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RocketLord

RocketLord builds stuff

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So I don't have to create a new thread whenever I feel like building/creating something

 

PCs

Forever Boy

Dust Devil II

Justice

Kid Terror (WIP)

 

NPCs

Conversion guide from 3E

Cortex (converted from 3E)

The Chamber (all in Emerald City Secrets) (convert from 3E)

- Big Brain (WIP)

-- The Iron Matron (WIP)

-- The Professor (WIP)

- Maximilian Mars (WIP)  (page 24)

- Steel Shogun (WIP)

- The Grandmaster (under The Chessmen in book) (WIP)

- Koschei the Deathless (WIP)

The Terror 

 

Guidebook

Neverworld 

Forever Boy

Dust Devil II (WIP)

Justice

Edited by RocketLord

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Justice
Power Level: 7 (105/107PP) 
Unspent Power Points: 2
Trade-Offs: +2 Attack / -2 Damage (Justice Buster), +1 Defense / -1 Toughness

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: Time for justice!

Theme: Lions Inside - Valley of Wolves

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)

 

Description:
Age: 23 (DoB: 1997 [April 1st
])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Dark brown
Hair: Green

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green ees and wears glasses. She will usually dress casually, prefering t-shirts with prints or logos of cartoon characters, dragons and so on. 

As Justice, Robin tends to wear dark pants, a long sleeved red shirt, her Justice Driver belt, and a red domino mask to hide her identity. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A form fitting gold and red costume that that covers her entire body and face. She uses a simple red star on her chest as a logo.

JMrtEA1.pngHk8422p.pngI4xTBaf.png

 

History:

Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnatics due to her inspiration.

 

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular.

 

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 

 

 

Personality & Motivation:

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

 

Powers & Tactics:

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile.

 

Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnatic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver.

The Justice Buster is a slightly oversized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets.

The Justice Driver is a device in two pieces: A belt that takes commands from Robin's cell phone. By starting a special program on her phone, which requires a passcode entered with Robin's fingerprints, she can cause a lightweight body armor to appear from the belt, hiding her identity. At the moment, the suit also enhanced Robin's constitution, making her more resistant to damage, but she has has many other upgrades planned, once she figure out how to make them work.

 

Complications:
Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.

 

Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.

 

Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.

 

Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.

 

Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.

 

WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to.

 

Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.


Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +4 Melee (+4 Base), +7 Ranged (+4 Base, +3 Attack Focus), +9 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization)
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +4
Knockback: -2


Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / +6 (+4 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 88R = 22PP

Acrobatics 6 (+8)

Bluff 6 (+8)

Computers 6 (+11)

Concentration 6 (+8)

Craft [Electronics]Skill Mastery 7 (+12)

Craft [Mechanical]Skill Mastery 7 (+12)

Diplomacy 6 (+8)

Disable Device 7 (+12)

Gather Information 6 (+8)

Investigate 6 (+8)

Knowledge [Physical Sciences]Skill Mastery 7 (+12)

Knowledge [Technology]Skill Mastery 7 (+12)

Notice 6 (+8)

Search 6 (+8)

Sense Motive 6 (+8)



Feats: 14PP

Attack Focus [Ranged] 3

Attack Specialization [Justice Buster] 1

Defensive Roll 1

Dodge Focus 4

Eidetic Memory

Improvised Tools

Inventor

Skill Mastery

Uncanny Dodge [Auditory]



Powers: 6 + 6 = 12PP

Device 2 (Justice Buster; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology)

Blast 5 (Justice Shot) [10PP] (Kinetic)

 

Device 1 (Justice Driver; 5 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Only you can use, Subtle) [6PP] (Invention, Technology)

Enhanced Feats 1 (Quick Change) [1PP]

Enhanced Stats 1 (Constitution+4) [4PP]

 


Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+4

Justice Shot

50 ft.

DC20 Tou (staged)

Damage

+9

 

 

Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (22) + Feats (14) + Powers (12) - Drawbacks (0) = 105/105 Power Points

Edited by RocketLord

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PL +1

Base Attack +1 (2 PP)

Base Defense +1 (2 PP)

 

WIP when PP is earned:

Make Toughness reach PL caps

Make damaging powers reach PL caps.

Maybe we rid of some feats that's not really necessary? (move-by action, redirect)

Increase Flight level

Find some way of adding Affects others flight. Maybe as AP for flight, with lower level.

 

Forever Boy
Power Level: 11 (160/160PP)
Unspent Power Points: 0
Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, 
(Tracker Blast) +2 Attack / -2 DC, (Stun Burst, Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness

 

In Brief: Super powered trickster from Neverworld, a world of adventure and action.

Catchphrase: "Let's go straight on 'til morning!"

Theme: Storytime by Nightwish

 

Alternate Identity: Pan Barrie (Secret).
Birthplace: Neverworld.

Residence: Claremont Academy, Freedom City.
Base of Operations: Claremont Academy, Freedom City
.
Occupation: Student at Claremont Academy.

Affiliations: Claremont Academy.

Family: None known.

 

Description:
Age: Unknown. Claims to be 16. (DoB: 2002, if 16)

Apparant age: 16
Gender: Male
Ethnicity: Alien, from Neverworld. Appears Caucasian.

Height: 5’10’’
Weight: 170 lbs.
Eyes: Green.
Hair: Dark red.

 

Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling.

Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask.

 

cGTWy0L.png

 

History:

In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good.

 

Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile.

 

Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City.

 

With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure.

 

Personality & Motivation:

Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld.

 

Powers & Tactics:

Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way. While he will taunt and provoke his enemies, he prefers to fight at range.

 

Power Descriptions:

Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld.

Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are, opposite to what would be believed from popular culture, explicitely not magical, and appear to be based on manipulating sort of intense light instead. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies of Neverworld, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly.

Pan is currently able to use his Pixie Dust in a number of ways:

- "The Forever Boy": Pan doesn't appear to age, which seems to be an unique reaction to the Pixie Dust.

- "Fairy Flight": Pan is able to fly, leaving behind a trail of golden glitter as he does so.

- "Endless Forms Most Beautiful": Pan spreads the Pixie Dust, creating illusions capable of fooling all the senses. He is able to shape the sounds, sights, smell, taste and feel of his illusions. One of the few Pixie Dust powers that do not leave behind golden glitter.

- "Hide & Seek": Using his illusionary powers, Pan creates an all concealing fog in the area around him.

- "The Forever Blade": Pan creates a sword of Pixie Dust in his hand, glowing with the light of the dust.

- "Pixie Blast": A Pixie shaped blast of light that homes in on Pan's enemies.

- "Fireworks": A flash of light and sound, to leave his enemies dazzled.

- "Binding Bands": Pan spreads Pixie Dust that solidifies into glowing bands that hold his target.

- "Stun Burst": A flash of light, leaving Pixie Dust that stuns his foe.

 

Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language.

 

While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust.

He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him, leaving no trace but the confusion. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them.

 

Complications:

Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld.

 

Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies.

 

To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form.

 

Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet.

 

If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee.

 

All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld.

 

I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings.

 

I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be.



Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5)



Combat: 12 + 12 = 24 PP
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)

Attack: +6 Melee, +11 Ranged (+6 Base, +5 Attack Focus [Ranged]), +13 Tracker Blast (+6 Base, +5 Attack Focus [Ranged], +2 Accurate), +15 Stun Burst, Fireworks (+6 Base, +5 Attack Focus [Ranged], +4 Accurate)
Defense: +16 (+6 Base, +10 Dodge Focus), +6 Flat-Footed (+6 Base)

Grapple: +7 (+5 Base, + 2 Str)
Knockback: -1 (Toughness +3/2)



Saving Throws: 5 + 5 + 6 = 18PP
Toughness: +6 (+2 Con, +4 Defensive Roll)
Fortitude: +7 (+2 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+1 Wis, +6)

 


Skills: 24R = 6PP
Acrobatics 2 (+7)

Bluff 9 (+14)

Notice 6 (+7)

Sense Motive 3 (+4)

Sleight of Hand 2 (+7)

Stealth 2 (+7)
 


Feats: 29PP
Attack Focus [Ranged] 5

Defensive Roll 1

Distract

Dodge Focus 10

Evasion 2

Fearless

Improved Initiative 1

Jack-of-All-Trades

Move-by Action

Quick Change 1

Redirect

Taunt

Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)]

 

 

Powers: 6 + 8 + 8  + 1 + 1 + 2 + 24 + 3 = 53

 

Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages[6PP] (Alien, Genetic)

 

Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust)

 

Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8 PP] (Pixie Dust, Trained)

BPIllusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Alternate Power 1, Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) [8PP]

APObscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7}

 

Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Pixie Dust)

 

Protection 1 ("Tough"[1PP] (Alien, Genetic)

 

Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Alien, Genetic)

 

Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Pixie Dust, Trained. Additional descriptors on each power)

BPDamage 13 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) {20/20} (Kinetic, Light, Slashing)

APBlast 8 ("Pixie Blast"; Extras: Homing; Feats: Accurate 1) {20/20} (Kinetic, Light)

APDazzle 6 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {20/20} (Light, Sound)

APSnare 10 ("Binding Bands") {20/20} (Kinetic, Light)

APStun 6 ("Stun Burst"; Extras: Ranged; Feats: Accurate 2) {20/20} (Light)

 

Super-Senses 3 ("Never Senses"; Accurate Hearing, Danger Sense) [3PP] (Alien, Genetic)



Drawbacks: -2PP
Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP]
 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

Binding Bands

100 ft.

DC20 Fort (staged)

Entangled/Bound

+11

Fireworks

60 ft.

DC16 Ref (Staged)

Auditory/Visual Senses Useless

+15

Pixie Blast

80 ft.

DC23 Tou (staged)

Damage

+13, Homing (1 attempt)

Stun Burst

60 ft.

DC16 Fort (staged)

Dazed/Stun/Unconscious

+15

 The Forever Blade

Touch

DC30 Tou (staged) 

Damage 

+6

Endless Forms Most Beautiful

Perception

DC11 Will (staged)

Tricked if disbelieving illusion

N/A

 

 

Totals: Abilities (34) + Combat (24) + Saving Throws (16) + Skills (6) + Feats (29) + Powers (53) - Drawbacks (2) = 160/160 Power Points

 

Edited by RocketLord

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Dust Devil II
Power Level10 (150/154PP)
Unspent Power Points: 4
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa.

Theme: Shakedown - The Score

 

Alternate Identity: Cassidy Collins (Secret)
Birthplace: Southside, Freedom City

Residence: Southside, Freedom City
Base of Operations: Freedom City & Magic Mesa
Occupation: Grocery store stocker
Affiliations: Magic Mesa
Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed)

 

Description:
Age: 26 (DoB: June 5th, 1992)
Gender: Male
Ethnicity: Caucasian
Height: 5'10''
Weight: 175 lbs.
Eyes: Blue
Hair: Black

Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors.

As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face.

 

Gw0ybYi.png

 

History:

Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. 

 

At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. 

 

Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers.

 

Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he  accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. 

Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else.

 

Personality & Motivation:

Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone.

 

After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa.

 

Powers & Tactics:

Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them.

 

Power Descriptions:

All of Cassidy's powers come from the energies of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy can transform into a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability.

While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph.

While he has yet to experiment much with the ability to reshape his body, Cassidy was quick to learn to create revolvers out of the sand, allowing him to shoot bullets made of sand. He has theorized that the ease of shape comes from the previous Dust Devil. With some experimentation, Cassidy has learned to create swords out of sand, extending his reach in melee. Finally, he is able to control the sand in his body and around him to create a sandstorm effect, greatly hindering those around him. He has learned to control the sandstorm to a degree where it will only affect those he will it to.

All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted.

 

Complications:
Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family.

Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location.

Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad.

Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties.

Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others.

Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact.

Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness.

Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction.


Abilities: 8 + 4 + 10 + 0 + 4 + 0 = 26PP
Strength: 18 (+4) / 30 (+10)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 12 + 10 = 22 PP
Initiative: +10 (+2 Dex, +8 Improved Initiative 2) 
Attack: +6 Melee/Ranged (+6 Base) / +10 Unarmed (+6 Base, +4 Attack Specialization [Unarmed]) / +10 Sand Blade (+6 Base, +4 Accurate Attack) / +10 Sand Blast (+6 Base, +4 Accurate Attack)
Defense: +5 (+5 Base),  +3 Flat-Footed

Grapple: +10 (+6 Attack, +4 Strength) / +11 (+6 Attack, +4 Strength, +1 Super-Strength) / +15 (+6 Attack, +4 Strength, +5 Super-Strength) / +16 (+6 Attack, +4 Strength, +6 Super-Strength) /

+16 (+6 Attack, +10 Strength) / +17 (+6 Attack, +10 Strength, +1 Super-Strength) / +21 (+6 Attack, +10 Strength, +5 Super-Strength) / +22 (+6 Attack, +10 Strength, +6 Super-Strength)
Knockback: -7 / -12 (Impervious Toughness -10, Toughness -5/2)


Saving Throws: 4 + 6 + 6 = 16PP
Toughness: +15 (+5 Con, +10 [Protection])
Fortitude: +9 (+5 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 64R = 16PP 

Concentration 8 (+10)

Gather Information 8 (+8)

Knowledge (Arcane Lore) 8Skill Mastery (+8)

Notice 8Skill Mastery (+10)

Sense Motive 12Skill Mastery (+14)

Stealth 12Skill Mastery (+14)

Survival 8 (+10)

 


Feats: 10PP

Attack Specialization [Unarmed Attack] 2

Favoured Environment [Desert]

Hide in Plain Sight

Improved Initiative 2

Luck 1

Move-by Action

Skill Mastery

Takedown Attack



Powers: 27 + 3 + 10 + 2 + 1 + 12 + 5 = 60

Magic Mesa Guardian Array 12 (24PP Array, Feats: Alternate Power 3) [27PP] (Magic, Sand)

BPGuardian's Strength (Linked) {24/24} (Magic, Sand)

Enhanced Strength 12 [12PP] (Magic, Sand, Rock)

Enhanced Trait 2 (Improved Critical [Unarmed Attack]) [2PP] (Magic, Sand)

Super-Strength 5 (Effective Strength 55, heavy load 24 tons) [10PP] (Magic, Sand, Rock)

APBlast 10 ("Sand Bullet"; Feats: Accurate 2, Incurable, Precise) {24/24} (Magic, Sand)

APDamage 10 ("Sand Blade"; Extras: Penetrating; Feats: Accurate Attack 2, Extended Reach 2 (10 ft.)) {24/24} (Magic, Sand)

APEnvironmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration (Continuous); Flaws: Range (Touch)) {24/24} (Magic, Sand)

 

Immunity 3 (Aging, Sleep, Starvation & Thirst) [3PP] (Magic, Sand)

 

Protection 10 [10PP] (Magic, Sand)

 

Regeneration 2 (Resurrection 1/day) [2PP] (Magic, Sand)

 

Super-Movement 1 ("Sand Man"; TracklessFlaws: Limited to Sand) [1 PP] (Magic, Sand)

 

Walking Desert Array 5 (10PP Array, Feats: Alternate Power 2) [12PP] (Magic, Sand)

BPImpervious Toughness ("Solid Rock Form") {10/10} (Magic, Sand, Rock)

APInsubstantial 2 ("Whirling Sand Form"; Gaseous Form) {10/10} (Magic, Sand)

APTeleport 9 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium (Sand)) {9/10} (Magic, Sand)

 

Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1)[5PP] (Magic, Sand)

BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} (Magic, Sand)

APSuper Strength 1 ("Strength of Sand"; Effective Strength 23/60, heavy load 600 lbs./50 tons. Feats: Shockwave, Super-Breath) {4/4} (Magic, Sand)


DC Block

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19/25 Tou (staged)

Damage

+10, Crit 18-20

Sand Bullet

100 ft.

DC25 Tou (staged)

Damage, Incurable

+10

Sand Blade

Touch (10 ft.)

DC25 Tou (staged)

Damage, Penetrating

+10

Shockwave

40/100 ft.

DC14/20 Reflex (staged)

Damage

+10

Super-Breath

40/100 ft.

DC14/20 Reflex (staged)

Trip

+10

 

Totals: Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (10) + Powers (60) - Drawbacks (0) = 150/150

Edited by RocketLord

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Neverworld

Neverworld is the home of action and adventure. A world quite unlike our own, it is home to swashbuckling sky pirates, amazing heroes and horrible villains. While the Earth appear to be stuck at a Victorian technology level, much is hidden beneath the surface. Flying ships prowl the skies, cybernetics replace lost body parts with metal and electricity. Technology indistinguishable from magic is almost commonplace. While the majority of Neverworld's surface is covered by a great singular Ocean, its many islands and few continents contain hidden treasures, promising power and fame to those that find them, guarded by the magic of their native populations. Beneath the Ocean, mermaids and -men hold court in their great underwater cities. On land, the cities and towns spread across the world, offering many sights and and wonders to their population and visitors. The forests hides pixies and other fae, watching and working their secret craft from the shadows. It is a world of clear villains and heroes. Shades of grey is rare, if not completely unknown. Conflicts are resolved through acts of swashbuckling and action, or through quick wit and sharp tongues.

Neverworld is a world of legendary figures, seemingly plucked from the litterature of Prime Earth, though not quite as you would expect. The great white whale rampages across the Ocean, threatening all life within, chased by a single, obsessed man. A lone detective and his partner prowls the streets of Neverworld's great cities, looking for crimes to solve. Lost heroes sail across the sky, hunting for the legendary Crocodile, rumored to be the only weakness of the infamous Hooked Man. These legendary figures are simply known as Legends to the general population of the world: They are larger than life, capable of feats that would give any normal person pause.

Neverworld is the home of the Forever Boy, who has reached Earth Prime by so far unknown means.

Visitors beware! Time in Neverworld has been known to behave strangely, more like a sea than a river.

Location and Appearance
Neverworld is covered primarily in ocean, with a great number of islands scattered across its surface. Only three larger landmasses exist: New Avalon, Victori and the Wish Isle. 

The largest, known as New Avalon, is roughly half the size of Australia, roughly 100,000 square miles, being roughly half a broad as it is long. An artificial, man made canal divides New Avalon into North and South Avalon, at roughly the halfway point at the longest length. New Avalon is home to a thriving mercantile civilization, with most cities situated near the the canal or other coastal areas. Much of the mainland is covered by forests, the home of pixies and other fey. The capital of New Avalon, Trader's Haven, is located on a small island in the middle of the canal that divides North and South Avalon.

Victori, while slightly smaller than New Avalon at roughly 800,000 square miles, is by no means lesser than its rival. A more warlike and industrious nation, Victori is home to great factories, mass producing the wonders that are meticulously crafted by hand in New Avalon. Victori is shaped almost like a ring, with but a single, albeit massive, gap that permits entrance. The gap is heavily guarded by multiple fortresses. At the far end of the gap in the ring lies the capital city of Tham, the most densely populated city on Neverworld. A significant amount of pirates were once Victori citizens that have taken to the waves.

The Wish Isle is much smaller. Roughly 50,000 square miles, it is the home of the strange and the wonderful. Fey, mermaids and creatures but strange and mundane make the world their home. There they work wonders and miracles, far from the prying eyes of man.

Neverworld is littered with many smaller islands. Some are small kingdoms, some are entirely covered by cities, some are giant turtles that swim through the seas, carrying smaller tortoises as they go.

The seas and skies of Neverworld is the home of trading vessels, freebooters, buccaneers and pirates. Beware any travel without company to keep you safe!

Significance

Neverworld is the home of Forever Boy. The primary inhabitants of the world appear to mirror the heroes and villains of litterature from Earth Prime, particularly works written during the 19th and early 20th century, though others may be present as well. Though the source and exact nature is unknown, it appears that this is caused by an information bleed, causing events on Neverworld to be projected to the dreams and imagination of receptive minds on Earth Prime.

Neverworld is haunted by a versions of a number of literary characters, including, but not limited to, versions of Moby Dick & Captain Ahab, Moriarty and Captain Hook, all of which threaten the world's peace and are potential problems for heroes to solve.

People

NPCs

The Hooked Man: Once a sailor in the Victori armada, something hooked the man that would become known as the Hooked Man. Something beyond even the understanding of the Fae of the Wish Isle, something strange and monstrous. Driven mad, he rebelled, stealing a mighty flying ship and the dreaded group known as the Sky Pirates. The Hooked Man is seemingly invincible in combat, and his connection to his otherworldly sponsor makes him one of the greatest threats to safety and freedom on Neverworld. Despite this, the Hooked Man fancies himself a gentleman, and he is obsessed with acting in good form, even if his base nature and more violent side often causes him to betray such values. He lost his right hand to the Forever Boy, having since acquired a protestic that can shift between multiple forms, seemingly based on his mood and thoughts, most commonly a hook.

The Sky Pirates: An assembly of beings from all across Neverworld, the Sky Pirates sail across the skies, striking from behind clouds to pillage and plunder. Originally assembled by the Hooked Man on what later became their flagship, the Sky Pirates grew in size as ordinary pirates were absorbed. They are now almost a nation in themselves, striking without mercy from their great armada in the sky. Notable individual pirates includes Smee, an oddly friendly pirate. He is the boatswain of the Hooked Man's flagship, maintaining the vessel to perfection. There are rumors that some of the Sky Pirates were lost in the same incident as the Forever Boy, and might have found their way to Earth Prime and the surrounding universe.

The Great White Whale, Destroyer of the Seas: A monster that prowls the seas of Neverworld. A giant whale, easily the size of island, the Great White is the last of its kind, a once numerous species hunted into extinction. Though it rarely comes near coasts, any vessel on the sea can come under attack. Being eaten by the Great White Whale is not as final a fate as one would believe at first, however. An entire city of survivors has sprung to life inside the beast.

The Professor of Crime: A mysterious figure that seems to control most of the criminal underworld in the landlocked cities of Victori and New Avalon. None knows his true identity.

The Great Detectives: A pair of Victori detectives that journey across the world, solving mysteries and rescuing. One is an eccentric, possessing remarkable intuition and guile, the other a doctor of medicine, though no less proficient than the first. They are Holmes and Watson, the great detectives.

The Lost Heroes: A loose assembly of heroic figures, all mirroring figures from Earth Prime litterature. They are united in their opposition to the Hooked Man, searching for the fabled Crocodile that can defeat the Hooked Man.

Ahab, Whale Hunter: More machine than man, Ahab the Whale Hunter travels the seas, constantly on the trail of Great White. Once a hero, he is now little better than the monster he hunts, willing to sacrifice anything and anyone to finally kill the whale.

The Crocodile: A legend even among legends. Once thought nothing but a myth, the Crocodile was finally summoned into Neverworld when the Hooked Man's hand fell into the sea. A giant beast, said to tower over even mountains, no one quite knows the limits of its power.

PCs

The Forever Boy: An almost legendary figure on Neverworld, a trickster, prankster and hero, and forever a boy. One of the few friends to the Fey, he knows the secrets of their Pixie Dust. As one of the Lost Heroes, he sought the Crocodile to slay the Hooked Man. Currently stuck at Earth Prime after a clash with the Hooked Man, where he disarmed the Hooked Man of sword and hand, summoning the Crocodile in the process. 

History 

On Neverworld, time is more like a sea than a river. The past can change as readily as the future. Time can run faster in some places than others, especially compared to Earth Prime. This is a rough breakdown of some major events that have occured on Neverworld, in roughly chronological order.

  • More than 200 years ago
    • The third war between New Avalon and Victori ends in stable peace. A multitude of soldiers and sailors in the New Avalonian and Victori armadas turn to piracy.
  • More than 100 years ago
    • Tales of the Forever Boy spreads across New Avalon and Victori. No one is quite sure when he first appeared.
    • The Hooked Man is hooked (on a bad feeling), quickly turning to piracy.
    • The giant whales are hunted to near extinction, driving the Great White Whale mad with grief, starting its path of destruction
  • 50 years or less ago
    • 50 years after the Great White Whale begins its first rampage, Ahab begins his hunt for the whale.
    • The Hooked Man begins raids against the people of the world
    • The Lost Heroes gather to fight the Hooked Man. They are defeated. 
    • The Lost Heroes start their search for the Crocodile.
    • The Lost Heroes find the Forever Boy, and he joins their crew
    • The Lost Heroes fight the Hooked Man. The Forever Boy severs his hand, which falls into the sea, summoning the Crocodile. Through unknown means, the Forever Boy ends up on Earth Prime.
Edited by RocketLord

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Forever Boy

The voice of Never Never Land, the Innocence, the Dreams of Every Man

Pan is the Forever Boy, legendary trickster of Neverworld. A high flying hero with an unquenchable thirst for adventure, he has been left stranded on Earth Prime. Joining Claremont Academy, the cheerful youth makes the best of his time in his new home, while searching for a way to return to the battle he left behind. Every day is a new adventure.

History

Pan has always been special. He never knew his parents. Were they good and kind, lost to catastrophe? Were they evil tyrants that he escaped? He does not remember. They are but a thing, a faint glimpse of what could have been. A noble, a farmer, a merchant, a beggar. Whatever else might have been, Pan became something entirely different. Whatever else, he believed himself abandoned, and he came to resent the adults of the world.

An inhabitant of Neverworld, a place with a curious literary connection to Earth Prime, Pan grew up on Wish Isle. From as far back as he could remember, the curious and mischievous child was raised by the Pixies. Small, ephemeral beings, as much a product of science as magic, they would flitter about, trying to import life's lessons on the boy. Only, they were Pixies. Their life lessons contained mainly trickery and adventure. Finally, one day, when Pan had reached what the Pixies deemed to be sufficient maturity, they gave him the greatest gift they could: Pixie Dust. A strange material, native to the Wish Isle, Pixie Dust was what made the Pixies what they were. The gift of flight, eternal life, and much more: The ability to tame the elements themselves, control the beasts that filled their forests, or stranger still. Pan was an experiment. They had never given a human such a gift before. 

To Pan, the Pixie Dust was freedom. He could fly. He could form it into images, as real as anything. He could create almost anything he could imagine. He was sixteen, when he was first given the gift of the Pixie Dust.

Since then he has been sixteen for a long, long time.

Years passed. Time mattered little to Pan and the Pixies. Eventually, he grew bored of the Wish Isle. He wanted to see Neverworld. On his own, or with the Pixies, he would see it all. He visited the cities of man, New Avalon and Victori. He played tricks and pranks, he took what he wanted. He became a legend, the Forever Boy, an always mischievous trickster. He sought mystery, he sought adventure. He was seen across the world, and soon, he saw something else. Something he could not abide. He saw evil. He saw the Hooked Man and his Sky Pirates raid villages, leaving little life behind. He saw the Destroyer of the Oceans, smashing ships in wanton blood lust. He saw the Whale Hunter committing atrocities in the name of destroying the Destroyer itself. He saw terrible things. And while it changed the Forever Boy, it did not break him. Mischief turned to heroism. Trickery turned to acts of defiance. A young man, a boy forever, that stood on his own against the injustice he saw. He was still on a never ending adventure, but now it had a purpose. His legend grew and evolved. He became as much a source of hope as one of mischief.

Then, he was trapped. Not by enemy, not by monster or beast, but by the loose assembly known as the Lost Heroes. Caught in a trap, he learned of their goal: The Crocodile. The greatest mystery of Neverworld, the only hope of one day defeating the Hooked Man. Pan was quickly convinced. He joined the Lost Heroes aboard their flying vessel, travelling to parts of Neverworld even he had never seen. He took the last name Barrie, in honor of their founder.

Together with the Lost Heroes, the Forever Boy righted wrongs and adventured all over Neverworld. His legend spread and grew, as he was now conclusively sighted. He was no more just a fairy tale. Still a trickster, still a source an endless source of mischief, he learned from the Lost Heroes. He grew in power and skill. He fought Sky Pirates, he fought tribes. He danced with Mermaids in and above the seas. He met the ancient inhabitants of the turtle islands. His thirst for adventure never waning, never ceasing. He was the Forever Boy, and he would adventure forever.

Then, finally, the Lost Heroes found what they had searched for: A clue, a singular lead that could take them to the Crocodile. Only, somehow, the Hooked Man knew. A traitor in the midst of the Lost Heroes led the Hooked Man to their ship. He struck, and a great battle ensued. The Lost Heroes fought valiantly, but even legends tire. Even myths can fall. At the end, only the Forever Boy remained standing. He was fierce, he was defiant. In a single stroke, he severed the Hooked Man's hand. And as it fell into the ocean far below, Pan remembered a tale once told to him by an elder of the turtle islands. The Crocodile was a force of nature, a being that sought to make things right. It fed on corruption. The Forever Boy called out to the Crocodile. It would have the taste of the greatest source of corruption in all of the great oceans of Neverworld: The Hooked Man himself.

And the Crocodile heard him.

A giant being emerged from the waters. A monster, clad in green scales. It dwarfed even the Hooked Man's armada. It was the last thing that Pan saw in Neverworld.

When he next opened his eyes, he found himself in Freedom City on Earth Prime. How he had come here, he didn't know, but he was optimistic. This was but another adventure, and one day, he would return home. A whole new world to explore, a whole new legend to create. A world that he would soon discover had a curious connection to his own. A world that would soon learn of the Forever Boy.

Costume and Appearance
Pan has dark red hair and green. He is attractive, with an athletic build. He prefers somewhat form fitting green or red clothing, though he will wear other colors, preferring not to wear dark clothing.

His costume as Forever Boy is a green form fitting suit, with the outer sides of his legs being red, stretching from his wait to his toes. He wears a gold and red belt buckle in the middle of his costume, despite not wearing any belt. On his upper body, the costume remains predominantly green, though his shoulders, stretching from his neck, to just below the shoulder, and back to his solar plexus, are red as well. The costume ends at his arms just after his elbow, leaving his lower arms and hands free. Pan wears a green domino mask as part of the costume. While he has not divulged on its importance, he wore the mask back on Neverworld as well, where he had little reason to hide his identity.

Powers

Pan's powers as the Forever Boy are either due to his alien genetics as a resident of Neverworld, or due to his use of Pixie Dust. He posses enhanced senses, possessing incredible hearing and a sixth sense, warning him of danger ahead of time. Mentally, he is able to process information at lightning speed, and able to understand any written or spoken language.

Pan's Pixie Dust was a gift from the Pixies that lives on the Wish Isle on Neverworld. As a rare gift to an outsider, even one such as Pan, the Pixies were curious to see just what abilities the Pixie dust would grant him. Most obvious, Pan is able to fly. Offensively, Pan can mold the Pixie Dust into a number of shapes and forms that he calls his tricks, giving him a number of options in combat, most notably the form of a Pixie that seeks out his targets, a stunning blast of light and a deafening and blinding burst of fireworks. By condensing the Pixie Dust around a target, Pan can create binding bands to restrain their movement. His favorite trick for a finishing move seems to be what he calls The Forever Blade, a sword made out of Pixie Dust. He is able to mold the Pixie Dust into numerous other similar or very different applications, as well. More subtly, Pan can shape the Pixie Dust into completely lifelike illusions that affects all of a target's senses, perfect for covert work or simply for playing pranks on others. Pan is also fond of using this ability to aid in his storytelling. Not immediately obvious, the Pixie Dust seems to have made Pan unaging. While he does not know his true age, he simply describes it as "I have been 16 for a long, long time".

Allies

  • Veronica Danger: Fellow Claremont student, and one of the heroes that tried to stop the villains at A.S.T.R.O. Labs. Helped Pan join Claremont, for which he is thankful.
  • Salvo: Nicole and Pan met briefly when Pan was living on the street, and she tried to stop them. They have since spent some time together, striking up a friendship.
  • Thunderbird: Pan is roommates with Micah Roebuck, aka Thunderbird. So far, the two have a good relationship, and Pan has decided to help his roommate gain confidence and get out of his shell.
  • Claremont Academy Blue Squad: As a member of Claremont Academy's Blue Squad, Pan has teamed up with Sun Dragon, Dio, Watchdog, Pulse, Arctos and Specimen. He has great confidence in his team, being willing to trust them with his life, if necessary.
  • Other Claremont Students: Pan tries to keep an at least friendly relationship with any student at Claremont Academy.

Timeline

2018

Fall

  • August 25th: Forever Boy arrives in Freedom City.
  • Some time between August 25th and September 1st: Forever Boy, forced to steal to survive, briefly encounters Salvo, escaping from her.
  • September 1st: No Better Time To Start: Forever Boy first makes his presence known, joining several other heroes in stopping the Platinum Porpoise and Electrum Eagle from stealing experimental technology from A.S.T.R.O. Labs.
  • September 3rd: Toondependence Day: Team up with Lucy Harker to stop the Toon Gang.
  • September 4th: School Daze -> Out for a Spin -> Roommates: Pan's first day at Claremont.
  • September 5th: Assemble!: Pan is present as Headmistress Summers gives her speech at Claremont's opening ceremony.
  • September: Adventuring Time: Pan joins Claremont Academy's board game club.
  • September 29th: Last Gasp of Summer: The Dangers throw a party near, with most students at Claremont, including Pan, attending.
  • October: The Last American: A training exercise for the Blue Squad goes wrong, sending the team into a book.
  • October 26th: Let's Fall In Like: The Fall dance at Claremont Academy.
  • October 31st: Fright Night: Horrors at Halloween!
  • November: Dark Red Tide: Pan visits Freedom Aquairum just in time to join several other heroes in solving a mystery of missing fish.
  • November 22: The Gift of Home: Salvo and Pan spend Thanksgiving together.

Concept & Design Notes

Peter Pan as a super hero, from a literary world created inspired by Jack Kirby.

Playlist

Storytime - Nightwish

Last Ride of the Day - Nightwish

Into the Wild - Miracle of Sound

Roundtable Rival - Lindsey Stirling

Edited by RocketLord

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Justice

Robin Lynne Langley is Justice. A relatively new hero, she has decided to do her part to make up for the lack of super heroes in Emerald City. Heavily inspired by television shows starring heroes, particularly Japanese Tokusatsu shows, Robin has set out to learn how to be a hero, using her self-made powered suit. Bright, friendly and dedicated, Robin does her best to become the best hero she can be, learning just what justice means to her along the way.

History
Robin Lynne Langley grew up admiring the exploits of heroes from a young age, both those imaginary and real. She followed the exploits of all her favorite heroes on television, be it cartoons, live action from super human battles or live action shows starring imaginary heroes. She was particularly inspired by the Tokusatsu heroes of Japanese television. Admiration turned to dreams. Robin lived in Emerald City, the one city that did not seem to have any heroes. Robin wanted to be the person to change that.

Robin became a highly competive gymnast, participating in several competitions, before leaving that behind, though still training privately. She honed her aim with her father or alone at firing ranges. Highly intelligent, Robin would seek out knowledge that would let her create the tools she felt needed to become a hero. That is not to say that Robin lived solely for her dream of becoming a hero. She had friends. She had her family. She lived a full life, but still, her dream was to become a hero.

Then the impossible happened: The Emerald Spider appeared. Emerald City finally had their own hero. Robin was inspired once more. If Emerald City could have one hero, then surely, the city could have two.

Her work continued. She quickly progressed, earning a master's degree at Emerald City University, and started work on her PhD. She got the use of extensive facilities at Emerald City University, and finally, Robin was able to create the device that she dubbed the Justice Driver. It was just the Alpha version, but it had to be good enough, and come Halloween 2018, it had to be, as Justice had to be the one person that stood between a monster and athe people of Emerald City.

With much of Robin's understanding of heroics coming from television and fiction, she is bound to face conflicts that are not as black and white. Her morality will be tested, and she will have to choose the path to take, and just what justice means to her.

Costume and Appearance
Robin is a slender, dark haired brunette with green eyes. She wears glasses and tends to dress in casual clothing, such as jeans and t-shirts, usually with logos or pictures of cartoons or super heroes, both real and fictional. 

As Justice, Robin has two different looks, depending on whether she has activated the Justice Driver. The only set part of her costume before activating the Justice Driver is a red domino mask, with which she wears suiting clothes, usually tending towards dark pants and a long-sleeved red shirt, while tying her hair into a pony tail. She wears the red Justice Driver belt with this. When Robin activates the Justice Driver, she is covered in the gold and red Justice suit, which covers her entire body, being almost skin-tight. The middle of Robin's front is golden, with the sides being red. The gold ends in golden boots near her feet. She still wears the red Justice Driver belt, breaking up the gold in the front. The gold covers her shoulders, while her arms are red, except for gold bracers around her writers and golden fingers. She uses a red star as a logo in the middle of her chest. The mask is completely red, except for golden one-way glass for the eyes, which seems to be a part of a gold faceplate that covers her mouth and nose. As the Justice Driver and the suit is still being developed, the actual appearance changes frequently.

Powers

Robin posses no super human powers of her own, but she is a genius of several disciplines, which has allowed her to create several gadgets that she use to fight crime, chief among them the Justice Buster, a powerful one handed ranged weapon, and the Justice Driver, which covers her body in an armor that grants Robin an ever expanding and evolving suite of super human abilities, focused primarily around enhancing Robin's physical abilities. She has also been known to create gadgets necessary for a given task, if given the necessary time and resources.

Allies

Family

  • Anna Grace Langley: Robin's mother. A respected doctor at the Emerald City University Medical Center.
  • Lucas James Langley: Robin's father. A teacher of philosophy at Emerald City University.
  • Lucas Jr. Alexander Langley: Robin's two years older brother. Lucas Jr. studies law in Freedom City, his once close relationship with his sister having detoriated due to the distance.
  • Mark Travis Langley: Robin's 20 years younger brother. A surprise to the family, Mark is much beloved and more than a bit spoiled by his older sister.
  • Dorothy 'Dottie' Minerva Langley: Robin's paternal grandmother. Robin's confidante, the only person she has told about her dual identity. Unknown to Robin, the octogenerian was active as the super hero Miss Step in the 70'es, and she has tried to subtly use her experience to guide Robin.

The Justice Driver

Robin's greatest invention, according to herself, is the Justice Driver. Appearing simply as a fancy red belt, the driver hides a battlesuit that can be activated through a special program on Robin's phone. When Robin activates the program function to activate the Justice Driver, the battlesuit expands from the belt and covers her entire body in less than a second. The current abilities of the battlesuit is only what Robin considers the Alpha 1 version, the first stable build. She has plans for many future expansions to the Justice Driver system, as soon as she figures out how to add the functionality while retaining portability. 

Timeline

2018

Fall

  • October 31st: Gone != Forgotten: Justice debuts on Halloween!
  • November 1st to 4th: Busy Little Fingers: Following a rash of thievery on Halloween, Justice encounters Finnigan's Fingers and the Gas Man, as she struggles with figuring out what path to take, and what justice will ultimately mean to her.
  • November 12th: A Place for Everything: Robin attends the opening of Silberman's Northwest in Emerald City.
  • November 28th: aMaZo: Justice teams up with Mag-Might.

Concept & Design Notes

A fangirl becomes a Kamen Rider of her own making, filtered through Western super hero tropes.

 

Edited by RocketLord

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Dust Devil II
(Brief Summary of Character here, who they are, where they operate, what they are like) 

History
(Character History Information. This can be an expanded version of the backstory given on the character sheet, information on what the character has done since coming to Freedom City, or anything else relevant.) 

Costume and Appearance
(What your character looks like, in civilian and heroic identity. Details about face, hair, height, build, types of clothing they are likely to wear. Description of their costume, design, color, mask if applicable, visible weapons or gadgets, special features.) 

Powers
(Information about character powers. Cool origin of powers, descriptors, especially interesting power stunts, potential weaknesses.) 

Allies
(Friends and teammates of your character, special relationships, family members)

(Sidekick, HQ, Etc)
(Create additional paragraphs for special features your character has. If they have a headquarters, describe it, how it is equipped, where it is located, how the hero came to have it. If they have a sidekick, the sidekick may warrant their own page, or simply a paragraph about them on the hero's page. You can also make sections for favored devices, your character's profession, or anything else you want to talk about.) 

 Timeline
(The timeline is a useful reference to all the threads your character has been in.  The easiest way to make a timeline is to start with the year your character began, in the season they were introduced, and list all their threads in that season using the unordered-list button (buttons instead of numbers.) For every full year your character has been in play, start a new year in the timeline, with seasons listed Winter, Spring, Summer, Fall, and Fall running till the Winter Solstice or all the way till the New Year. Make a link to the thread for easy later reference, and add a blurb describing what happened in that thread. The blurb can be as short or as long as is necessary to convey the important things that happened, or at least to give an idea.)  

Example: 

2018

Fall

Concept & Design Notes

xx

Edited by RocketLord

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Changes from 3E version:

Powers

Additional feats and extras added to Pulse Blasters.

Damage power in Extendible Cyberarms has increased level, to meet caps. Accurate 2 added to feats.

Explosive Gravity Wave Discharge split into two powers in the array:  Explosive Gravity Wave Discharge and Gravity Knockdown, for the different effects.

"Neurotoxin Aerosol Dispensers" level lowered from 10 to 6.

Feats

Added Attack Focus [Ranged] 4

 

Cortex
Power Level: 10 (244/244PP)
Unspent Power Points: 0 
Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness

 

In Brief: Mutated super genius drug lord.

 

Alternate IdentityHenry Todd (Secret)
Birthplace: Emerald City

Residence: Hidden location in Emerald City, normally known simply as the Laboratory.
Base of Operations: Emerald City
Occupation: Drug Lord
Affiliations: The Cartel
Family: Louisa Todd (Mother, deceased)

 

Description:
Age: 36 (DoB: 1982)
Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es.
Gender: Male.
Ethnicity: Caucasian.
Height: 5'4''
Weight: 190 lbs. (most contained in cranium and brain)
Eyes: Black
Hair: None

Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots.

E6JG9f2.png

 

History:

Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. 

As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son,
but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others.

Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him
better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry
learned that it was very profitable to work for him, and very dangerous to work against him. 

By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself.

 

 

Personality & Motivation:

Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”.

 

Powers & Tactics:

Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities.

 

Power Descriptions:

Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers.

 

While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent
process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree?

 

Complications:
Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support.

 

Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard.

 

Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement.


Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP
Strength: 8 (-1) / 18 (+4)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 30 (+10)
Wisdom: 18 (+4)
Charisma: 12 (+1)


Combat: 8 + 14 = 22PP
Initiative: +0
Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate)
Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +8
Knockback: -6


Saving Throws: 0 + 0 + 6 = 6PP
Toughness: 13 (+1 Con, +12 [Force Field])
Fortitude: +0 (+0 Con, +0) / Immune
Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save])
Will: +10 (+4 Wis, +6)


Skills: 200R = 50PP

Bluff 15 (+16)

Computers 15 (+25)

Craft [Chemical] 15 (+25)

Craft [Electronic] 15 (+25)

Craft [Mechanical] 15 (+25)

Diplomacy 9 (+10)

Disable Device 8 (+18)

Intimidation 6 (+7)

Investigation 6 (+16)

Knowledge [Business] 9 (+19)

Knowledge [Life Sciences] 15 (+25)

Knowledge [Physical Sciences] 15 (+25)

Knowledge [Technology] 15 (+25)

Medicine 12 (+16)

Notice 9 (+13)

Profession [Drug Lord] 12 (+16)

Sense Motive 9 (+13)

 


Feats: 27PP

Attack Focus [Ranged] 4

Benefit 1 (Status: Head of drug cartel)

Benefit 3 (Wealth: Multi-millionaire)

Connected

Eidetic Memoery

Equipment 10 (Underground Lair, 3 Abandoned Warehouses)

Inventor

Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM)

Well-Informed

 

Equipment: 10PP = 50EP 

 

The Laboratory (Headquarters; Underground Lair) (19 EP)

 

 

 

Size: Huge (3 EP)
Toughness: +15 (2 EP)
Features:  (14 EP)
Communications
Computer
Concealed
Defense System
Fire Prevention System
Garage
Holding Cells
Isolated
Laboratory
Library
Living Space
Power System
Security System
Workshop

 

 

Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP)

 

 

Size: Medium (1 EP)
Toughness: +11 (1 EP)
Features:  (8 EP)
Communications
Computer
Concealed
Garage
Laboratory
Living Space
Power System
Security System



Powers: 19 + 90 = 109PP

Computer-Like Mind 9.5 (Container) [19PP] (Mutation, applies to all powers in Container)

Impervious Will 10 [10PP]

Quickness 10 (Flaws: Mental Only; x1000 normal speed[5PP]

Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study][2PP] 

Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends][2PP] 

 

Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device)

Extendible Cyberarms 7 (Container) [15PP]

Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty[7PP]

Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet[1PP] 

Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only][5PP]

Extra Limbs 2 [2PP]

Gravimetric Pulse Generator 7 (Container) [14PP] (Gravity)

Enhanced Reflex Save 7 [7PP]

Flight 2 (Flight Speed 25 mph, 220 ft./rnd[4PP]

Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP]

Onboard Systems 2.5 (Container) [5PP] 

Features 2 (Computer, Navigation System[2PP] 

Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio[3PP]

Protective Fields 22 (Container) [54PP] (Kinetic Energy)

Force Field 12 (Extras: Impervious[24PP] 

Immunity 30 (Fortitude Effects; Extras: Linked to Force Field[30PP]

Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP]

BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact)

AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact)

APStun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze{20/20PP} (Kinetic, Gravity, Impact)

AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas)

 

 

Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

10 ft.

DC19 Tou (staged)

Damage

+4

Cyberarm Smack

10 ft.

DC25 Tou (staged)

Damage

+10

Explosive Gravity Wave Discharge

50 ft. radius

DC25 Tou (Staged)

Damage

+8

Pulse Blasters

120 ft.

DC27 Tou (staged) (DC23 secondary effect)

Damage

+8

Gravity Knockdown

50 ft. radius

DC20 Ref (staged)

Dazed

+8

Neurotoxin Aerosol Dispensers

15 ft. radius cloud

DC16 Tou (staged) 

Dazed/Stun/Unconscious 

+8

 

Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points

 

Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats.

 

Enhanced Soldier

Power Level: 7 (70/70PP)
Unspent Power Points: 0
Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness

 

Complications:
Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord.



Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP
Strength:  12 (+1) / 20 (+5)
Dexterity: 12 (+1)
Constitution: 14 (+2) / 22 (+6)
Intelligence: 10 (+10)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 10 + 10 = 20PP
Initiative: +1 (+1 Dex)
Attack: +5 Base, +5 Melee, +5 Ranged
Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +6 / +10
Knockback: -4


Saving Throws: 3 + 4 + 1 = 8PP
Toughness: +9 (+6 Con, +3 [Body Armor])
Fortitude: +9 (+3, +6 Con,)
Reflex: +5 (+4, +1 Dex)
Will: +1 (+1)


Skills: 24R = 6PP

Climb 4 (+9)

Drive 2 (+3)

Intimidation 3 (+3)

Knowledge: Tactics 4 (+4)

Notice 3 (+3)

Profession: Soldier 4 (+4)

Swim 4 (+9)
 


Feats: 12PP

Attack Focus [Ranged] 4

Equipment 7

Fearless

 

Equipment: 7PP = 28EP

  • Assault Rifle (Blast 5) [16EP] (Ballistic damage)
  • Body Armor (Protection 3) [3EP]
  • Assorted other Equipment worth up to 9EP

 


Powers: 16 = 16PP

Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical)

Enhanced Constitution 8 [8PP]

Enhanced Strength 8 [8PP]

 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC20 Tou (staged)

Damage

+5

Assault Rifle

50 ft.

DC20 Tou (staged)

Damage

+9

 

 

Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points

Edited by RocketLord

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Changes from 3E version:

PL (and levels changed accordingly)

Raised from PL11 to PL12.

Powers

Affliction -> Paralyze.

Added Touch of Terror
Skills

Intimidate raised

 

The Terror
Power Level: 12 (263/263PP)
Unspent Power Points: 0
Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage

 

In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear.

 

Alternate Identity: Varies
Birthplace: Varies

Residence: Varies
Base of Operations: Emerald City
Occupation: Varies
Affiliations: None
Family: Varies

 

Description:
Age: Varies
Apparent Age: Varies
Gender: Varies
Ethnicity: Varies
Height: Varies
Weight: Varies
Eyes: Varies, usually glowing white lights
Hair: Varies

Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it.

 

Cd6hwhT.png

 

History:

The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure
matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful.

 

In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night.

 

 

Personality & Motivation:

Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time.

 

The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell.
 

 

Powers & Tactics:

The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details.
Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers.

 

 

Power Descriptions:
All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims.

 

 

Complications:
Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims.

Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear.

Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. 


Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 20 (+5)


Combat: 14 + 18 = 28PP
Initiative: +0
Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization)
Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed

Grapple: +12
Knockback: -2


Saving Throws: 0 + 10 + 9 = 19PP
Toughness: Immune to attackers that feel fear / +5 (+5 Con)
Fortitude: Immune / +5 (+5 Con)
Reflex: +10 (+0 Dex, +10)
Will: +11 (+2 Wis, +9)


Skills: 68R = 17PP 

Climb 6 (+11)

Intimidation 17 (+22) Skill Mastery 

Notice 8 (+10) Skill Mastery

Sense Motive 15 (+17) Skill Mastery

Stealth 17 (+17)  Skill Mastery

Swim 5 (+10)



Feats: 16PP

Attack Specialization [Unarmed] 2

Chokehold

Distract [Intimidation]

Diehard

Dodge Focus 3

Fascinate [Intimidation]

Fearless

Hide in Plain Sight

Improved Grab

Improved Pin

Move-by Action

Skill Mastery (Intimidation, Notice, Sense Motive, Stealth)

Startle



Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP

 

Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Bludgeoning

 

Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects[30PP] (Fear)

 

Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear)

 

Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness) 

 

Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Psionic)

 

Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear)


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC20 Tou (staged)

Damage

+11

Touch of Terror

Touch

DC28 Tou (staged)

Damage

+11

Aura of Terror

Visual Perception Area

DC22 Will (staged) / DC 22 Reflex for no effect

Slowed/Paralyzed

N/A

 

 

Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point

Edited by RocketLord

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NOTES:

- Powers

-- Lesser version of the Terror's Aura of Terror. Not always active, one target at a time. Perception Range would be nice, but check costs. Probably AP with Emotion Control [Fear]

-- Some physical abilities: Leaping, Wall Crawl, Slow Fall

-- Some stealth abilities? Not outright invisibility, but blend in? Silent movement? Untrackable?

-- Maybe (eventually) a long range teleport through shadows

-- Maybe some kind of snare?

-- Enhanced Fearless is a must

- Feats: Hide in plain sight, Jack of All Trades/Eidetic Memory, various Intimidation feats, Skill Mastery(Intimidation, Stealth, Investigate, Gather Information?)

- Skills: High intimidation, stealth. Various knowledge skills. Acrobatics?

 

Kid Terror
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: A conspiracy theorist using the power of the Terror to seek the truth.

Catchphrase: Boo! (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme: Help Is On The Way - Rise Against

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

P5bftYm.jpg

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
BAD_POWERS/GOOD_PEOPLE: ? is well aware that his powers come from an evil source. He is willing to turn them on evil, or even morally questionable, people, but will in general refrain from using his powers on anyone that is good. A GM can award Kid Terror a Hero Point whenever he is in situation where he cannot use his powers on others, because he believes them to be good.

KID/TERROR: ? subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers, though any passive powers are always active. A GM can award Kid Terror a Hero Point whenever he is in a situation where he cannot use his powers for this reason.

TERROR/HERO: There is just something off about Kid Terror. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Kid Terror a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him.

FEARLESS/FOOL: As Kid Terror, ? feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Kid Terror a Hero Point whenever he is in a situation where his fearlessness leads him into trouble.

TRUTH/SEEKER: Kid Terror wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Kid Terror a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or 

HE_KNOWS/TOO_MUCH: Kid Terror's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Kid Terror a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City.

Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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The Big Brain
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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The Iron Matron
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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The Professor
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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Maximillian Mars
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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Steel Shogun
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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Koschei the Deathless
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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The Grandmaster
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


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 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • 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)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

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 genetic, all technological, 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

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

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