgia Finder force after a hundred years of distinguished service, took what little money he had saved, and purchased an old, clunky Transport vessel. He spent a few centuries drifting from planet to planet and outpost to outpost, sometimes being a sheriff, sometimes being a deputy...and then, about six months before this writing... Everyone needs a vacation now and then, and this "Eyarth" planet seemed like a good place to rest his legs and take a load off, as it were. So he landed on top of a small apartment building in some place called "Freedom City," and - once he reassured the poor landlord that he was not the predecessor of a preceding alien force - asked if he could get a tiny apartment for him to rest his weary head. Once he calmed down, Mr. Mendoza told the giant purple alien that "Rent is 300 a week. No spacedollars." Huh, boy. Seems in order to enjoy his "Time Off," F'zzit needed to find a source of income. Opportunity struck when he found out that the FCPD was hiring. Needless to say, the boys at the 18th precinct were a little surprised when a purple man with a tail walked in and asked for a job, but after hearing his tale and actually SEEING his ship, they were willing to give him a shot, providing he took an alias a little more easy on the tongue. Taking a new name taken from two of Tv's most famous cops, Freedom City Police Department had it’s latest freelance beat cop, a hard-nosed SOB named Joe Eastwood. Now he patrols the mean streets of Freedom City and the mean spaceways surrounding it, until he warps onto his next destination, wherever it may be... Personality & Motivation: Laid-back but duty-driven, he's got a dedicated but not inflexible air about him. Though he's boisterous in manner, he's surprisingly soft-spoken, almost never raising his voice. He'll use every opportunity to get his man, but won't go outside the law of the planet to do so. "If a mugger gets roughed up, them's the breaks, but I won't go overboard. The law's the law." He's slow to anger, but when he DOES get angry, look out. He likes soft rock tunes, old movies, cheap cigarettes, expensive whiskey, and The Freedom City Falcons Hockey Team. He hates cats (They make him sneeze), the taste of fried chicken, and long lines at the DMV. What motivates him to fight crime on his new home is simple: "I'm a Finder. Even on this new locale, bud. Surrounded by meat mammals, some of which have meta abilities, I'm still a Finder. Y'feel me? I grab bad guys and put them behind bars." Fun Fact: As a licensed police officer, he's legally capable of (and willing) to take crooks down to the pokey and book them himself. Powers and Tactics: Jolgian physiology is different from humans in several ways. Radiation immunity, scales tough enough to resist a 9 millimeter bullet, super-human strength, and incredible burrowing abilities, and a tail that can strike like a bullwhip are a few of his tricks. A nifty camouflage reflex, heat-based vision, and the ability to spew powerful blasts of sizzling plasma from his mouth complete the package. His old Blaster Rifle is coming on in years, and he's sawed off the stock and a good chunk of the barrel for better portability, but it's still a good, faithful weapon. He's inscribed "Qrffryo ren rug Ferxnzjny" on it, which - roughly translated from Standard Galactic - means "Blessed are the Lawmakers." It's about as powerful as an 8 gauge shotgun. His tactics are...pragmatic would be the apt term. Camouflage and then PUNCH would be a good way to put it, or Acid away some guns, "Appear out of nowhere to bash some heads together...make the perps go down like a Greldian sand-sculpture. Easy as pie, meat-mammal, easy as pie." He'll NEVER use his Blaster Rifle on anything he isn't sure can't handle the punch. "I'm here to catch the bad guys, man, not kill them. Tanks and cars, on the other hand? Fair game." Complications: One is the Loneliest Number. He can get lonely at times, considering he's - as far as he knows - the only Jolgian within five light years of "This meat-mammal-coated world. Nothing against you guys, but a fella gets lonely." Lybu Tahq! Something not human! His appearance can be...off-putting, even for those who are accustomed to extra-terrestrials on this planet. "I'm not the only alien on this blue mudball, but apparently not looking human is a social faux pas.You meat-mammals and your focus on appearance...grumble grumble." Cursin' in his native language. When stressed, upset, or surprised, he may slip back into InterLac, his native tongue. This can make it a bit hard to understand him at times. Nothing against you Long-Johns types... He doesn't MIND working with Superheroes, but he won't seek them out for help, either. His viewpoint on them is "They mean well, but it means more paperwork and damage to my city whenever they have their fights." He can sometimes get in over his head thanks to this little trait...fortunately, it's a VERY hard head. I hate the cold. He's extremely vulnerable to extreme cold, being a cold-blooded being. It's not a real issue during winter or a cold day, just put a coat on and he's fine, but if he's blasted with your basic Ice Ray or whatever, he's liable to slip into a hibernation state that is very difficult to roust him from until the area warms up. It's muscle and scale, really. 800 lbs of pure alien ass-kickery does not a light person make. He's difficult to move if he collapses due to the aforementioned cold effect, and he's not exactly easy to find clothes or vehicles for. Even his cruiser had to be customized to support his weight. Abilities: 12 + 10 + 10 + 6 + 4+ 4 = 46PP STR 22(+6) DEX 20(+5) CON 20(+5) INT 16(+3) WIS 14(+2) CHA 14(+2) Combat: 5+ 5= 20PP Initiative: +9 (Dex +5, misc +4) Attack: +5 (Unarmed), + Grapple: +11 (Attack +5, Strength +6) Defense: +15 (+10), +12 Flat-Footed Knockback: -3 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +5 Fortitude: +7 (+5 Con, +2) Reflex: +7 (+5 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 62R = 16PP Climb 2 (+8), Drive 4 (+9), Intimidate 4 (+6), Investigate 6 (+9), Knowledge (Current Events) 4 (+7), Knowledge (Popular Culture) 1 (+4), Knowledge (Streetwise) 5 (+9), Knowledge (Galactic Lore) 3 (+6) Language (English,) Notice 6 (+8), Pilot 4 (+9), Profession (Police Officer) 6 (+8), Sense Motive 6 (+8), Stealth 3 (+8), Survival 3 (+5) Feats: 20PP Accurate Attack, Ambidexterity, Environmental Adaptation (Radioactive Hot Spot), Equipment 12, Fearless, Improved Grapple, Improved Initiative, Quick Draw, Sneak Attack, Startle, Takedown Attack Equipment: XPP = 5*XEP Space Shuttle [28 EP] Sawed-off Blaster Rifle (Damage +8, ranged) Light Pistol (Damage +6, Ranged) Police Cruiser Handcuffs Powers: Jolgian Physiology (43 pt container, Feats: Innate) [44pp] Additional Limbs 1 (Tail; Feats:AP-Strike 1), [2pp] (Big ol' bullwhip-y tail) Burrowing 9 (Digging Hands; Extra:Penetrating, Flaws:Tiring) [9pp] (Fast hands, cheap dirt. Can go through rock like oatmeal.] Concealment 2 (Camouflage; Flaws:Blending, Feats:Close Range) [3pp] Immunity 5 (Jolgian Radiation adaptation; Damage Type (Radiation)) [5pp], Impervious Toughness 5 (Armored Scales) [5pp] Plasma Control 6 (Mouth-based Plasma Expulsion; Flaw:Limited (Once per round); Feat:AP-Disintegration 3 (E:Linked)) [7pp] (Big ol' plasma blast from his mouth. Can disintegrate steel. Do NOT be in front of.) Super-Movement 1 (Suction Hands; Wall-Crawling (1/2 Speed)), He's got tiny suction cups on his hands that allow him to stick to surfaces. Good for getting a vantage point. Also can be used to find a good place to burrow into a wall if need be. Super-Senses 2 (Lizard Vision; Infravision,Tracking (Half-Speed)) By using his "Secondary Eyelids," he can see the heat signatures of close animals. It's an evolutionary trick from the Jolgian predecessor; it was used to locate prey in the tunnels. Super-Strength 4 (Jolgian muscle; Heavy Load - 16 tons) Drawbacks: (-2) + (-2) = -4PP Drawbacks: Noticeable (Big, purple alien-man;Uncommon,Minor), (-1) Vulnerable (Extreme Cold;Uncommon,Major) (-3) Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage (Physical) Sneak Attack Touch DC 23 Toughness Damage (Physical) Plasma Ranged DC 21 Toughness Damage (Energy) Disintegration Ranged DC 18/FORT/DC 13TOU Damage (Energy) Totals: Abilities (46) + Combat (20) + Saving Throws (7) + Skills (16 (62R)) + Feats (22) + Powers (43) - Drawbacks (4) = 150/150
  7. Player Name: MisterShoebox Character Name: Sgt. Shark Power Level: 10 Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 In Brief: Military Shark-Man! Residence: A modest apartment in Midtown, Freedom City Base of Operations: (Optional)Under the docks of Freedom City Catchphrase: "SGT SHARK IS READY FOR ACTION, YA YAHOOS!" Alternate Identity: Simon Macota Identity: Secret Birthplace: Seattle, Washington Occupation: Cage-fighter for the "Meta-Mayhem Entertainment Company." Former Master Sargent for the US army. Affiliations: "Anyone who loves freedom, beating yahoos who need to be beat, and themselves!" Family: His husband (Frank, been married for 12 years) and his daughter (Alexa - she's 9.) both of whom he loves very much. Description: Age: 36 (DoB: 5/8/1980) Apparent Age: late 20's early 30's in human form, hard to tell in Meta form. Gender: Male. Ethnicity: Caucasian. Height: 5'11 in human form, 7'6 in meta form. Weight: 215 lbs in human form, 970 lbs in Meta form Eyes: Green in human form - though solid green in Meta form. Hair: Brown. In his human form, he resembles any average Former Army Guy (as his daughter puts it) that you might see on the street. He's muscled, but not unreasonably so - he keeps himself in shape. He usually dresses casually - jeans, old button-up shirts, ETC. His hair is usually kept short, but manageable, except for the ever-present thin mustache and goatee. "They didn't allow beards back in basic. This is my little way of rebelling." In Meta-Form, he's...big. Almost eight feet tall, with biceps like barrels, arms like tree-trunks, and grey, rough, sandpaper-like skin. No more "Kind of short but reasonable hair" now; now he's got a full-on buzzcut. The mustache? No longer thin. Takes up a good portion of his face and links with his beard to create what the Sarge calls "The beard of awesomeness, ya yahoos!" Ears? Gone, to be replaced by a pair of tiny ear holes on either sides of his head. Nose? Flattened, but not gone entirely...it's not a snout like one would see on a shark, but it is shark-like, if that makes sense. A mouthful of serrated, triangular, massive teeth and a set of gills going up and down his neck further complete his facial package. Basically, his head is still human, but...sharkish. Like 50-50. Other interesting characteristics are a big ol' dorsal fin poking out of his back (usually further shredding whatever shirt he had on at the time - this used to be a problem for him, let me tell YOU.) His "Superhero outfit" isn't minimalist, but it's not quite elaborate, either. His agent put it together using experimental "Stretch-Tech" so it can fit under his Civilian Clothes. A white undershirt with a hole in the back for the fin, a pair of cameo fatigues for his pants, and a big ol' armband on his left arm decorated with a cartoon shark wearing an army helmet are what he wears to go into action. Power Descriptions: When he transforms, he...morphs, would be a good term. Stretches. It's a pretty quick change, but it's not an attractive one, if you know what I mean. He transforms whenever his adrenaline spikes, so he usually carries around a set of experimental adreno-suppresants and provided to him by the military. If he needs to change "On the quick", though..."That's why God made epi-pens." History: Ever since he was a little kid, Simon Macota wanted to be a fighter. A wrestler. Someone who wore the tights and walked the walk. His mother and father were...not happy with this idea, especially since Simon was both asthmatic and a hemophiliac. Whoof. Life just did NOT want this kid to fulfill his dreams. Not that he gave up on them...he was a determined little guy. Did he sleep his way through high school? Well, no - he got decent enough grades, and pursued a degree in engineering at Arnold Wilson Community College. He graduated, he...had no job. Which sucked. And he got his chance one day...though not in the way he would have liked. Personality & Motivation: (Describe why they do what they do here) Powers & Tactics: (In-character descriptions of how they do what they do) Complications: Name: Description Example: Identity: Secret Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Grapple: +0 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Other]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) [skill] [# of Ranks] (+[Total Bonus]) Examples: Craft (Structural) 5 (+5)Skill Mastery -- would be used for someone with 5 ranks in the skill and a +0 Int modifier, and the Skill Mastery feat for that skill. Knowledge (Technology) 8 (+10)Second Chance -- would be used for someone with 8 ranks in the skill and a +2 Int modifier, and had the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- would be used for someone who speaks those three languages, but learned French first. Notice 5 (+4) -- would be used for someone with 5 ranks in the skill and a -1 Wis modifier. Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Equipment: XPP = 5*XEP Name (power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: 0 + 0 + 0 = 0PP Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Array Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Device Rank (Descriptive Name; 5*RankPP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Examples: Electrical Control 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic) Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20} Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20} Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20} Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP] Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] Note: If all Powers have the same Descriptor (all Mutant, all Tech, etc.), you can just write that directly under the Powers header. Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Chain Lightning Ranged DC 25 Toughness (Autofire) Damage (Energy) Taser Blast Ranged DC 16 Fortitude Stun (Staged) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
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