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Valkyrja

Valkyrie III

Power Level: 12 (180/180PP)

Unspent Power Points: 0

Trade-Offs: -1 Attack / +1 Damage

 

In Brief: Ancient Valkyrie returns to the modern world.

Catchphrase: Af Ásgarðr skínandi gestgjafi!

Theme: Immigrant Song

 

Alternate Identity: Bobbi Takhi Foster (Secret) / Sanngriðr "Very Violent"

Birthplace: Yarmouth, Nova Scotia, Canada

Residence: Norumbega, Arcadia, Nova Scotia, Canada

Base of Operations: East Coast of Canada and America

Occupation: Doctor

Affiliations: Acadian First Nation

Family: Valarie Foster (Mother), Barbera Foster, Sian Foster, Samantha Foster, Anna Foster (Sisters)

 

Description:

Age: 26 (DoB: May 8th 1993) / As old as the first battlefield

Apparent Age: early 30's as Valkyrha

Gender: Female

Ethnicity: Indigenous Canadian (Mi'kmaw) / Asgardian

Height: 5'7" / 6'3"

Weight: 130 lbs / 210 lbs

Eyes: Brown

Hair: Black

 

 

When Bobbi becomes to Valkyrja her features shift to become a merger of Sanngrispacer.pngðr and Bobbi features, and at a squint someone in the know might see those of the Umkoomeeskw sprinkled in there. Sanngriðr’s original physical appearance has been lost thanks to her time spent in Valkyrjasvefn, not that she seems to care as she vastly prefers her current form and would keep it even when separated from Bobbi. Whilst her voice is deeper and more bombastic it has a qualities of the local accent, with the occasional slip into to more Nordic tones when she becomes more excitable.

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Hrímvörður the magical Asgardian armour has also been suitably effected by the imagination of Bobbi rather than the armour worn by at the time it appears as the full plate worn by medieval knights. As befits armor forged by the dwarves of Niðavellir the armor is as light as cloth and allows Valkyrha the full range of movement. More traditionally Norse is the sword she carries, Hrímbíta, in style looking similar to there designs. This is even though traditionally they didn‘t make swords in its size, being as tall as Valkyrja herself. The sword magic means it glows with a faint blue-white light when Valkyrja wills it so.


 

History:

A tale know to only a few in Asgards tells of a journey to the New World from Greenland, well before that embarked on by Lief Erikson. The journey was by the storngest of all warrior of the country, as order by The All-father himself to investigate the tales of a place told by the Greenland Inuit to the Norse settlers that they shared there new home with. Amoung the men going Viking there was also Sanngriðr a Valkyrja sent to help defend the Norsemen and explore this new land. Though the journey was short it was harrowing with the ship going far from shore and ending the journey well off course with the little craft landed at the southern point of what would one day be called Newfoundland.

 

Whilst the relieved Norsemen offered prayers to the gods and began to set up a camp, unbeknownst to them they were being watched by the local inhabitants of the land, the Mi'kmaw people. Worried about these strangers they fetched the protector of the land, Umkoomeeskw a woman empowered by the spirits of the land. With her protection the Mi’kmaw went to meet these strange newcomers to this land.

 

Stories differ as to who started what but Sanngriðr and Umkoomeeskw began to bicker and then fight. This was no ordinary moral fight, for both were creatures of magic, they struggled for three days and nights and devastated a vast area of forest around them. Then finally exhausted the two heroes declared the fight a draw and after joyous celebration to two retreated to negotiate a peace.

 

The negotiation took several day, and it rumoured that the two women did more than just talk, but in the end the two swore a pact. There would be a peace among the two groups and to seal the deal Sanngriðr would bind herself to her Great Sword, Hrímbíta, to act as a guardian until a time she was need by a daughter of the frost.

 

The sword was place under a Runestone that told the tale in of the encounter and placed where the battle had taken. Then when the winter was over the Norsemen returned to Iceland and the place was forgotten about for many centuries. Over the intervening centuries others came and settled the land building all across Newfoundland, including the town of Norumbega near where the Norsemen had once been and Hrímbíta now sat beneath a Runestone. And whilst thing weren’t always perfect a fragile peace always seemed to be hold around the town between the local and the newcomers.

 

As Bobbi was born during the first frost of the year was given the her mother gave her the Mi'kmaw middle name of name Tahki, inadvertently fulfilling Sanngriðr’s prophecy that had been lost to the ages. Bobbi Tahki Foster was an intelligent and wilful child who from an early age had decided that she wanted to be a doctor (or an astronaut it was a split decision really), and apart from being forced to go outside with her sister (which she did enjoy) all her time was spent studying to follow her dreams.

 

Bobbi was rewarded for this hard work with a scholarship to a University of Toronto, a place that was a shock for this small town girl. Most of her time in Toronto was spent the time working her butt of to get through the seven years a medical school. Unknown to her toward the end of her studies, when she was finally about to be truly become a Doctor, archaeologist near her town discovered the fallen Norse Runestone. Days before she returned home the archaeologist uncovered the great sword Hrímbíta, still in perfect conditions after all these centuries. The uncovering of the sword however had allowed it magical nature to be obvious to unfriendly magical forces.

 

The Thule Society a mystical group who wished to dominate the Earth invaded the town of Norumbega looking to recover the sword and use the bound Sanngriðr to help then in there plans of conquest. What they didn’t count on was the returning Bobbi, looking to fight the forces who had conquered the town, who snuck into the towns meeting hall and grabbed the sword to defend herself. Being a frost born mortal she finally fulfilled the pact allowing Sanngriðr to return to Midgard by possessing Bobbi’s body. Or not exactly merge, the two became entangled becoming a completely new being the Valkyrja. Together they easily defeated the Thule Socity freeing the town from them foul influence.

 

Once the trouble Valkyrja discovered what had changed over the centuries, including the Pact that meant she could not walk on the Earth without being bound to this mortal woman. Whilst she could have chosen to return to Asgard she still felt a commitment to help this land, not just this small-town but the entire America’s. Bobbi who still had her own autonomy decided to stay in her home town and help the population by becoming a local doctor, though she was more than happy to become Valkyrja again when needed to help those in trouble.

 

 

Personality & Motivation:

Bobbi is strong willed capable woman, a skilled doctor who won’t take any guff from anyone. She despite her curmudgeon appearance she is however a very caring person, trying her best to help those in need. It helps that despite her gruff exterior she also has not a small amount of wit and charm that offsets this.

 

Valkyrja is in some way an Bobbi turned up to eleven, her manners might be less sarcastic and curmudgeonly, but she’s also a will person who will not take no for an answer when her mind is made up. She’s prone to use violence to solve her problems, though she’s careful not to harm other unless the situation truly demand it to be so. Her time among humanity has taught her to admire there heroism and deeds of bravery, she doesn’t think of Asgardians as greater being. In some ways what she’d discovered has made her think o f them in some ways superiors, or at least some of them.

 

Powers & Tactics:

Sanngriðr has been in many battles in her time, and whilst renowned for her ferocity in a fight (her name meaning Very Violent after all), she has also managed to pick up some tactics in her time.

 

If she has any fault it is that she still getting use to the modern world, and more technological technologies and tactics can sometime make her read the fight wrongly. Her armor allows her to often get away with this flaw, but she can easily be felled by a powered modern weapon or even superpowers. After all the wide variety modern superpowers didn’t exists when she was last wandering the Earth.

 

 

Power Descriptions:

Upon grasping the handle of Hrímbíta, the blade normally intangible, and willing it to be so Bobbi transforms in the Asgardian warrior Sanngriðr, also called Valkyrja. As an Asgardian her body is much stronger and more durable than a typical mortal, and whilst she does not have the normal senses of a Valkyrie she still has a vast store of knowledge as a warrior of old. To return to Valkyrja she needs to again grasp the hilt again and will herself to return to the form of Bobbi, even if separated to from the sword she is not adversely affected.

 

In addition to this she has dwarven forged magical armor, Hrímvörður, in addition to the greatsword that enables her to shrug off almost any harm that be caused by human forged weapons. Hrímbíta is also a great weapon even in the modern world and with her skill with the blade she is even able to throw it with enough great force to cause harm.

 

Complications:

Kalla á Ásgarðr: Whist long has Sanngriðr been away from her homeland she is still both a Valkyrie and an Asgardian and my be called up to do her duty to protect her kind.

Óvinur á Thule: The Thule Society wishes to capture and control Valkyrja for there own ends, and will occasional make her life more difficult. They do not know about the connection between Bobbi and Valkyrja, but if they ever did they could put Bobbi and her family in great danger.

Staðbundin Hetja: Norumbega is a small town and it's almost impossible to hide anything from the local gossip, let alone a Valkyrie and her flying horse. Most everyone in the town knows that Bobbi is Valkyrja, though few would say anything to her let alone outsiders.Still there maybe be a few that would like to use this knowledge to profit in some way...

Treysta mér at ek sé læknir: Bobbi is a Doctor and as such is bound by her oath to try and help those in medical need. Whilst Valkyrja isn’t a healer in any ways she is influenced by Bobbi’s to help the wounded and sick.

 

 

Abilities: 4 + 0 + 4 + 8 + 4 + 8 = 28PP

Strength: 14/30 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/30 (+2/+10)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 18 (+4)

Bobbi / Valkyrja

 

Combat: 10 + 10 = 20PP

Initiative: +0/4

Attack: +5/+8 Base, +6/+8 Melee, +11 Hrímbíta

Defense: +5/12 (+5 Base, +0/7 Dodge Focus), +2 Flat-Footed

Grapple: +7/+21

Knockback: -10

Bobbi / Valkyrja

 

Saving Throws: 0 + 6 + 8 = 14PP

Toughness: +2/+12 (+2/+10 Con, +2 Hrímvörður [Impervious 8])

Fortitude: +2/+10 (+2/+10 Con, +0)

Reflex: +6 (+0 Dex, +6)

Will: +10 (+2 Wis, +8)

Bobbi / Valkyrja

 

Skills: 72R = 18PP

Bluff 6 (+10)

Computers 1 (+10)

Diplomacy 6 (+10)

Drive 5 (+5)

Gather Information 6 (+10)

Handle Animal 0/6 (+4/+10)

Intimidate 0/11 (+4/+15)

Investigation 1 (+5)

Knowledge (Arcane Lore) 0/6 (+0/+10)

Knowledge (Life Sciences) 11 (+15)

Knowledge (Theocracy) 1 (+5)

Language 2/4 (English [Native], French, Miꞌkmaq / Old Norse, Danish)

Medicine 13 (+15)

Notice 8 (+10)

Ride 0/10 (+0/+10)

Search 6 (+10)

Sense Motive 3 (+5)

Survival 3/5 (+5/+10)

Bobbi / Valkyrja

 

 

Feats: 5PP

Attack Focus (Melee) 1

Contacts

Fearless

Luck 2

 

Attack Specialization (Hrímbíta) 1

Benefit (Asgardian) 1

Dodge Focus 7

Improved Initiative 1

Interpose

Minions 6

Takedown Attack 1

Bobbi / Valkyrja

 

 

Powers: 8 + 10 + 80 = 98PP

 

Hrímbíta "Frost Bite" 2 (Asgardian Great Sword, Only usable by Frost Legacy, 10PP Device, Easy to Lose) [8PP]

Environmental Control 1 (Light, 5ft radius Extra: Move Action, Continuous Duration, Flaw: Touch Range) [2PP]

Strike 3 (Feats: Affects Insubstantial 1, Extended Reach 2, Mighty, Takedown Attack 1) [8PP]

 

Hrímvörður "Frost Guard " 2 (Asgardian Armor, Only usable by Frost Legacy ,10PP Device, Hard to Lose) [10PP]

Impervious Toughness 8 [8PP]

Protection 2 [2PP]

 

Valkyrja Máttr 32 (Asgardian Alternative Form) [80PP] Asgardian Physiology

Enhanced Attack Bonus 3 [6PP]

Enhanced Constitution 16 [16PP]

Enhanced Strength 16 [16PP]

Enhanced Skills 10 (Handle Animal +6, Intimidate +11, Knowledge (Arcane Lore) +6, Language 2 (Old Norse, Danish), Ride +10, Survival +5) [10PP]

Enhanced Feats 16 (Attack Specialization (Hrímbíta) 1, Benefit (Asgardian), Dodge Focus 6, Improved Initiative 1, Interpose, Minion 6 (Frárvængr)) [16PP]

Immunity 4 (Aging, Disease, Environmental Conditions: Cold, Poison) [4PP]

Super Strength 6 (heavy load 50 tns) [12PP]

 

Drawbacks: (-3) = -3PP

Normal Identity [-3PP]

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage

Hrímbíta            Touch      DC 28 Toughness                Damage

 

Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (5) + Powers (98) - Drawbacks (3) = 180/180 Power Points

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Frárvængr

"Swift Wing"

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Frárvængr is a magnifance winged six legged horse with a deep black coloration all over. She is a good 17 hands tall (around 5ft 8in) towering over most modern horses but with a sleeker build of a racing horse rather than a stockier Shire Horse.

 

History:

One of the daughter of Skeipnir the horse names Frárvængr was one of those given to Valkyries, being given by Odin to Sanngriðr. The two of them spent many centuries roaming the battlefield choosing those warriors who would go to Valhalla. The two where well suited to each other, with Frárvængr having a fiery temper that only the ruthless Sanngriðr could tame.

 

This was part of the reason that when Sanngriðr was tasked with traveling the oceans her loyal companion was tasked to stay at home rather than following along, a stubborn horse she still followed but at a distance so her companion wouldn‘t know she was there though Sanngriðr was aware of her presence. So Frárvængr watched the battle from a distance unsure whether to intervene on her partners behalf. The last time they met was just before Sanngriðr may the peace pact, and the Valkyrie bid her friend farewell and told her not to wait for her return but to return to Asgard and find her another companion.

 

Frárvængr did not want to bond with another, but instead wandered the multiverse for a while, finding herself a world where humans didn‘t currently existed and settled down among a herd of horse becoming the matriarch of generations of winged horse that spread among the world horses.

 

When Valkyrja returned her companion sensed her return and not long after returned to her side to become her steed again, after bidding farewell to her herd her dedication to Sanngriðr being that strong.

 

 

Personality & Motivation:

Like her returned owner Sanngriðr has mellowed remarkably over the time the two have spent apart. She can still be just as obstinate and stubborn as ever, but she is also much more willing to listen to reason. And not just with Bobbi or Sanngriðr, she also has learned to enjoy the company of other humans, and despite repeatably being told otherwise by Bobbi often tries to strike up a conversation with the local population.

 

 

Abilities: 4 + 6 + 8 - 6 + 2 - 4 = 10PP
Strength: 22 (+6)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 6 (-2)


Combat: 12 + 16 = 28PP
Initiative: +3
Attack: +9 Hoof (+6 Base, +4 Attack Focus, -1 Size)
Defense: +7 (+5 Base, +3 Dodge Focus, -1 Size), +2 Flat-Footed

Grapple: +0
Knockback: -7


Saving Throws: 2 + 2 + 4 = 7PP
Toughness: +7 (+5 Con, +2 Protection)
Fortitude: +7 (+5 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 19R = 5PP

Intimidate 5 (+5)

Language 2 (Horse [Native], Old Norse, English)

Notice 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

 


Feats: 7PP

Attack Focus (Melee) 4

Environmental Adaptation (Aerial)

Fast Overrun

Fly-by Action


Powers: 11 + 4 + 13 + 4 + 2 + 3 = 37PP

 

Bifröst Travel 5 (10PP Array; Feats: Alternative Power 1) [11PP]

Base Power: Super-Movement 5 (Dimensional travel 3 (Any Dimension), Sure Footed 2) [10PP]

Alternative Power: Teleport 10 (200,000 miles Flaw: Long-Range) [10PP]

 

Flight 4 (speed 100 mph (Flaw: Power Loss (Wings bound)) [4PP]

 

Growth 4 (Large Size (Feat: Innate, Flaw: Permanent) [13PP]

 

Immunity 4 (Aging, Disease, Environmental Condition (Cold), Poison) [4PP]

 

Protection 2 [2PP]

 

Speed 3 (50 mph) [3PP]


Drawbacks: -4  = -4PP

No Hands [-4PP]



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Hoofs               Touch      DC 22 Toughness                Damage

 

Totals: Abilities (10) + Combat (28) + Saving Throws (7) + Skills (5) + Feats (7) + Powers (37) - Drawbacks (4) = 90/90 Power Points

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  • 4 weeks later...

62128386_2314082042017087_627359858614192136_n.thumb.jpg.672e5c6a7ceb47c229c52513eccb879a.jpgThe Immutable Betsy Brook
Power Level: 10/12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Slumming noble daughter of a magical family hunts monsters in the bayou.

Catchphrase: "I wouldn't do that sweetie!"

Theme: Power by RoxXxan

 

Alternate Identity: Elizabeth Brooks

Identity: Public
Birthplace: London, England, United Kingdom

Residence: Vibora Bay
Base of Operations: Vibora Bay
Occupation: Supernatural Bondwoman
Affiliations: Mostly Independent
Family: Lady Jacqueline Brooks (Mother) Eric Warrens (Father)

 

Description:
Age: 35 (DoB: 31th October 1984)
Apparent Age: early 20's
Gender: Female
Ethnicity: Black, dual British / American citizen
Height: 5'9"
Weight: 120 lbs
Eyes: Brown
Hair: Black

 

Despite being quite beautiful she's never really been concerned with following fashions and fade, dressing simply for comfort and utility. In her earlier day she dressed in a more punkish style, but she's toned this down to maybe her hair and the occasional band t-shirt. Whilst she needs to wear sunglasses in bright sunlight, a problem in her where she chooses to live right, it does give her a certain air of effortless coolness. She doesn't have a costume per se, but she does have her kick-ass coat, a long black coat that she brings out when she's going to deal with real problems. One of the only things she has from her father it holds a special place for her.

 

Her powers don't seem to have any obvious effects, which is a shock when she shrugs off a hail of gunfire or a were-gators crawls. It take real skill to notice that she has anything betraying but it is there, her canines are a little larger and more pointed than most.

 

History:

In her younger day a wild and carefree days Jacqueline met and fell for a dashing young African-American man. There torrid romance was brief but it resulted in a the little surprise of Elizabeth. Because she was born out of wedlock, and from a very traditionally white family, Elizabeth was made very aware that she wasn't ever going to inherit the family title, though her mother loved her dearly and made sure she was given the best education money can buy.

The real inheritance was from her father who was the descendant from a rare and unusual breed of African Vampire. As she grew she developed beyond human abilities and due to a unique combination of genetics she was immune to all supernaturally based abilities. This didn't help her rebellious nature, and quite a few times her family connections were used to keep her from being expelled from the school.

 

Leaving school she was at a bit of loss as to what to do, she didn't need to work due to a small stipend from her mother, but she wanted to do something productive. She tried the armed forces and a very brief stint on a UK hero team, but her rebellious nature quickly meant she was gentle encouraged to move on. For a while she drifted from job to job not lasting long due to her willful nature and general inability to take people crap.

After that she decided she should do something about finding out about th American side of her family, and find out quite why she had these bundle of abilities. Using her duel nationality she moved over to the states and track down her father in Vibora Bay and he introduced to the wild and wonderful world of the supernatural creatures that lived in the area. They never got close, and he quickly moved on with some kind of beef with vampires, but she found kinship with the supernatural local.

Choosing to stay in the City for a while, she set herself up as a sort of sherif for them all, being immune to most of methods of coercion. Acting as part detective part bondswoman she offers her services to them, and sometimes others, whenever the needs arises.

 

Personality & Motivation:

Betsy has always been stubborn and willful, something that's only gotten more prevalent as she's gotten older. She doesn't suffer fools gladly and will happily let you know if she thinks your out of line. This is tempered somewhat by her manners and way of speech, some of her schooling stuck despite her best efforts over the years.

 

Despite her brusque manner she actual care about people and tries when she can to help them, especially those that she feel aren't given the attention they deserved by everyone else. One thing she really helps is bullies, and woe betide if you act that way when she's around. Really she's a bit of a soft touch, though she normally manages to hide it very well.

 

Finally she had a bit of an anarchic bent to her, often thumbing her noise at any authority figures, her family history not really helping in thus manner.

 

Powers & Tactics:

Trained in the toughest place in the world, a public Girls School, Betsy knows how to look after herself in a fight. She often gives the opponent a chance to fight fair, but if they don't she will fight down and dirty. Truth be told she's not a fan of fighting, though she knows she's modestly shes good at it, and will try her best to get her opponent to stand down. In fact she often manages to talk her opponent down before the fight even begins.

 

Power Descriptions:

Betsy's body has inherited her powers from her, distant, vampire heritage. Whilst she is still alive her flesh is stronger and more resilient than normal people and she doesn't seem to he effected by any poisons of pathogens, she also seems to be aging much more slowly than normal people.

 

She's also apparently immune to all abilities possessed by supernatural creatures, for instance she can't be mesmerized by vampire or infected by lycanthropy, it's a totally passive ability and she's not always aware that her power is protecting her. On the counter it's also impossible for her to benefit from helpful supernatural abilities, however hard she tries. It also counters any effects they have to disguise supernatural creatures, in fact she can detect the presence of some purely on sight though she may not know quite what they are just that the person there looking at is supernatural in some way.

 

Complications:

Sunglasses after Dark: Betsy hasn't inherited many weaknesses from her vampire heritage, but she does have photosensitivity when in sunlight. Not a massive deal back home, but in the bright Florida skies it can cause her problems. Normally she wears sunglasses to counter this,but if by any chance she looses them she can suffer from mere irritation to almost blind depending on the GM's choice.

The Red Urge: Betsy doesn't normally have any urges to consume blood, she loves her food thank you very much! But in certain circumstances large amount of blood the smell bring on well buried instincts. Which the GM can decide is enough to distract her from noticing things.

Blood Stubborn: Willful to a fault Betsy is very reluctant to give up on any problem until there no other options, and sometimes even beyond that. The GM can choose to say that Besty will continue on a course of action regardless of the circumstances.
Credit to her kind: Betsy is well know as a defender of supernatural creatures living in and surrounding Vibora Bay, which is a double edged swords. Some "normal" people will flat out refuse to deal with her, despite how charming she can be (and she can be very charming). On the other sides supernaturals will often come to her to ask for help from trouble, and despite her sometime brusk nature she will try to help out if she can.



Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP
Strength: 20/30 (+5/+10)
Dexterity: 14 (+2)
Constitution: 20/30 (+5/+10)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Base, +10 Melee
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Grapple: +15/+23
Knockback: -2/-10


Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +5/+10 (+5/10 Con [Impervious 10])
Fortitude: +5 (+5/+10 Con, +0)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+3 Wis, +4)


Skills: 104R = 26PP
Bluff 1 (+5)
Diplomacy 1 (+5)
Gather Info 11 (+15)
Intimidate 11 (+15) Skill Mastery
Investigate 9 (+10) Skill Mastery

Knowledge (Arcane Lore) 9 (+10)

Knowledge (Current Events) 9 (+10)

Knowledge (Popular Culture) 9 (+10)

Knowledge (Streetwise) 9 (+10)
Languages 3 (French, Romanian, Spanish) (Base: English)
Notice 12 (+15) Skill Mastery
Sense Motive 12 (+15) Skill Mastery
Stealth 8 (+10)



Feats: 17PP
All-Out Attack
Attack Focus (Melee) 4
Benefit (Bondsman)

Benefit (Wealth)
Dodge Focus 4

Luck
Power Attack
Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) 
Takedown Attack
Uncanny Dodge (Auditory)
Well-Informed


Powers: 10 + 10 + 1 + 22 + 10 + 6 +2 +  3 + 1 = 65 PP

 

Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Preternatural Nature

 

Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Preternatural Nature

 

Immunity 1 (Aging, Sleep Flaw: Half Effect) [1PP] Preternatural Nature

 

Immunity 22 (Disease, Poison, Supernatural Effects) [22PP] Preternatural Nature

 

Impervious Toughness 10 [10PP] Preternatural Nature

 

Super-Sense 2 (Darkvision) [2PP] Preternatural Nature

 

Super-Strength 3 (Effective Strength 45; Heavy Load: 6 tons) [6PP] Preternatural Nature

 

Supernatural Awareness 3 (Sight based Awareness) [3PP] Preternatural Nature

 

True Sight 2 (Counters Illusion, Sight based Flaw: From Supernaturals only) [1PP] Preternatural Nature

Drawbacks: (-0) + (-0) = -0PP

 


DC Block

ATTACK                RANGE   SAVE              EFFECT

Unarmed w/no Powers   Touch   DC 20 Toughness   Damage [Physical]

Unarmed               Touch   DC 25 Toughness   Damage [Physical]

 

Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (26) + Feats (17) + Powers (65) - Drawbacks (0) = 180/180 Power Points

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  • 1 month later...

Madame Raven

Power Level: 8/12 (180/180PP)
Unspent Power Points: 0

Trade-Offs: +2 Attack / -2 Damage

 

In Brief: A time displaced Callie Summer enjoys the 21st Centuy.

Catchphrase: Don’t forget to like and subscribe.


Alternate Identity: Calliope “Callie” Sen (Public) or Calliope “Callie” Summers (Secret)
Birthplace: Hong Kong

Residence: Apartment in New York and the dorms in Claremont
Base of Operations: Claremont Academy, Bayview, Freedom City, New Jersey
Occupation: Student and Influencer
Affiliations: Students of Claremont
Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self)

 

Description:
Age: 16 (DoB: 23rd Februrary1973)
Apparent Age: 16
Gender: Female
Ethnicity: Asian / European mix
Height: 5’7”
Weight: 110 lbs
Eyes: Green
Hair: Black

 

http://images4.fanpop.com/image/photos/16000000/Batgirl-Cassandra-Cain-gotham-girls-16036713-648-968.jpg

Whilst still having a little baby fat around the face Callie still shows the beauty that she inherited from her mother, though often marred by the scowl she got from her father. At the right angle, she also looks similar to her older duplicate, but not quite the same, like how on movies and television they hire a younger actor they hire to play the child version of the main character but they don't quite look the same.

Not that Callie really minds as since her arrival she's made an effort to stand apart from her older self, cutting her hair short rather than the long hair that she's almost always used to wear it. Her clothes and makeup are all of the most fashionable available, but everything is either ethically sourced or from thrift stores.

 

Her costume is a variant on the classic Raven costume, but made up of common available materials, the costume is mostly heavily modified motorcycle leathers with a pair of long lace-up boots. When needed she wears a domino mask, the only think she kept from the original Raven costume. Finally the cloak is a home made traditional cloth cloak with the scalloped feather like design at the bottom. Even her utility belt is a makeshift affair, a little less graceful than the original Raven design. Many of the gadgets insides are from those borrowed from the Raven suit, though she is very capable of making her own.

 

History:

Knowing nothing about her past as the granddaughter of the criminal mastermind Doctor Sin Callie grew up a fairly normal life, if one of incredible comfort as her father was one of the richest men in America. She also didn’t know that he was the masked Vigilante Raven, Duncan making sure that she was isolated from this world but also socially aware taking part in many of his many charities. She lived in New York, and experienced all the city had to offer, as well as going to the very exclusive Claremont School in Freedom City.

 

On the eve of her sixteenth birthday, where at her party she’d learn that she was the daughter of Raven and granddaughter of Dr Sin, she was suddenly awoken by a strange woman in her apartment who was dressed in strange clothes that no one in ‘89 would dress. Her nanny / bodyguard Winnie Napier tried to stop the woman but in the struggle there was a flash of light and the pair found themselves in 2020, with the strange time traveller being nowhere to be found.

 

The two quickly determined that they had somehow been transported thirty years into the future. As her older self wasn’t around Callie and her guardian took up residence whilst they decided what to do, as was the habit of her father the place was well enough stocked to keep then supplied for weeks. Whilst learning about the world through television and, eventually, computers and the internet. Staying inside for now Callie began to notice something odd about the dimensions of the apartment.

 

Whilst her father hadn’t told her his secret, he had made sure to teach her the skills to be able to analyse the world around her, as well as self defence, along side the regular education. These skills allowed her to find where her future self had kept a spare version of the costume, even though she had given up the mantle a few years ago, and it didn’t take much to figure out that someone who lived here was the hero Raven (though she hadn’t figured out it was the future her).

 

She couldn’t help but try on the costume and going a little stir crazy going out and about in New York city, and one thing led to another and she ended up stopping a mugging. That was it and she was hooked going out most nights to fight crime whilst she spend day, mostly afternoons, getting up to speed with modern culture. Becoming fascinated with social media she began to post blogs and video’s in character as Madame Raven.

 

Her senior version had already began to suspect something was going on before Callie began posting on the internet and she quickly worked out where Callie and Winnie had been staying. And then with a quick trip from Freedom City to New York the Callie’s finally met each other. Both being as strong willed as each other the meeting didn’t go well but the younger Callie saw the wisdom in enlisting the aid of the adult herself.

 

All travelling back to Freedom City the older Callie with the assistance of her father and the League determined that this was a younger version of herself and that it appeared to be her from the past, though the timeline didn’t appear to have changed. This was perplexing and they decided it was best to keep the younger Callie here whilst they figured out what as the truth, meanwhile they’d need to do something with the younger Callie whilst they investigated further.

 

So it was decided, not that the younger Callie had a choice in the matter, that she would again attend Claremont and learn alongside other teen heroes. But she was strictly forbidden from going out heroing, though Callie had other ideas on this matter...

 

Personality & Motivation:

Whilst Callie tries to play it cool she genuinely enjoys being a hero, and being in the future, leading to her sometimes getting a little over enthusiastic. A cheerful upbeat eternal optimist she all tries to see the bright side of any situation and to encourage others to carry on despite the bleakness of the situation.


 

A people person Callie enjoys the company of others, though she respects others boundaries, more than happy to keep up both sides of the conversation. With the natural charm of her mother she finds it easy to get on with most people, with only her own future self being hard to reach for many reasons.

 

Powers & Tactics:

Having now powers Madame Raven has to work hard to gain any advantage in a situation. Often that means improvising by using whatever is at hand to achieve that goal.

 

She has a few gadgets which she uses often in a crisis, having studied other raven using these weapons in many situation. Whilst she has no formal training she has inherited a quite tactical mind that she can use to her advantage, though she often suffers from either her inexperience or overconfidence.

 

Power Descriptions:

Callie is a peak human with no powers, mostly through hours of exercise and education that her father had encouraged her to do. Her brief time as a hero as well as her further education at Claremont has increased her abilities to among the best a human can achieve at her age.

 

Complications:

A congress of Ravens: her future self is the Headmistress of the school and as such tries to interfere in Callie’s life, even if she tries to be subtle. This often places Callie in situations she really doesn’t want to be in.

A conspiracy of Ravens: Someone bought her into the future, potentially breaking the timeline, who and why are unknown. She may occasional suffer weird temporal effects at the most inopportune of moments.

An aerie of Ravens: Whilst she more or less accumulated to the 21st century this isn’t her home time and sometime she feels lost in a world isn’t her own. She hides it mostly but someone in the know could trigger her homesickness.

A murder of Ravens: Over the years the Raven has gained a number of enemies overs the years, both her father and (future) self.

A storytelling of Ravens: Being a fervent blogger and you-tuber much of Madame Ravens superhero life is well documented, something that a villain can use to counter an attack or gain an advantage on her.

Unkindness of Ravens: Though she hides it well Callie has a certain amount of uncertainty, having been a hero for less than a years. Someone playing on those insecurities could effect her efficiency in a conflict.

 

 

Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP
Strength: 18 (+4)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 22 (+6)



Combat: 16 + 8 = 28PP
Initiative: +10
Attack: +8 Base +12 Unarmed, +10 Ravenrangs

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Grapple: +12
Knockback: -4



Saving Throws: 4 + 4 + 3 = 11PP
Toughness: +4/+8 (+4 Con, +4 Body Armour)
Fortitude: +8 (+4 Con, +4)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+5 Wis, +3)



Skills: 164R = 41PP

Acrobatics 9 (+15) Skill Mastery

Bluff 9 (+15)

Climb 11 (+15)

Computers 3 (+10)

Craft (Chemical) 3 (+10)

Craft (Mechanical) 3 (+10)

Diplomacy 4 (+10)

Disable Device 8 (+15)
Drive 4 (+10)

Escape Artist 9 (+15)

Gather Information 9 (+15)

Intimidate 9 (+15) Skill Mastery

Investigate 8 (+15)

Knowledge (Streetwise) 8 (+15)

Knowledge (Tactics) 8 (+15)

Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish)

Notice 10 (+15) Skill Mastery

Pilot 4 (+10)

Search 8 (+15)

Sense Motive 10 (+15)

Sleight of Hand 9 (+15)

Stealth 9 (+15) Skill Mastery

Survival 1 (+6)

Swim 2 (+6)


 

Feats: 36PP

Attack Specialization (Ravenrangs) 1

Attack Specialization (Unarmed) 2

Benefit (Wealth) 2

Challenge (Fast Startle) 1

Dodge Focus 2

Equipment 13

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Jack-of-All-Trades

Luck 2

Quick Draw 1

Skill Mastery (Acrobatics, Notice, Intimidate, Stealth) 1

Startle

Takedown Attack 2

Ultimate Skill (Escape Artist) 1

Uncanny Dodge (Auditory) 1

Well-Informed


 

Equipment: 13PP = 65EP

  • Costume (Protection 4 [Feats: Subtle]) [5EP]

  • Reinforced Gloves (Strike 2 [Feat: Mighty]) [3EP]

  • Grapple Gun (Super-Movement [Slow Fall, Swinging, Wall-Crawling 1], Speed 1) [7EP]

  • Flash Bangs (Dazzle 4, Visual and Auditory 40ft Range, 20ft Area [Extra: Area (Cloud)]) [16PP]

  • Ravenrangs (Damage 4 50ft Range [Feats: Mighty 4, Improved Range 1 Extra: Range 1]) [13EP]

  • Rebreather [1EP]

  • Smokebombs (Obscure 4, Visual, 40ft Range, 50ft Radius [Extra: Independent]) [8EP]

  • Stun Grenade (Stun 4, 0ft radius [Feats: Area (Burst)]) [12EP]

 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage

Flash Bangs         Range      DC 14 Fort/Ref                 Dazzle
Ravenrangs          Range      DC 21 Toughness                Damage

Reinforced Gloves   Touch      DC 21 Toughness                Damage

Stun Grenade        Range      DC 14 Fort                     Stun

 

Totals: Abilities (64) + Combat (28) + Saving Throws (11) + Skills (41) + Feats (36) + Powers (0) - Drawbacks (0) = 180/180 Power Points

 

 

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  • 1 month later...

Character Name
Power Level:
7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: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: You're Dead by Norma Tanega

 

Alternate Identity:  Nadja ??? (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.
Family: Close 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 Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example: 

  • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device 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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  • 4 weeks later...

Ms Grue
Power Level: 12/15 (250/250PP)
Unspent Power Points: 0 
Trade-Offs: None 

 

In Brief: A free Grue who is enjoying everything that Earth has to offer, whilst trying to help humanity.

Catchphrase: “Oh wow!”

Theme: Save the World - Daphne & Celesete

 

Alternate Identity: Daphe Celeste (Secret)
Birthplace:  Deep Space,16 ly from Earth

Residence: DuTemps Building, Downtown, Freedom City
Base of Operations: DuTemps Castle
Occupation:  Telvision Production Assistant
Affiliations: CrimeBusters, DuTemps Sirens, Freedom League Auxiliary
Family: Meta-Mind (Gene father, very distant), Mother Unit

 

Description:
Age: 21 (DoB: 1999)
Apparent Age: early-20’s
Gender:  Female Presenting
Ethnicity: Grue
Height:  5’8” (1.73m) as Daphne
Weight:  130lbs (60kg) as Daphne
Eyes:  Naturally White, Brown as Daphne
Hair:  Black

5owtRU2.jpg

In her natural form, Daphne looks fairly typical of her species with her red skin, brow ridges and pointed ears and a mouth, as opposed to Drones that do without. On a second glance however her appearance is subtly different, with her brow greatly reduced and her mouth having natural lips. But the most obvious change is her long flowing hair, from a species that naturally has no hair. Through exposure to cosmic rays her metamorphic fields have been altered meaning that this is her natural form, though as a shapeshifter she can choose to adopt the more standard forms of her species. And even though her species has no concept of gender, Grue being either cloned or produced by binary fission, Daphne chooses to express herself as female.

 

As Daphne her human identity has subtly shifted and changed as she’s has grown more use to humanity and become more comfortable in her own skin. Originally based heavily on a television celebrity she watched during her journey towards Earth her featured have been subtly blended and merged with those of her natural Grue features to produce an identity more in line with her own personality. When necessary she has subtly influenced old memories so those that already knew her remember her always looking this was, rather than be confused at her different current form.

 

As Ms Grue her costume is the silvery-white jumpsuit that was provided by the Grue for her to wear, being a morphic fabric that can adjust size, shape, colors and textures as needed to whatever she need it to with but a thought. On the chest is the three-pronged star that is the symbol of the Grue Union, Daphne thinking that she’s reclaiming the symbol and using it as a force of good. And whilst she’s a little less fashion conscious than when she was younger, she still dresses stylishly her costume abilities allowing her to appear perfectly tailored for whatever frame she is wearing.

 

 

History:
At the turn of the twenty-first century envious eye turned towards a certain area of the Orion-Cygnus arm, a Grue infiltrator ship was dispatch but never arrived at its destination. Instead it came into conflict with a Lor Cruiser and after the Grue attacked, according to Lor Naval records, the Grue vessel was destroyed apparently with all hands. In the battle however one of the infiltration/birthing units, Baby, was ejected from the craft with it precious cargo.

 

Damaged from the combat the pod activated it Grue podling occupant, with the onboard portable AI, later calling itself Mother Unit, began to scan for a signal to signify a location for there infiltration mission. However the signals were scrambled and the AI mistook the signals from Earth as the locking signal. So this little party began the sixteen light year journey towards the Sol System under sublight powers. The data from these signals was used to help rebuild the damages databanks, whilst the pod slowly repaired its battle damaged systems. Though with damaged radiation shields it podling occupant was bathed in cosmic rays, along with those Earth signals that Mother Unit was using to construct a personality to determine how best to raise this young podling.

 

Little Daphne grew up in this environment of the ship limping towards Earth at light-speed, learning about this world from the carefully picked entertainment. Apart from instinctively knowing Grue the isolated podling had no connect to the telepathic influence of the Meta-Mind, instead she learned to read and write the languages English of the shows. With the aid of the only parent she knew Daphne formed her own identity and gained a sense of right and wrong from the heroes she saw on these human shows.

 

With the cosmic rays causing alteration to her cells Daphne developed differently than the Drone she was originally designed to be, instead she took on more human features (much like a Grue Metamorph). Her altered cells also allowed her to phase through matter, something of a shock when she accidentally phased through the ships hull. Alongside this new ability she practiced her shapeshifting and telepathic abilities, as well as learning as much as she could about Earth culture from its broadcasts. From this information she choose a name for herself, Daphne Celeste, feeling that she was ready to experience her new home.

 

During her time on Earth Daphne has done a lot to embrace her new home planet, making many friends with the heroes of Freedom City. Whilst she never went to Claremont she did help out there for a little while, and occasionally helps mentor students when needed. She has also ended up living among the women living in the DuTemps castle, being a gregarious person who enjoys the company of those around her. From her superhero activities adopting the title of Miss, now Ms, Grue making efforts to be accepted by the common folk of her adopted home. This effort finally lead to her being offered a position of Freedom League Auxiliary.

 

With the destruction of the previous Meta-Grue during the attack by the Communion, led to many free Grue Daphne feels no strong connection to them and hasn’t spent any time with them, being happier to spend time among humans. Not that she harbors any dislike of her people in general, she just has a greater affinity for humanity after living among them for so long.

 

 

Personality & Motivation:

Whilst time and experience has tempered her enthusiasm, its not been by a lot still enjoying Earth and everything it has to offer. Still amazed at things, but not as wide-eye as she was, and her optimism at everything working out has suited her well through the darkest of times.

 

As a telepath she know the best and worst of what humanity can and does think, though she knows not to pry into people thoughts unless its an emergency. But despite this she still gives people a chance to prove there better nature, trusting I the inherit goodness she believes are in (most) people. Though never to the point that she would endanger another, she is still a hero after all.

 

Whilst she can, and has experience the full range of emotions the one that she has never felt the need to seek out is physical love. Partly this is from her alien nature, a clone species has no need for sex after all, but neither has it a need for love and family which she has experienced many times. It’s mostly however that she feels no need for sexual encounters, instead she happy to experience romantic love in all it’s shapes and forms.

 

 

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: 6 + 6 + 6 + 8 + 6 + 6 = 38PP
Strength: 16/32
1,2 (+3/+11)
Dexterity: 16 (+3)
Constitution: 16/24
2 (+3/+7)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)



Combat: 16 + 16 = 32PP
Initiative: +7

Attack: +8/+62/+104 Normal +12/+102/+144 Unarmed 
Defense: +12/+10
2/+144 (+8 Base, +4 Dodge Focus, -2 Growth, +2 Shrinking), +4 Flat-Footed

Grapple: +11 / +191,2 / +253 / +134
Knockback: -4 / -101 / -142 / -14


Saving Throws: 7 + 8 + 7 = 22PP
Toughness: +8/+12
1,2 (+3 / +72 Con, +5, +41)
Fortitude: +10 / +14 (+3 / +7
Con, +7)
Reflex: +11 (+3 Dex, +8)
Will: +10/+16
5 (+3 Wis, +7, +6 [Impervious]5)

 

1 Density, 2 Growth, 3Elongation, 4Shrinking, 5Mind Shield



Skills: 104R = 26PP 
Bluff 12 (+ 15)

Concentration 12 (+ 15)

Diplomacy 12 (+ 15)

Gather Information 12 (+ 15)

Knowledge (Current Events) 6 (+ 10)

Knowledge (Popular Culture) 11 (+ 15)

Knowledge (Technology) 6 (+ 10)

Language 3 (Grue [Native], English, Spanish, Galactic)

Notice 12 (+ 15)

Search 6 (+ 10)

Sense Motive 12 (+ 15)

 

 

Feats: 31PP
Attack Specialization (Unarmed Attack) 2

Dodge Focus 4

Equipment (Baby) 11

Fearless

Improved Initiative 1

Interpose

Luck 4

Minions (Mother Unit) 6
Second Chance (Concentration) 1

 

 

Powers: 8 + 5 + 8 + 30 + 11 + 33 + 5 = 100PP

Comprehend 4 (Read, Speak, Understand and be understood in all Languages) [8PP] (Psionics)

 

Detect Emotions 5 (Mental Sense, Acute, Radius, Ranged) [5PP] (Psionics)

 

Detect Minds 8 (Mental Sense, Accurate, Acute, Radius, Ranged) [8PP] (Psionics)

 

Grue Nature 12 (24 PP Array;  Feats: Alternate Power 6)[30PP] (Grue Anatomy)

  • Base Power: Morph 8 (Any Form +40 Disguise) [24PP]

  • Alternate Power: Additinal Limbs 4 (10 extra limbs +4 Grapple; Feats: Improved Grapple) + Elongation 10 (Elongation 5,000fts +10 Escape & Grapple; Extra: Duration 1 [Continuous]) [24PP]

  • Alternate Power: Concealment 10 (All senses; Feat: Close Range) [21PP]

  • Alternate Power: Density 8 (+16 Str, +4 Toughness, Weight 650lbs (295kg), Immovable 2, Super-Strength 2 [Heavy Load 4.2 tns]) [24PP]

  • Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size Categories 15 ft (4.6m)) [24PP]

  • Alternate Power: Insubstantial 4 (Incorporeal) [20PP]

  • Alternate Power: Shrinking 11 (-2 Size 1ft (0.3m); Extra: Normal Strength, Feats: Normal Movement, Normal Toughness) [24PP]

 

Immunity 11 (Life Support, Sleep, Starvation & Thirst) [8PP] (Grue Anatomy)

 

Power of the Mind 15 (30 PP Array;  Feats: Dynamic Alternate Power 1)[33PP] (Psionics)

  • Base Power: Communication 10 (Mental, 200,000 miles, Extra: Linked Power) [10PP]

    •  Mind Reading 12 (Extra: Linked Power, Feat: Subtle 2) [14PP]

       Mind Shield 6 (Extra: Linked Power) [6PP]

  • Dynamic Alternate Power: Telekinesis 10 (Range 100ft, Strength 50 [Heavy Load 25.6tns], Extra: Damaging) [30PP]
     

Protection 5 [5PP] (Grue Anatomy)

 
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage
Unarmed (Growth)    Touch      DC 26 Toughness                Damage
Unarmed (Density)   Touch      DC 26 Toughness                Damage
Unarmed (Shrunk)    Touch      DC 18 Toughness                Damage

Telekinesis         Ranged     DC 25 Toughness                Damage
Mind Reading        Ranged     DC 22 Willpower                Mind Read
 

Totals: Abilities (38) + Combat (32) + Saving Throws (22) + Skills (26) + Feats (31) + Powers (101) - Drawbacks (0) = 250/250 Power Points

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Mother Unit
Power Level: 10/15 (250/250PP)
Unspent Power Points: 0 
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: Mother Unit (Public)
Birthplace: Grue Prime

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:
Gender:
Ethnicity: Digital Intelligence
Height:
Weight:
Eyes:
Hair:

 

 

 

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.

Mother Unit (Grue Computer, Minion)

 

Abilities: -10 + -10 + -10 + 30 + 4 + 6 = 10PP

Strength: -

Dexterity: -

Constitution: -

Intelligence: 40 (+15)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Base

Grapple: -8

Defense: 2

Knockback: +4

 

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: -2 (-2 Size)

Fortitude: Immune

Reflex: -

Will: +2 (+2 Wis)

 

Skills: 48R = 12PP

Computers 10 (+25)

Gather Information 12 (+15)

Notice 13 (+15)

Pilot 13 (+13)

 

Feats: 3PP

Eidetic Memory

Skill Mastery (Compter, Gather Information, Notice, Pilot)       

Well Informed

 

Powers: 5 + 12 + 7 + 30 + 8 = 62PP

Communication 5 (Telepathy, 5 miles) [5PP]
Comprehend 6 (Languages [Read, Speak and Understand All], Machines [Speak and Understand]) [12PP]

Datalink 7 (Mental, 200 mile range) [7PP]

Immunity 30 (Fortitude Saves) [30PP]

Shrinking 8 (-8 Str, -2 Tou, -2 Size [Tiny], Flaw: Permanent) [8PP]

 

Totals: Abilities (10) + Combat (0) + Saving Throws (0) + Skills (15) + Feats (3) + Powers (62) - Drawbacks (0) = 90/90 Power Points

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Baby

Birthing Unit, Grue Spacecraft, Vehicle87zowe2.jpg

 

Baby, officially Infiltration craft TT3-37, is a Grue design used by Grue Metamorph to aid infiltration.

 

Traits: 1+6+2=9 EP

Strength: 35 (+12) [1EP]

Toughness: +15 (5 base, 6 Toughness 4 Size) [6EP]

Defense Bonus -2

Size: Huge [2EP]

Features 1+2+1 = 4EP

Communications

Navigation Systems 2

Remote Control

Powers 10 + 20 + 6 + 4 + 2 = 42EP

Concealment 5 (all visual senses, normal hearing) [10EP]

Flight 10 (10,000 mph, 88,000 ft/rnd) [20EP]

Healing 5 (Feat: Regrowth, Flaw: Limited to Others) [6EP]

Regeneration 4 (Recovery Bonus +2, Disabled 1 (5 hours), Injured 1 (20 mins)) [4EP]

Space Travel 1 (Interplanetary) [2EP]

 

Total: Traits (9) + Features (4) + Powers (42) = 55EP

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GalateaSha5CJx.jpg
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: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: Postmodern Golem.

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

Theme: I am not a Robot - Marina and the Diamonds

 

Alternate Identity: Gal Maagár (Public)
Birthplace: Foundry Laboratory, Freedom City

Residence: West End, Freedom City
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.
Family: Talos (creator), Medea (Memory Template) 

 

Description:
Age: 52 (DoB: 17th May 1974)
Apparent Age: early 30s.
Gender: Sculpted Female
Ethnicity: Synthetic American
Height: 1.78m (5’10”) 
Weight: 136kg (300lbs)  
Eyes: White, Black as Gal
Hair: Silver, Black as Gal

 

E0aggLX.jpg

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

 

History:

The original tragic tale of Galatea is well known to many, made by Talos as a robot bride Galatea rebelled against his control and for a while became a hero. Through the 1970s, she fought alongside the Freedom League until she sacrificed her life to save the world from another threat from Talos. Believing her digital consciousness gone with a heavy heart Daedalus put her body in storage.

Unbeknownst to Daedalus, and maybe even Talos, Galatea's brain had a Recursive Fractal Quantum Memory core, as long as it had enough energy it could regenerate her memory from a single existing positron within her matrix. Sometime in the early ’10s, she was stolen from the warehouse by a collector using the automated systems to treat the body as trash and taken to be disposed of, in a quirk of fate the transport was involved in an accident and Galatea's body was lost in the confusion. This was because the kinetic energy of the crash was enough to spark the beginning of her brain to reboot.


For a few years she wandered the streets of Freedom City, covering herself in rags to hide her robotic nature, living among the homeless of the city. Quickly she gained a reputation for defending those trying to harm the homeless, and those that accidentally wandered into the rougher corners of the city. As she did she began to regain some of her functions, including her image inducer, not knowing who she was and hence what she should look like she began to construct an image, simple at first, based on those that had helped her over those weeks.

 

Recovering over the decade she started to take odd jobs and even found herself a cheap place to live. Needing a name to avoid awkward questions she began to call herself Gal, after a term one of the older homeless men had insisted on calling her. It when working one of these odd jobs at a convenience store called Čapek’s that she began to discover that she had beyond human abilities. Trying to stop a pair of robbers she took a shotgun blast to the guts causing her image inducer to temporary fail, as well as finding that she was immune to bullets. The eldest of the two robbers seemed to know who she was calling her by a name she recognized Galatea.

 

Finally knowing her she had been she began to research into who she’d been, adapting herself to use the cafe next door wi-fi, using the recorded deeds to help recover her memories of that time. Thing was whilst she remember how she felt back them, the new Galatea was ready to face the world.

 

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 Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

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

 

Example: 

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

    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}

    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}

    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device 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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  • 1 month later...

The Traveller
Power Level: 
7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 
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: hxTTImk.jpgPublic
Birthplace:  Shashikala village, Harappa, Indus Valley

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:  Soldier, Scholar, Engineer and Explorer
Affiliations: Praetorians
Family: They live on in her memory

 

Description:
Age: 5,000+ years
Apparent Age: 30
Gender:  Female
Ethnicity: South Asian
Height: 1.73m (5ft 8in)
Weight: 54kg (119lbs)
Eyes: Brown
Hair: Black

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

 

Example: 

  • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device 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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  • 1 month later...

Nicki Dee

 

Power Level: 12 [13] (204/204PP)

Trade-Offs: None

Unspent PP: 0

 

In Brief: To help her brother she become a criminal, now she trying to make up for that time.

 

Alternate Identity: Merge Trois

Identity: Secret

Birthplace: Lincoln, Freedom City

Occupation: Student

Affiliations: Camera Obscura

Family: Cheryl Dee (Mother), Tony Dee (Father), Dwayne Dee (Brother)

 

Desspacer.pngcription:

Age: 28 (DoB: December 9, 1992)

Gender: Female

Ethnicity: African-American

Height: 5'4"

Weight: 112 lbs.

Eyes: Brown

Hair: Black

Nicki is an unremarkable looking woman, an image she works hard to maintain. Her clothes are fashionable, but off the peg, her hair cut helps hide her features and she taken to wearing glasses, though she doesn't need them.

 

 

 

Power Descriptions:

With a few moments concentration Nicki can call up her alter ego, Merge Trois, who can create copies of herself. Despite her name Merge Trois can produce an almost unlimited number or copies, though she often limits herself to three initially to confuse her foes. Whilst the Nicki and Merge are mentally linked, and Merge is driven by Nicki's desires, Merge can carry on independently of Nicki for an almost indefinite period.

 

History:

Growing up was often hard for the Dee family with her parents struggling to make end meets, this tension often led to heated arguments between Nicki parents. To escape this she created imaginary friends who she would spend hour happily playing with, her brother however escaped into alluring world of gangster rap and gang culture in general. Whilst Nicki studied hard to try and make a better life for herself and her family Dwayne fell into a life of petty crime and violence. Despite this Nicki care deeply for her brother who in his own way was always trying to look after and protect his little sister.

 

For a while however things were okay the gang Dwayne ran with were pretty minor, happy to commit relatively low key crimes staying out of the way of the more powerful and violent gang and the notice of Lincoln resident supers. Then one day this all changed when a strange man offered the gang a chance for one big score. Nicki has never been sure exactly what happened as Dwayne came back changed. All of the gang were granted powers of some sort but Dwayne, who had volunteered to be lookout, came off the worst. As well as gaining the power to conceal him from all senses, he also gained the power to monitor and control all electronic devices as well as receive and transmit all broadcast frequencies. The problem was he can't turn the signals off and is constantly bombarded with the chatter of the electronic devices that fill our world. Whilst he can look after himself and following simple instructions, apart from occasional flash of his old self, Dwayne has been lost in the constant electronic noise.

 

Her parents couldn't cope with what happened to their little boy and it fell on Nicki to take care of her big brother. Whilst doing that, and trying to complete her studies, she also started to make subtle inquiries about a cure for her brothers condition. Eventually she found somebody who was willing to help, but he warned her it would take massive amounts of money to achieve a cure. Luckily for her he could offer her powers, safe ones at that, which would allow her to gather this necessary money, for only a tiny addition to the total. Having exhausted all other options for a cure she reluctantly agreed asking for the type of power that would allow her to be in several places at the same time. Then she carefully began planning ways to earn the money necessary for his cure.

 

Her short criminal career was successful and she managed to put by quite a bit of money for herself, her brother and her family. But it was with the help of the cities heroes that she managed to fine the help that her brother needed. Whilst her brother was recovering she retired from her brief criminal career, she even stopped being Merge for a while. But she missed the thrill of being Merge Trois and when the Freedom City was in crisis she decide to come out of her brief retirement and help her community. She hadn't consciously made the decision but now Merge is going to try to help Freedom City.

 

Personality & Motivation:

Whilst Nicki can come over as introverted she anything but shy and has, over the hard years of high school, learned to stay in the background and subtly manipulate people to get what she wants. Though Nicki is still inclined to use her abilities to just be left in peace she does now try to use them to help other people.

 

Nicki has always had a strong moral code, she could never harm or kill anyone, and her career as a criminal hasn't changed her attitudes. She does however have a dim view of large corporations and banks, something her criminal career has only helped but be reinforce (though there are rare exceptions), she’ll make sure that people aren’t harmed but wouldn’t attempt to reduce property damage or the loss of earnings.

 

Powers & Tactics:

Whilst Merge prefers to use guile and cunning to avoid conflict if trouble starts she tend to rely in sheer strength of numbers to defeat her foes flooding the area with as many duplicates as she can. She also tend to avoid bringing Nicki into direct contact with the plan in hand, if possible she will remain a safe distance away and allow Merge to handle the situation herself.

 


Complications:

Freedom: No one knows that Nicki is Merge Trois, something that she works very hard to maintains. As far as possible they've try to maintain that they don't know each other, or at least only vaguely aware of each other.

Right by My Side: Nicki feel responsible for her brother and will try to keep him safe and out of danger. Whilst she sometime uses him in her plans, if he's put into immediate danger she will put all her energies into protecting him. If made to choose between helping her brother and helping other's she naturally inclined to protect him first.

Pound the Alarm: As far as law enforcement is concerned Merge Trois is still a wanted criminal, as well as a few of the Superhero community. Here choice of target's means she has little hassle for most beat cop's and detectives, but there always a few.

Beez in the Trap: Merge's method of using other villains of for her own gain, as well her habit of getting revenge on those who tried to burn her, means that she has made quite a few enemies. The foundry in particular wish to get revenge on her for ruining one of their operations.

 

 

Abilities: 0 + 6 + 4 + 10 + 8 + 10 = 38PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 18 (+4)

Charisma: 20 (+5)

 

 

Combat: 16 + 12 = 28PP

Initiative: +3

Attack: +8 Base, +12 Unarmed

Grapple: +12 (base 12, Str +0)

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -1

 

 

Saving Throws: 8 + 8 + 8 = 18PP

Toughness: +2 (+2 Con)

Fortitude: +10 (+2 Con, +8)

Reflex: +11 (+3 Dex, +8)

Will: +12 (+4 Wis, +8)

 

 

Skills: 124RP = 31PP

Acrobatics 12 (+15)

Bluff 15 (+20)

Concentration 10 (+10)

Diplomacy 10 (+15)

Drive 2 (+5)

Gather Information 10 (+15)

Intimidation 10 (+15)

Knowledge (Behavioral Science) 10 (+15)

Knowledge (Current Affairs) 5 (+10)

Knowledge (Popular Culture) 5 (+15)

Knowledge (Streetwise) 10 (+15)

Language 2 [Native: English, Spanish, Latin)

Notice 11 (+15)

Perform (Dance) 5 (+10)

Sense Motive 11 (+15)

 

Feats: 14PP

Attack Specialization (Unarmed) 2

Benefit (Wealth) 2

Contacts

Dodge Focus 6

Luck 2

Well-Informed

 

 

Powers: 19 + 50 = 69PP

 

ESP 6 (all senses, 20 miles, Flaw: Medium [Merge Trois, Camera Obscura], Rapid (x10)) [19 PP]

 

Summon 12 (Merge Trois, Camera Obscura Extra: Fanatical, Heroic, Duration [Continuous]; Feat: Mental Link, Progression 1 (2 Minions); Flaw: Feedback) [50 PP]

 

 

Totals:

Abilities (38) + Combat (28) + Saving Throws (24) + Skills (31) + Feats (14) + Powers (69) - Drawbacks (0) = 204/204 Power Points

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Merge Trois

 

Power Level: 12 (180/180PP)
Trade-Offs:  +2 Attack, -2 Damage


Description:
Age: 20 (DoB: December 9, 1992)spacer.png
Gender: Female
Ethnicity: African-American
Height: 5'4"
Weight: 112 lbs.
Eyes: Grey
Hair: Blonde with highlights

Merge is the exact opposite she dresses outrageously in bleeding edge, and often slightly bizarre, clothes that show off every inch of her curvaceous figure. She often dresses in joke costume appropriate to the situation. Her hair is "naturally" blonde is also long but falls to the side to extenuate her heavily made up face. The tips of her hair are often dyed in a different color with each copy having a different shade. Tacky yet stylish may be a way to describe her look.

Power Descriptions:
Through practice Merge Trois has learned to use her duplication powers in a number of creative way's. Many of them just involve using a large number of duplicates working in tandem to achieve her tasks. Other work by projecting herself out at a distance, in a series of rapid projects to move at distance, or at extreme distance to collect information.

Personality & Motivation:
Merge Trois acts loud, brash and eccentric and comes across as a little bit dumb, but this is just an act to throw people off what really going on. Her personality is used to distract from what she is really trying to do. She tends to try and surprise people, either by distractions or by dropping knowledge of what going on into the conversation.



Abilities: 16 + 14 + 18 + 0 + 4 + 8 = 60PP
Strength: 26 (+8)
Dexterity: 24 (+7)
Constitution: 28 (+9)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 24 + 14 = 38PP
Initiative: +7
Attack: +12 Base, +14 Unarmed
Grapple: +20/28 (base 12, Str +8, w/S-Str +8)
Defense: +12 (+7 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 2 + 3 + 7 = 12PP
Toughness: +10 (+9 Con, +1 Protection)
Fortitude: +11 (+9 Con, +2)
Reflex: +10 (+7 Dex, +3)
Will: +9 (+2 Wis, +7)


Skills: 76RP = 19PP
Acrobatics 13 (+20)
Bluff 16 (+20)
Diplomacy 11 (+15)
Drive 2 (+9)
Gather Information 6 (+10)
Intimidation 6 (+10)

Language 1 [Spanish, Native: English]
Notice 8 (+10)
Sense Motive 13 (+15)


Feats: 15PP
Acrobatic Bluff
Attack Specialization (Unarmed) 2
Dodge Focus 5
Evasion
Interpose 1
Move-by Attack
Power Attack
Takedown Attack
Taunt
Uncanny Dodge (Auditory)


Powers: 10 + 25 + 1 = 36PP

Concealment 10 (all senses) (Flaw: Miss Chance Only) [10 PP]

Duplication 10 (20PP Array, Feats: Alternate Power 5) [25 PP]

 

Base Power: Add (Extras: Selective Attack, Targeted Area [burst]) to Unarmed {16/20 PP}

Alternate Power: Communication 3 (auditory, 1,000 ft) [3 PP] and ESP 4 (all senses, 1 mile, Feat Rapid (x10)) [13 PP] [17/20 PP]

Alternate Power: Add (Extras: Autofire, Secondary Effect) to Unarmed [16/20 PP]

Alternate Power: Quickness 12 (x10,500) [12 PP] and Speed 6 (500 mph Feats: Wall Run, Water Run) [68 PP] [20 PP]

Alternative Power: Snare 8 (Any Point, any direction Extra: Engulf; Feats: Tether, Indirect 3) [20 PP]

Alternative Power: Super-Strength 10 (Lifting Strength +50 [Heavy Load : 482 tns] [20 PP]

 


Protection 1 [1 PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC23 Toughness (Staged) Damage (Physical)
Unarmed Area (40ft) DC23 Toughness (Staged) Damage (Physical)

Totals: Abilities (60) + Combat (38) + Saving Throws (12) + Skills (19) + Feats (15) + Powers (36) - Drawbacks (0) = 180/180 Power Points

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Camera Obscura II


 

Power Level: 12 (180/180PP)
Trade-Offs:  +2 Attack, -2 Damage


Description:
Age: 28 (D oB: December 9, 1992)
Gender: Female
Ethnicity: African-American
Height: 5'4"
Weight: 112 lbs.
Eyes: Grey
Hair: Blonde with highlights
hm1.png.43ffd867159dbfa9ce7c8cd4693c623c.png
Merge is the exact opposite she dresses outrageously in bleeding edge, and often slightly bizarre, clothes that show off every inch of her curvaceous figure. She often dresses in joke costume appropriate to the situation. Her hair is "naturally" blonde is also long but falls to the side to extenuate her heavily made up face. The tips of her hair are often dyed in a different color with each copy having a different shade. Tacky yet stylish may be a way to describe her look.

Power Descriptions:
Through practice Merge Trois has learned to use her duplication powers in a number of creative way's. Many of them just involve using a large number of duplicates working in tandem to achieve her tasks. Other work by projecting herself out at a distance, in a series of rapid projects to move at distance, or at extreme distance to collect information.

Personality & Motivation:
Merge Trois acts loud, brash and eccentric and comes across as a little bit dumb, but this is just an act to throw people off what really going on. Her personality is used to distract from what she is really trying to do. She tends to try and surprise people, either by distractions or by dropping knowledge of what going on into the conversation.



Abilities:  0 + 6 + 20 + 22 + 10 + 0 = 58PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 30 (+10)
Intelligence: 32 (+11)
Wisdom: 20 (+10)
Charisma: 10 (+0)



Combat: 12 + 12 = 24PP
Initiative: +7
Attack: +6 Base, +10 Unarmed
Grapple: +6 (base 6, Str +0)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5



Saving Throws: 0 + 6 + 7 = 13PP
Toughness: +10 (+10 Con)
Fortitude: +10 (+10 Con, +0)
Reflex: +9 (+3 Dex, +6)
Will: +12 (+5 Wis, +7)



Skills: 104RP = 26PP
Computers 9 (+20)

Concentration 10 (+15)
Drive 2 (+5)

Gather Information 15 (+15)

Investigate 4 (+15)

Knowledge (Arcane Lore) 4 (+15)

Knowledge (Art) 4 (+15)

Knowledge (Behavioral Science) 4 (+15)

Knowledge (Business) 4 (+15)

Knowledge (Current Affairs) 4 (+15)

Knowledge (Earth Sciences) 4 (+15)

Knowledge (History) 4 (+15)

Knowledge (Life Sciences) 4 (+15)

Knowledge (Physical Sciences) 4 (+15)

Knowledge (Popular Culture) 4 (+15)

Knowledge (Technology) 4 (+15)

Knowledge (Technology) 4 (+15)

Knowledge (Theology) 4 (+15)

Notice 10 (+15)

Search 4 (+15)



Feats: 8PP
Attack Specialization (Unarmed) 2
Dodge Focus 4
Eidetic Memory

Well-Informed



Powers: 7 + 10 + 20 + 14 = 51PP

Communication 6 (Radiowaves, 20 miles Feat: Rapid Flaw: Permanent) [7 PP]

 

Comprehend 5 (Read, Speak and Understand all Languages, Speak and Understand Machines) [10 PP]

 

Concealment 10 (All Senses) [20 PP]


 

Datalink 6 (Mental, 20 miles Extra: Area (Omni-Directional) Feat: Rapid, Machine Control Flaw: Permanent)[14 PP]




Drawbacks: (-0) + (-0) = -0PP


DC Block


 


 

Totals: Abilities (58) + Combat (24) + Saving Throws (13) + Skills (26) + Feats (8) + Powers (51) - Drawbacks (0) = 180/180 Power Points

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  • 2 weeks later...

Magpie II
Power Level: 
7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 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: Maggie Què (Secret)
Birthplace:  Queens, New York

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:  Student
Affiliations: People and/or groups you work with.
Family: Close or otherwise significant relatives.

 

Description:
Age: 16 (DoB: 7th August 2004)
Gender: Female 
Ethnicity: Asian
Height: 5'7" 
Weight: 120 lbs 
Eyes: Green 
Hair: White 

 

(Describb0WhZen.jpge what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

History:
One night in a fateful encounter a young woman called Felicity Què meet the master thief Magpie, whilst he was robbing the casino that she was working at the time. There affair was brief but it resulted in the little bundle of joy, and

 

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

 

Example: 

  • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device 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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  • 4 weeks later...

Revenant


Power Level: 10/15 (250/250PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the "other side".

ThemeWelcome to the Black Parade

 

Alternate Identity: Lucy Harker (Public)
Birthplace: West End, Freedom City

Residence: West End, Freedom City
Base of Operations: Mobile, most often in West End
Occupation: Lawyer
Affiliations: Bloodhound Detective Agency.
Family:  Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased), Blood Mary and Vera Stoneheart (Sisters in Darkness)

 

Description:
Age: 120 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity: Anglo-American
Height: 5'3"
Weight: 125 lbs
Eyes: Black

Hair: Black

 

In the poTlvDycY.jpgsition she'd chosen Lucy had always chosen to downplay her natural beauty, though she was no English Rose, Lucy had also chosen to dress rather frumpy as to not suggest that she had gotten there by her looks. Luckily she'd chosen to dress in a rather more fitting suit for the trial, especially because only it seems to survive her rigorous actions.

 

To a certain crowd her almost flawless skin, apart from a mark on her forehead where the bullet entered, which make her more alluring to certain peoples. Many are however spooked by her eyes that are a solid black that seems to reflect back on the viewer, which whilst she sometimes uses for her advantages she often hides them beneath a pair of sunglasses.

 

History:
In 1896 a number of vampires came to London along with the Lord of Vampires, they caused general havoc among the population until they were defeated by a number of vampires hunters. One of these, no one knows quite for sure, bit Florence Harker who was pregnant with her daughter. Unbeknown to her either deliberately or accidentally the vampire had infected her with there own blood, that whilst didn't affect her subtly affected her unborn child. Scandalized by the press just for being violated by this foreign devil the Harker's decided to flee to the Americas. So little Lucy Harker was born in Freedom City.

 

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: 20 + 8 - 10 + 10 + 12 + 10 = 50PP
Strength: 30 (+10)
Dexterity: 18 (+4)
Constitution: -- (-10)
Intelligence: 20 (+5)
Wisdom: 22 (+6)
Charisma: 20 (+5)

Combat: 20 + 20 = 40PP
Initiative: +8
Attack: +10 base
Defense: +10 (+10 Base), +5 Flat-Footed

Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2)
Knockback: -10

Saving Throws: 0  + 6 + 4 = 10PP
Toughness: +10 (- Con, +10 [Protection]), Impervious 10
Fortitude: - (-)
Reflex: +10 (+4 Dex, +6)
Will: +10 (+6 Wis, +4)

Skills: 136R = 34PP

Bluff 15 (+20)

Diplomacy 15 (+20)

Gather Information 10 (+15)

Intimdate 15 (+20) Enhanced Ability

Investigate 5 (+10)

Knowledge (Arcane) 10 (+15)

Knowledge (Business) 10 (+15)

Knowledge (Civics) 15 (+20)

Knowledge (Popular Culture) 10 (+15)

Knowledge (Streetwise) 10 (+15)

Language 1 (English [Native], Latin)

Notice 14 (+20)

Search 10 (+15)

Sense Motive 9 (+15)


Feats: 11PP

Fascinate (Bluff)

Fearless

Improved Initiative 1

Interpose

Luck 1

Skill Mastery 2 (Bluff, Diplomacy, Gather Information, Intimidate, Investigate, Notice, Search, Sense Motive)

Takedown Attack  2

Taunt

Well-Informed

Powers: 2 + 30 + 10 + 10 + 32 + 4 + 4 + 8 + 9 = 109PP

Enhanced Trait 1 (Intimidate +8) [2PP] (Coal Back Eyes)

 

Immunity 30 (Fortitude Saves) [30PP] (Undead)

 

Impervious Toughness 10 [10PP] (Undead Flesh)

 

Protection 10 [10PP] (Undead Flesh)

 

Regeneration 30 (Recovery Bonus 14 [+9], Disabled 6 [1 round], Injured 6 [no action], Resurection 4 [1 hour], Feats: Persistent, Regrowth) [32PP] (Undead)

 

Speed 4 (100 mph / 880 ft. per move action) [4PP] (Undead Limbs)

 

Super-Sense 4 (Darkvision, Sense Undead [Extened]) [4PP] (Coal Black Eyes)

 

Super-Strength 2 (+20 Str [heavy load 3 tns] Feats: Bracing, Groundstrike, Shockwave, Thunderclap) [16PP] (Undead Limbs)

 

Undead Limbs 4 (8PP Array Feats: Alternative Power 1) [9PP]

Base Power: Super-Strength 4 (+51 Str [heavy load 51 tns]) [8PP]
Alternative Power: Leaping 8 (x 500 [Running 10,000 ft, Stand 5,000 ft, High 2,500 ft]) [8PP]


Drawbacks: (-4) = -4PP

Vulnerablity (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]


DC Block

 

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage

Groundstrike        Area       DC 20 Reflex                   Trip
Shockwave           Cone       DC 20 Toughness                Damage
Thunderclap         Area       DC 20 Toughness                Dazzle

 

Totals: Abilities (50) + Combat (40) + Saving Throws (10) + Skills (34) + Feats (11) + Powers (109) - Drawbacks (4) = 250/250 Power Points

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