Jump to content

Thunder King's Rumblings


Recommended Posts

Player Name: Thunder King
Character Name: Solar Sentinel
Power Level: 8 120/120PP
Trade-Offs: -2 Defense/+2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Cosmically empowered immortal veteran of an interstellar war

Alternate Identity: Henry William Mason
Identity: Secret
Birthplace: Adolphus Kentucky
Occupation: Firefighter
Affiliations: Freedom City Fire Department, the Zarnashi Military
Family: None

Description:
Age: 116 (DoB: January 18th, 1896
Apparent Age: 35
Gender: Male
Ethnicity: Caucasian
Height: 6'3"
Weight: 230 lbs
Eyes: Gray
Hair: Brown

Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers.

Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion.

Power Descriptions:

Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow;

Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame.
Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him.
Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth.
Healing: The recipient of his healing also glows slightly when affected by it.
Extra Effort: The higher his energy output is, the more flame-like the manifestations become.


History:
Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed.

One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race.. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them.

Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful.

He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military.

However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed.

He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has.

Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians.

Powers & Tactics:
He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that.



Complications:
This looks like a job for...the fire alarm!?: Henry takes his duties as a Firefighter seriously, so sometimes, the job gets in the way of hero work.
Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way
A Stranger In His Own Land He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well.
Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution.
Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience.
The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials.


Abilities: 4 + 0 + 0 + 0 + 2 + 4 = 10PP
Strength: 14/26 (+2/+8)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 6 + 4 = 10PP
Initiative: +4
Attack: +8 Melee, +4 Ranged +8 Blast
Grapple: +16 (+24 Super-Strength)
Defense: +6 (+3 Base, +3 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 6 + 6 + 5 = 17PP
Toughness: +10 (+0 Con, +10 Protection)
Fortitude: +6 (+0 Con, +6)
Reflex: +6 (+0 Dex, +6)
Will: +6 (+1 Wis, +6)


Skills: 32R = 8PP
Diplomacy 10 (+12)
Intimidate 6 (+8)
Language 1 (English[native] Zarnashi)
Notice 8 (+9)
Sense Motive 7 (+8)

Feats: 14PP
Attack Focus (melee) 5
Attack Focus (ranged)
Attack Specialization (Cosmic Blast) 2
Dodge Focus 3
Improved initiative
Move-by-action
Power attack

Powers: 0 + 0 + 0 = 0PP

Cosmic Energy Control 8 (16PP Array; Feats: Alternate Power 4) [20PP]
Base Power: Blast 8 [16PP] (Cosmic Blast)

Alternate Power: Flight 8 2500 MPH, 22,000 ft/rnd.[16PP]

Alternate Power: Healing 5 Extras: Action (to Standard)Power Feats: Regrowth [16PP]

Alternate Power: Space Travel 8 Extras:Stacks with (Space Travel 1) 250x light speed

Alternate Power: Super-Strength 8( heavy load 117.8 tons {16/16}


Enhanced Strength 12 (to 26)


Flight 3 (50 mph, 440 ft/rnd)

Immunity 10 (Aging, life support)

Protection 10

Space Travel 1


DC Block
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC23 Toughness (Staged) Damage (Physical)
Blast 80ft DC23 Toughness (Staged) Damage (Energy)


Totals: Abilities (10) + Combat (12) + Saving Throws (17) + Skills (8) + Feats (14) + Powers (59) = 120/120 Power Points Edited by Thunder King
Link to comment
  • 3 weeks later...

Animist Detective

406px-Petewisdom.PNG

Everything has a spirit, everything...

PL10 (150)

Abilities: 8 + 4 + 6 + 8 + 6 + 10 = 42PP

Strength: 18 (+4)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 18 (+4)

Wisdom: 26(16) (+8/+3)

Charisma: 20 (+5)

Combat: 8 + 8 = 16PP

Initiative: +6

Attack: +8 Melee, (+12 Baton)

Grapple: +12

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5

Saving Throws: 5 + 6 + 0 = 11PP

Toughness: +10 (+3 Con, +4 Defensive Roll, +3 undercover vest))

Fortitude: +8 (+3 Con, +5)

Reflex: +0 (+2 Dex, +6)

Will: +0 (+8 Wis, +0)

Skills: 64R = 16PP

Examples:

Bluff 7 (+12)Skill Mastery

Diplomacy 5 (+10)Skill Mastery

Gather Information 5 (+10) Skill Mastery

Intimidate 5 (+10) Skill Mastery

Investigate 6 (+10) Skill Mastery

Notice 7 (+15) Skill Mastery

Search 7 (+15)

Sense Motive 7 (+15) Skill Mastery

Stealth 11 (+13) Skill Mastery

Feats: 28PP

Accurate Attack

Attack Focus (melee) 4

Attack Specialization (Baton) 2

Contacts

Defensive Roll 4

Dodge Focus 6

Improved Initiative

Luck

Power Attack

Set-Up

Skill Mastery 2

Takedown Attack

Ultimate Saves (Toughness)

Uncanny Dodge (Life Sense)

Equipment 1

Cell Phone [1EP]

Undercover Vest (Protection 3 [Feats]) [4EP]

Powers: 12 + 3 + 10 + 2 + 2 + 8 = 37PP

Comprehend 6 (speak to and understand animals, objects and plants) [12 PP)

Device 1 (Baton; 5PP Container; Flaws: Easy to lose [5PP]

Damage 4 (Feats:Mighty) [3PP]

Enhanced Wisdom 10 [10PP]

ESP 2Life Sense[10PP]

Quickness 3 Flaws Mental Only, 10x faster [2PP]

Super-Senses 8 Danger Sense (life Sense), Detect: Life (Free Action) Postcognition, Radius (Life Sense)

Totals: Abilities (42) + Combat (16) + Saving Throws (11) + Skills (16) + Feats (28) + Powers (37) - = 150/150 Power Points

Design Notes:

This character has suddenly discovered that everything has it's own spirit. Inanimate objects, animals, people, everything. He has the ability to communicate with the spirits within all things, to commune with them and see what they have seen. In addition, he also possesses the power to sense life around him. Animate things possess a life that is so vibrant to him, that he can sense it and determine it's location. Animate but unliving things, such as undead or robots, however, aren't sensed by this power. They possess spirits like inanimate objects, but nothing he can sense. This sudden awareness of the world around him has granted him an awareness and perceptiveness that is beyond human limits.

In terms of gameplay, his super-senses allow him a variety of fun and interesting tricks. He can determine the location of any living thing within a hundred foot radius in moments, he can sense all of the living things around him regardless of origin, and he is virtually impossible to sneak up on, unless you are not living.

His postcognition is, essentially, an ability to commune with the spirits of an area to receive visions of what they have recently seen or experienced. This is not exactly psychometry, because he doesn't need an item so much as a place.

In combat, he's attack shifted by two, and has set-up and skill mastery on Bluff so that, even if he's not the big hitter, he should be able to make sure someone else can land that big hit.

Link to comment
  • 1 month later...

Player Name: Thunder King

Character Name: Winter Ghost

Power Level: 8 120/120 PP

Trade-Offs: -2 Defense/ +2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Former subject of Nazi experimentation turned superhero

Alternate Identity: Heinrich Abendroth

Identity: Secret

Birthplace: Steinach Germany

Occupation: Security guard

Affiliations: None

Family: Johann Abendroth (deceased), Amalinda Abendroth (deceased)

Description:

Age: 98 (DoB: January 23rd, 1914

Apparent Age: 30

Gender: Male

Ethnicity: Caucasian

Height: 6'6"

Weight: 265

Eyes: Pale blue

Hair: Brown

Heinrich is tall, possessing striking, rugged features. He often scowls, with brows furrowed and mouth drawn down. He hasn't needed to pay any attention to his appearance in quite some time, so his face is often dotted with the beginnings of a beard. A few scars from his days in isolation cover his body, notably on his forehead, arms, chest and legs.

History:

Heinrich was born in Steinach Germany to Johann and Amalinda Abendroth in the winter of 1914. They both passed away shortly after his 21st birthday to the flu. Like everyone else, he suffered through the great depression. Like everyone else, he was angry at the treatment Germany recieved at the conclusion of the Great War. Like everyone else, he cheered the rise of Adolf Hitler's Nazi party. He saw it as a chance for Germany to grow and change.

In July of 1939, Heinrich volunteered for an experimental treatment that would make him into Germany's own native superhero. He'd been told that he'd be fighting crime and corruption within Germany. Soon after the experiment was a success, he found out the truth; he was to help the invasion of Poland.

Heinrich had not signed on to be a soldier, but a hero. Horrified by the revelation, he fled the military, heading for a remote border town southwestern Germany. He set to work disrupting Germany's troops, and rumors spread through the German troops of the Gespenst der Winter...the Winter Ghost. He hit them fast, hit them hard, and vanished into the night. Whole divisions of troops would awaken to find their supplies ravaged and several members badly wounded. With his superhuman attributes Heinrich's one man war against the Nazi regime got their attention.

He had been living in a small cottage alone, living off the land when they came for him. Someone in the village had sold him out. Desperate to escape from their net and embittered by the betrayal, he fled as fast and as far as he could. He stayed off the roads and traveled south, ever southward. Dodging troops here and there, he found himself at the sea. To all that asked, he said he was an expatriat of Germany who hated the Nazi regime with a burning passion. Sometimes they accepted that, other times not. His travels eventually took him to a remote, uncharted island in the Mediteranean sea. Disgusted with his own country and humanity in general, he resolved to sit out the war in isolation.

So he did, from 1940 on. For over seventy years he lived on that island. He was alone, but not lonely. Survival was a struggle for a while, but he soon learned to fish and what was safe for eating. He assumed the war eventually ended, but couldn't imagine what the world looked like. He had grown to enjoy his isolation too much, so there he stayed.

In September of 2011, an airplane on it's way from America crashed into the water right near his island. There was never any doubt in his mind as he dove into the water. Using his incredible strength and endurance, he dragged the survivors from their destroyed craft. They marveled at the bronzed German wild man, who couldn't speak a word of English. He was a stranger for the few days they spent on the island with him, insisting on staying elsewhere while they awaited rescue.

Their dress and mannerisms were all but alien to him, and even his German was too rusty to be of much use. Soon, a rescue ship arrived and took the Americans off the island. He hid from them, content to remain alone. However, fate would disagree. Some days later, a helicopter arrived on his island. Three men climbed out of it and explained who they were, and where they were from. They explained how long it had been, that the Nazis had lost. They asked him what he could do and he demostrated. They told him that he had two choices; he could stay on his island, or he could come with them and see the modern world.

For the first time in many years, Heinrich was lonely. The brief contact he'd had with the survivors had left pangs in his heart. He'd missed humanity, food, clothing. So, he agreed to come with them to America. America was the land of the free, the home of the brave. He marveled at the modern world, amazed and overjoyed at the promise the future represented.

They hid the true horrors of the war from Heinrich for weeks. Then, one bitter November day, they took him to the Holocaust museum in Washington D.C.. There were no words for the horror, the rage, and the crushing despair that he felt while walking through it. Afterwards, he took off for a nearby park and climbed into one of the tallest trees, sitting and contemplating the world around him. There was good, and evil in the world. People suffered, lived and died. Heroes fought, villains schemed. All of this went on whether he was on his island or not. On that tree in Washington DC, Heinrich resolved to do some good in the world, and he knew the perfect way (and the perfect place) to do it.

Personality & Motivation:

Heinrich is a grim, cynical man. Humanity has seldom given him a reason to hope. His experiences have burned all of the superficiality out of him, leaving a man who always speaks his word (when he speaks at all). Still, he has always been good at speaking, and is well versed in old-world politeness and civility. So while he may not speak a lot, he always says things worth listening to.

Heinrich sees the world in dark shades of gray, afraid that at any moment another Hitler could rise up and destroy more lives. What little innocence he sees has earned his steadfast protection. He believes that the good in the world is worth protecting, and is prepared to give his life to do so.

Powers & Tactics:

Though he is superhumanly strong, tough and agile, Heinrich prefers a subtler approach to heroism. He uses tactics he developed during his disruption of Nazi supply lines that were further honed when he had to hunt for survival. He uses stealth and shadows to stalk his prey, striking fast and hard whenever he can. He is a large man with a deep voice, and uss both of those as weapons to frighten his foes into making stupid mistakes.

When pressed, however, Heinrich is a skilled fighter who's superhuman attributes enable him to fight with far stronger opponents, at least until he can regain his advantage and slink away again.


Complications:

Secret: Identity.

Other Secret: Heinrich is unwilling to discuss his past out of fear for distrust. Former Nazi experiment subjects aren't very well regarded, and he knows it. He's willing to go to great lengths to protect that.

Hatred: Nazis and other racist groups. Whether the original version or NeoNazis, Heinrich has a burning hatred and disgust for the Nazi regime and all who share their viewpoints. He's very likely to hit first, ask questions never.

Guilt: He had no idea how bad Germany was going to get, but nevertheless guilt drives him. It wouldn't be especially hard to exploit this emotion.

Distrusts Authority:He has bad experiences with governments in his life. While he loves America, he doesn't trust authority figures much.

Cynical: Heinrich is likely to think the worst from any situation he's in. Sometimes that leads him to be prepared for the worst, other times it blows up in his face.

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

Strength: 14/26 (+2/+8)

Dexterity: 16/28 (+3/+9)

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

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 16 (+3)

Combat: 6 + 4 = 12PP

Initiative: +9

Attack: +8 Melee, +3 Ranged

Grapple: +16

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

Knockback: -5

Saving Throws: 0 + 0 + 4 = 5PP

Toughness: +10 (+10 Con)

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

Reflex: +9 (+9 Dex, +0)

Will: +7 (+3 Wis, +4)

Skills: 44R = 11PP

Acrobatics 6 (+15)Skill Mastery

Diplomacy 6 (+9)Skill Mastery

Intimidate 12 (+15)Skill Mastery

Notice 7 (+10)

Sense Motive 7 (+10)

Stealth 6 (+15)Skill Mastery

Feats: 18PP

Acrobatic Bluff

Assessment

Attack Focus Melee 5

Challenge: Fast Startle

Dodge Focus 3

Fearless

Equipment 1

Hide in Plain Sight

Power Attack

Set-Up

Skill Mastery (Acrobatics, Diplomacy, Intimidate, Stealth)

Startle

Night vision goggles [1EP]

Grapple Gun (Super-movement 2, Swinging, slow-fall) [4EP]

Powers: 16 + 12 + 12 + 1 + 3 + 1 = 45PP

Enhanced Constitution 16 (to 30) (Mutation) [16PP]

Enhanced Dexterity 12 (to 28) (Mutation) [12PP]

Enhanced Strength 12 (to 26) (Mutation) [12PP]

Immunity 1 (aging) (Mutation) [1PP]

Speed 3 (50 mph) (Mutation) [3PP]

Super-Senses 1 (Low-Light Vision) (Mutation) [1PP]

DC Block

    ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC23 Toughness (Staged)     Damage (Physical)

Totals: Abilities (30) + Combat (12) + Saving Throws (4) + Skills (11) + Feats (18) + Powers (45) - Drawbacks (0) = 120/120 Power Points

Link to comment
  • 3 months later...

Disclaimer:

What follows are builds from the team I invented as a child; the Fearsome Fighters. I can't guarantee the points will add up, and sometimes, there may be mistakes in the powers. These builds aren't really to be used, but rather as an expression of the ideas I had as a child. If any of these builds strike your fancy, please keep that all in mind. My focus isn't on keeping the rules, but on expressing my childhood ideas.

For that reason, if a ref feels these builds are in the wrong place, let me know in a PM and I'll put them in a thread in the right place.

Second Disclaimer:

Most of these characters owe their origins to a five to seven year old boy, in the early 90s, who's main superhero exposure were the Batman, X-Men and Spider-Man cartoons. They have been refined over the years in various ways, with name changes and more logical power origins. If some of them seem silly and nonsensical, that's mostly why.

Link to comment

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP

Strength: 12/30 (+1/+10)

Dexterity: 12/22 (+1/+6)

Constitution: 18 (+4)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 0 + 0 = 0PP

Initiative: +6

Attack: +10 Melee, +3 Ranged

Grapple: +25

Defense: +10 (+3 Base, +7 Dodge Focus), +1 Flat-Footed

Knockback: -9

Saving Throws: 4 + 2 + 5 = 11PP

Toughness: +10 (+4 Con, +6 Protection)

Fortitude: +8 (+4 Con, +4)

Reflex: +8 (+6 Dex, +2)

Will: +8 (+3 Wis, +5)

Skills: 48R = 12PP

Acrbatics 9 (+15)

Computers 8 (+12)

Knowledge (Earth Sciences) 4 (+4)

Knowledge (Life Sciences) 8 (+12)

Knowledge (Physical Sciences) (+8)

Medicine 8 (+11)

NOtice 7 (+10)

Feats: 17PP

Acrobatic BLuff

Attack Focus (melee) 7

Challenge (Fast Acrobatic Bluff

Dodge Focus 7

Power Attack

Powers: 8 + 10 + 12 + 2 + 6 + 4 + 4 + 20 + 4 = 78PP

Enhanced Constitution 8 8PP

Enhanced Dexterity 10 10PP

Growth 4 (Flaws:[/] Permanent) 12PP

Leaping 2 (x5 jumping distance)

Protection 6 6PP

Speed 4 4PP

Strike 10 (Extras: Penetrating) 20P

Super-Movement 2 (wall-crawling 2 full speed) 4PP

Totals: Abilities (16) + Combat (16) + Saving Throws (11) + Skills (12) + Feats (17) + Powers (78) - Drawbacks (0) = 150/150 Power Points

---------------------Design Notes--------------

This, is Warlion. Probably the first superhero I ever designed. I couldn't have been older than six, maybe seven years old when I invented him. Warlion is a product of the 80s and early 90s, when X-Men was still airing. I tinkered with him off and on as I grew older, and this is what, I think is the purest representation of what I conceived of as a child.

From the beginning, his powers were owed to a combination of an alien metallic bioweapon and the blood sample of a lion he was doing tests on. Of course, I didn't know what an 'alien metallic bioweapon' was, but I figured the aliens sent some weird stuff down to Earth that changed people's bodies into metal. I admit, it kinda creeps me out that I invented that as a kid.

Either way, he invented the cure, but was permanently a 9 foot tall lion man, with claws and fur made of metal, making him much tougher than an ordinary human.

Link to comment
  • 3 months later...

Player Name: Thunder King
Character Name:
Power Level: 10 (150/150 PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Doctor and researcher in a shapeshifting suit of living armor

Alternate Identity: Tyrone Mendoza
Identity: Secret
Birthplace: Long Island, New York
Occupation: Doctor/Researcher
Affiliations: FCU Medical research facilities, free clinic in the Fens
Family: Christian Mendoza (father), Pamela Mendoza (mother), Elena Mendoza (sister), Carlos Mendoza (brother)
Description:
Age: 30 DOB: August 12th, 1982
Gender: Male
Ethnicity: Hispanic/African American
Height: 5'8
Weight: 140
Eyes: Black
Hair: Black

Tyrone has a handsome face, with strong features. He keeps a neat, trimmed goatee. He's always been thin, only starting to fill out once he got out of high school. He has a noticeable scar on his chin that he acquired as a child. He favors light, comfortable clothes when not on the job, usually in style, but seldom expensive.

In his armor, he gains a little over a foot in height, and a noticeable amount more bulk. The armor usually manifests an appearance like an insect's carapace, but can change into scales like a fish, or simply look like hardened muscle. It's color is a forest green, shining like a beetle's shell.


Power Descriptions:

The armor usually has bits of exposed muscle and bone sticking out. When Tyrone switches to his penetrating strike, large claws spring from his fingertips. When he makes massive jumps, extra mass appears around his legs. Generally, the suit's mass shifts wherever Tyrone needs it to go, and takes whatever shape Tyrone needs to do what he wants with it. It's not pretty, and Tyrone is still working on teaching the armor how to cover itself and look less disturbing

History:
Tyrone was born in 1982 to Christian and Pamela Mendoza. He excelled early, despite living in a rough neighborhood. His parents insisted he study, and this growth enabled him to graduate early at 16. He managed, after years of struggle, to enter the medical program at University of Michigan. After that, and a lot more college, he graduated.

After that, he acquired a fascination for metahuman biology and abilities after being saved by one of New York's native heroes. He decided that if he wanted to follow this curiosity, it was better to live in Freedom City itself, where he quickly earned a position at Freedom City University as a researcher. However, having a desire to protect neighborhoods like the one he grew up in, he also began working at a free clinic in the Fens.

In March of 2012, the Mendoza family took a vacation to Brazil, where his family history originally lie. It was there that he discovered a strange green lump. It was alive, reacting to his touch by recoiling. It shifted and moved, changing shape. He managed to coax it into a box and, through great struggle, take it out of the country and back to the states.

He studied it for months, discovering that it ate only dead tissue, and that it could change itself to match whatever tissue it consumed. When fed a piece of chicken, it suddenly sprouted feathers. When it consumed a bit of fish, it shifted to scales. After a while, it grew to trust him, eagerly accepting food.

One day, he treated a young man at the free clinic that demanded painkillers. Tyrone managed to talk the young man down, and after he left, he assumed the matter was settled. However, when the young man broke into his house later that night, Tyrone found himself staring down the barrel of a pistol. The young man was crazed, demanding narcotics Tyrone didn't have, especially not at home. After a brief struggle, the young man fired the pistol and, horrified, fled.

Tyrone collapsed from a bleeding wound in his abdomen, unable to muster the strength to find a phone.

He awoke to find himself not only alive, but covered in something warm, and even comfortable. Then he felt something, a presence in his mind that wasn't itself. It was the thing from the forest. It was his friend, it expressed, and wasn't going to let him die. His wound closed.

He stood up, still covered in the creature, like a suit. He gazed into the mirror and saw that he was bigger with it on. He asked if it was uncomfortable, and the creature said no. Over the next few weeks, he experimented and tested what the creature could really do.

Personality & Motivation:

Tyrone has a bold and friendly personality, often at odds with his costume's sinister appearance. He's often been able to stop situations diplomatically, before they start. He laughs easily and jokes often. He has an almost manic energy about him, driving him to do more, which is why he works both at the clinic and at the research facility. In costume, however, he does his best to take advantage of his costume's sinister appearance, and avoids talking to his opponents once combat has begun.

Tyrone is far more about protecting the innocent than defeating evil, though his suit is built towards the latter. It all owes to why he became a doctor, and the Hippocratic Oath he took, and takes very seriously. He protects people, he keeps them safe from bad things and bad people.

Powers & Tactics:
The creature adapts to Tyrone's thoughts the moment he thinks them, changing to suit Tyrone's needs. His hands are tipped with claws one moment, then enlarged fists the next. It can sprout extra limbs, either as arms or tentacles.

The suit can heal him, so Tyrone isn't concerned with protecting himself that much. Instead, he charges into battle, using whatever tactic looks like the best idea. However, he will always make sure that the nearby civilians are safe, and will always check up on them after battle.


 
Complications:

Secret: Identity

I'm not a villain, honest!: The suit makes Tyrone look quite sinister. Some people might mistake him for a villain at first.

First, Do No Harm: Tyrone's first objective is to keep civilians safe, and he won't choose a tactic if he feels it will put them at risk unecessarily.

It Hurts to Heal: The suit regenerates his damage by converting it's own biomass into tissue for Tyrone. This hurts a lot, and it may distract him in combat.

Obligations: Tyrone is a busy man. Some days he's at his research facility, other days, he's at the clinic.

Abilities: 2 + 4 + 4 + 8 + 8 + 6 = 32 PP
Strength: 12/30 (+1/+10)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 6 + 6 = 12PP
Initiative: +6
Attack: +10 Melee, +3 Ranged
Grapple: +12/+21/+26
Defense: +10 (+3 Base, +7 Shield), +1 Flat-Footed
Knockback: -7


Saving Throws: 6 + 6 + 4 = 16PP
Toughness: +10 (+2 Con, +8 Protection) (+2 impervious)
Fortitude: +8 (+2 Con, +6)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+4 Wis, +4)


Skills: 64R = 16PP
Bluff 12 (+15) SM
Diplomacy 12 (+15) SM
Knowledge (life sciences) 11 (+15) SM
Knowledge (physical sciences) 8 (+12)
Medicine 12 (+16) SM
Sense Motive 9 (+12)


Feats: 17PP
Attack Focus (melee) 7
Challenge (fast Feint)
Connected
Improved Initiative
Luck 2
Move-by action
power attack
Skill Mastery (bluff, diplomacy, medicine, Knowledge (life sciences)
Takedown Attack 2
 

Powers: 60 = 60PP


Device 15 (Biosuit; 75PP Container; Flaws: Hard-To-Lose;  [60PP]

 Density 4 (12PP)

   Enhanced Strength 8

   Immovable 1

   Protection 2 (extras: Impervious)

   Super Strength 1 (heavy load 3.2k lbs, +1 strength to some checks)

 Enhanced Strength 10 (10 PP)

 Immunity 2 (Disease, Poison) (2PP)

 Leaping 5 (jumping distance x50, to 1,000 ft) (5PP)

 Protection 6

 Regeneration 10 (Bruised (recover 1/round), injured 3 (recover 1/minute), Recovery bonus 6  (10 PP)

 Shield 7 (7PP)

 Speed 4 (100 mph, 880 ft/round) (4PP)

 Combat Array 10 (Power Feat: Alternate Power 3 (13PP)

  Base: Damage 0 (Extra: Autofire {10} (10/10)

   AP: Damage 0 (Extra: Penetrating {10} (10/10)

   AP: Sprout Tentacles (Linked Power) (5PP)

     Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained]) [3pp]

     Elongation 3 (25 ft) [3pp]

     Super-strength 2 (to 6.4 tons)

   AP: Super-Strength 5 (To 51.2 tons)

 Super-Senses (Blindsight {Auditory}, Darkvision) (6PP)


Drawbacks: -3 = -3PP

Normal Identity ( Frequency: uncommon; Intensity: Major) [-3PP]


 DC Block

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch     DC15 Toughness (Staged)         Damage (Physical)
Autofire       Touch     DC25 (Autofire)                           Damage (Physical)
Penetrating Touch     DC25 (Penetrating)                    Damage (Physical)

 

Totals: Abilities (32) + Combat (12) + Saving Throws (16) + Skills (16) + Feats (17) + Powers (60) - Drawbacks (-3) = 150/150 Power Points

Edited by Thunder King
Link to comment
  • 2 weeks later...

Player Name: Thunder King
Character Name: Graft
Power Level: 10 (150/150 PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Doctor and researcher in a shapeshifting suit of living armor

Alternate Identity: Tyrone Mendoza
Identity: Secret
Birthplace: Long Island, New York
Occupation: Doctor/Researcher
Affiliations: FCU Medical research facilities, free clinic in the Fens
Family: Christian Mendoza (father), Pamela Mendoza (mother), Elena Mendoza (sister), Carlos Mendoza (brother)
Description:
Age: 30 DOB: August 12th, 1982
Gender: Male
Ethnicity: Hispanic/African American
Height: 5'8 (6'10" in armor)
Weight: 140 (300 in armor)
Eyes: Black
Hair: Black

Tyrone has a handsome face, with strong features. He keeps a neat, trimmed goatee. He's always been thin, only starting to fill out once he got out of high school. He has a noticeable scar on his chin that he acquired as a child. He favors light, comfortable clothes when not on the job, usually in style, but seldom expensive.

In his armor, he gains a little over a foot in height, and a noticeable amount more bulk. The armor usually manifests an appearance like an insect's carapace, but can change into scales like a fish, or simply look like hardened muscle. It's color is a forest green, shining like a beetle's shell.


Power Descriptions:

The armor usually has bits of exposed muscle and bone sticking out. When Tyrone switches to his penetrating strike, large claws spring from his fingertips. When he makes massive jumps, extra mass appears around his legs. Generally, the suit's mass shifts wherever Tyrone needs it to go, and takes whatever shape Tyrone needs to do what he wants with it. It's not pretty, and Tyrone is still working on teaching the armor how to cover itself and look less disturbing

History:
Tyrone was born in 1982 to Christian and Pamela Mendoza. He excelled early, despite living in a rough neighborhood. His parents insisted he study, and this growth enabled him to graduate early at 16. He managed, after years of struggle, to enter the medical program at University of Michigan. After that, and a lot more college, he graduated.

After that, he acquired a fascination for metahuman biology and abilities after being saved by one of New York's native heroes. He decided that if he wanted to follow this curiosity, it was better to live in Freedom City itself, where he quickly earned a position at Freedom City University as a researcher. However, having a desire to protect neighborhoods like the one he grew up in, he also began working at a free clinic in the Fens.

In March of 2012, the Mendoza family took a vacation to Brazil, where his family history originally lie. It was there that he discovered a strange green lump. It was alive, reacting to his touch by recoiling. It shifted and moved, changing shape. He managed to coax it into a box and, through great struggle, take it out of the country and back to the states.

He studied it for months, discovering that it ate only dead tissue, and that it could change itself to match whatever tissue it consumed. When fed a piece of chicken, it suddenly sprouted feathers. When it consumed a bit of fish, it shifted to scales. After a while, it grew to trust him, eagerly accepting food.

One day, he treated a young man at the free clinic that demanded painkillers. Tyrone managed to talk the young man down, and after he left, he assumed the matter was settled. However, when the young man broke into his house later that night, Tyrone found himself staring down the barrel of a pistol. The young man was crazed, demanding narcotics Tyrone didn't have, especially not at home. After a brief struggle, the young man fired the pistol and, horrified, fled.

Tyrone collapsed from a bleeding wound in his abdomen, unable to muster the strength to find a phone.

He awoke to find himself not only alive, but covered in something warm, and even comfortable. Then he felt something, a presence in his mind that wasn't itself. It was the thing from the forest. It was his friend, it expressed, and wasn't going to let him die. His wound closed.

He stood up, still covered in the creature, like a suit. He gazed into the mirror and saw that he was bigger with it on. He asked if it was uncomfortable, and the creature said no. Over the next few weeks, he experimented and tested what the creature could really do.

 

 

Personality & Motivation:

Tyrone has a bold and friendly personality, often at odds with his costume's sinister appearance. He's often been able to stop situations diplomatically, before they start. He laughs easily and jokes often. He has an almost manic energy about him, driving him to do more, which is why he works both at the clinic and at the research facility. In costume, however, he does his best to take advantage of his costume's sinister appearance, and avoids talking to his opponents once combat has begun.

Tyrone is far more about protecting the innocent than defeating evil, though his suit is built towards the latter. It all owes to why he became a doctor, and the Hippocratic Oath he took, and takes very seriously. He protects people, he keeps them safe from bad things and bad people.

Powers & Tactics:
The creature adapts to Tyrone's thoughts the moment he thinks them, changing to suit Tyrone's needs. His hands are tipped with claws one moment, then enlarged fists the next. It can sprout extra limbs, either as arms or tentacles.

The suit can heal him, so Tyrone isn't concerned with protecting himself that much. Instead, he charges into battle, using whatever tactic looks like the best idea. However, he will always make sure that the nearby civilians are safe, and will always check up on them after battle.


 
Complications:

Secret: Identity

I'm not a villain, honest!: The suit makes Tyrone look quite sinister. Some people might mistake him for a villain at first.

First, Do No Harm: Tyrone's first objective is to keep civilians safe, and he won't choose a tactic if he feels it will put them at risk unecessarily.

It Hurts to Heal: The suit regenerates his damage by converting it's own biomass into tissue for Tyrone. This hurts a lot, and it may distract him in combat.

Obligations: Tyrone is a busy man. Some days he's at his research facility, other days, he's at the clinic.

 

 

Abilities: 2 + 4 + 4 + 8 + 8 + 6 = 32 PP
Strength: 12/30 (+1/+10)
Dexterity: 14 (+2)
Constitution: 14/26 (+2/+8)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 8 + 8 = 16PP
Initiative: +6
Attack: +10 Melee, +4 Ranged
Grapple: +12/+21/+26
Defense: +10 (+4 Base, +6 Shield), +1 Flat-Footed
Knockback: -7/-6/-2


Saving Throws: 2 + 4 + 4 = 10PP
Toughness: +10 (+8 Con, +2 Protection) (+2 impervious)
Fortitude: +10 (+8 Con, +2)
Reflex: +6 (+2 Dex, +4)
Will: +8 (+4 Wis, +4)


Skills: 72R = 18PP
Bluff 12 (+15) SM
Diplomacy 12 (+15) SM

Knowledge (behavioral science) 4 (+8)
Knowledge (life sciences) 11 (+15) SM
Knowledge (physical sciences) 8 (+12)
Medicine 12 (+16) SM

Notice 5 (+9)
Sense Motive 9 (+12)


Feats: 17PP
Attack Focus (melee) 6
Connected

Distract (bluff)
Improved Initiative

Interpose
Luck 2
Move-by action
power attack
Skill Mastery (bluff, diplomacy, medicine, Knowledge (life sciences)
Takedown Attack 2
 

Powers: 60 = 60PP
 

 

Device 15 (Biosuit; 75PP Container; Flaws: Hard-To-Lose;  [60PP]

    Density 4 (Extra: Continuous) (12PP)

        Enhanced Strength 8

        Immovable 1

        Protection 2 (extras: Impervious)

        Super Strength 1 (heavy load 3.2k lbs, +1 strength to some checks)

 Enhanced Strength 10 (10 PP)

 

Enhanced Constitution 12 (12 PP)

 

Immunity 3 (Disease, Poison, Suffocation{Drowning}) (3PP)

Leaping 5 (jumping distance x50, to 1,000 ft) (5PP)

Regeneration 4 (Bruised (recover 1/round), injured 3 (recover 1/minute) (4 PP)

Shield 6 (6PP)

Speed 5 (250 mph, 2,200 ft/round) (5PP)

Combat Array 10 (Power Feat: Alternate Power 3 (13PP)

    Base: Damage 0 (Extra: Autofire {10} (10/10)

        AP: Damage 0 (Extra: Penetrating {10} (10/10)

        AP: Sprout Tentacles (Linked Power) (5PP)

            Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained]) [3pp]

            Elongation 3 (25 ft) [3pp]

            Super-strength 2 (to 6.4 tons)

        AP: Super-Strength 5 (To 51.2 tons)

 Super-Senses (Blindsight {Auditory},  Acute (Olfactory) (5PP)



Drawbacks: -3 = -3PP

Normal Identity ( Frequency: uncommon; Intensity: Major) [-3PP]


 DC Block

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch     DC15 Toughness (Staged)         Damage (Physical)
Autofire       Touch     DC25 (Autofire)                           Damage (Physical)
Penetrating Touch     DC25 (Penetrating)                    Damage (Physical)

 

Totals: Abilities (32) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (17) + Powers (60) - Drawbacks (-3) = 150/150 Power Points

Edited by Thunder King
Link to comment
  • 7 months later...

Character Name: Vulcanus

Power Level:12

Trade-Offs: +5 Damage -5 Attack for melee, none for ranged, +5 toughness, -5 defense

In Brief: Mafia lieutenant turned boss, now paragon wielding corrupt fire magic

Alternate Identity: Salvatore 'Sal' Arrigheti

Identity: Secret

Birthplace: Freedom City

Occupation: Professional criminal

Affiliations: His crew, the Brotherhood of Fire

Family:

Description:

Age: 32 (DOB: 1981)

Gender: Male

Ethnicity: Caucasian

Height: 6'6" (5'8" if he loses his powers)

Weight: 320 lbs (150 if he loses his powers)

Eyes: Continually shift yellow/orange/red (brown if he loses his powers)

Hair: Black

When he's not empowered, Salvatore is a trim, attractive man of Italian descent, with neat black hair and a fondness for tailored suits. When he uses his powers, however, he stands at a truly impressive six and a half feet tall, with a body that looks to be made of solid muscle. His eyes are an ever-shifting flame pattern in his powered form. In either form, he carries himself with purpose and has a gaze that's unsettling in it's intensity.

Power Descriptions:

Salvatore is a paragon with flame powers, so unless he's using his flames, just hits things. His fire looks like normal fire. Sometimes, however, the skin on his arms might end up looking like charred wood, blackened and snaked with glowing embers. This usually happens if he's forced to fight at long range with his flames for long periods (about two or three rounds of combat), this is ultimately harmless and will fade in time, but it hurts.

History:

Salvatore was going to be a mafioso. His family has been involved in the business since they emigrated to Freedom City some seventy five years ago. Until last year, that's all he was. Just one more thug in a greater machine. He wanted more, wanted to be more, but it just didn't work. Nobody ever wanted to trust him with more  power. Then he found the book.

 

He didn't know what it was, he didn't understand why the massive tome found him, but when he started reading it, he realized he couldn't stop. It taught him dark mysteries, powerful invocations and spells that could give him the kind of power he'd always craved. He'd be invincible, and able to step up.

 

One night, he set up the ritual and spent twelve hours in solitude. He picked an abandoned apartment building in the Fens, and performed the right invocations. After twelve hours, his body was wreathed in flames. The greatest pain he had ever known filled his body and his screams could be heard on the streets below. At midnight, he rose from within the flames a far more powerful man.

 

The fire department barely put the fire out and the next morning found the building a hollow shell of it's former self. Elsewhere, Vulcanus started gathering his power base...

Personality & Motivation:

Vulcanus is a hard man, hardened further by the corrupt power that drives him. He operates on a code of honor and avoids harming those who cannot defend themselves, but otherwise has a callous disregard for others. He treats this 'code of honor' as a thing that puts him above common thugs, though he's no better a person than they. He enjoys displays of wealth and power, and has a tendency to seek after expensive suits, jewelry, and alcohol. He's also got a weakness for attractive women. He is driven by a desire to bring the entire Freedom City underworld under his dominion, but has the foresight and wisdom to make that a long game. For the moment, he has the Brotherhood of Fire, and that is enough.

Powers & Tactics:

Vulcanus hits like a freight train and knows it. He's virtually indestructible, can fly and shoot fire. His tactics are incredibly simple, hit fast, hit hard, withstand the enemy. He is, however, a very cunning and careful individual, so forcing him into a personal confrontation is actually fairly difficult. His Brotherhood of Fire are fanatically loyal to him, and will stand and fight while he flees if that's what it takes.

 

 

Complications: (NOTE: even though he doesn't get the benefit of HP, Vulcanus has certain personal weaknesses that heroes can exploit)

You Didn't See A Thing: Vulcanus' rise to power has not come without ramifications. There are probably those within the underworld that might even risk helping out heroes if it would be to their advantage.

Our Thing:  Cooperation with the police is simply not an option for Vulcanus, so he won't reveal any details to police even if it would mean damaging rivals.

Man of Wealth and Taste: He has a weakness for the finer things in life. He's very cautious about where and how he spends his money, but he still loves expensive suits, jewelry, booze and foods.

The Fairer Sex: Vulcanus is a bit sexist, and when he first fights a woman, he might underestimate her.

Damn that hurts: His flames hurt to use, though he can endure it without outward displays. For this reason, he is far more inclined to use his fists unless his flames are his only real option.

Abilities: 0 + 2 + 2 + 6 + 2 + 6 = 18PP

Strength: 40/10 (+15/+0)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 16 + 10 = 26PP

Initiative: +1

Attack: +9 Melee, +8 Ranged (+12 Fire Array)

Grapple: +24/+28

Defense: +9 (+4 Base, +5 Dodge Focus), +4 Flat-Footed

Knockback: -13

Saving Throws: 9 + 7 + 9 = 25 PP

Toughness: +15 (+1 Con, +14 Protection)

Fortitude: +10 (+1 Con, +9)

Reflex: +8 (+1 Dex, +7)

Will: +10 (+1 Wis, +9)

Skills: 36R = 9PP

Bluff 5 (+3)

Intimidate 7 (+10)

Knowledge (business) 6 (+8)

Knowledge (civics) 6 (+8)

Knowledge (streetwise) 6 (+8)

Knowledge (tactics) 6 (+8)

Feats: 7PP

Accurate Attack

Attack Focus (melee)

Dodge Focus 4

Power Attack

Powers: 29 + 30 + 10 + 19 + 12 + 14 + 8 = 122PP

 

  

Blast 12 (Corrupt Fire Control, Power Feats: Accurate 2) {26/26} (29 PP)

Damage 12 (Cone of Flame; Power Feats: Accurate 2 Extras: Area [120 foot Cone]; ) {26/26}

Damage 12 (Line of Fire; Power Feats: Accurate 2 Extras: Area [5x300 area line]) {26/26}

Damage 12 (Fire Detonation; Power Feats: Accurate 2 Extras: Area [50 foot burst] ) {24/26}

 
Enhanced Strength 30 (30 PP)
 
Flight 5 (250 mph) (10PP)
 
Immunity 19 (Fire, Life Support) (19 PP)
 
Impervious Toughness 12 (12 PP)
 
Protection 14 (14 PP)
 
Super Strength 4 (+20 Lifting strength) (8 PP)

 

DC Block

 

ATTACK      RANGE     SAVE                                       EFFECT

Unarmed     Touch         DC29 Toughness (Staged)     Damage (Physical)

Blast       120  ft.      DC27  Toughness (Staged)    Damage (Energy)

Line        5x300 ft      DC27 Toughness (Staged)     Damage (Energy)

Burst       60 ft radius  DC27 Toughness (staged)     Damage (Energy)

Cone        120 ft cone   DC27 Toughness (staged)     Damage (energy)

 

 

 

 

Totals: Abilities (18) + Combat (26) + Saving Throws (25) + Skills (9) + Feats (7) + Powers (122) - Drawbacks (0) = 207) Power Points

Edited by Thunder King
Link to comment
  • 4 weeks later...

Player Name: Thunder King
Character Name: Solvrytter (translated to Silver Rider)
Power Level: 8 (120/120)
Trade-Offs: none
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: A knight from an alternate Earth that was pulled into the Terminus after the king and his elite knights became Annihilists.

Alternate Identity: Gunnar Ornsberg (Sir Gunnar of Ornsberg Hall originally)
Identity: Secret
Birthplace: Ornsberg Hall
Occupation: Student
Affiliations: Ornsberg (Formerly), Twelve Peers of Markland (Formerly), Markland (formerly)
Family: Paternal grandparents, father, mother, three brothers, two sisters. All dead

Description:
Age: May 16th, 1998
Gender: Male
Ethnicity: Caucasian
Height: 5'8â€
Weight: 180 lbs
Eyes: blue
Hair: black

Gunnar is a man of lean muscle, somewhat hirsute despite his young age and covered in small scars. He has a pronounced nose and clear, expressive eyes that communicate a lot about his emotional state. Most of the time, he looks haunted, or angry. He has a strong chin that's covered up with a short, neatly trimmed black beard. On the whole, he looks to be at least three to five years older than he is to most.

His costume is his armor from his days as a knight. It's made with fairly advanced metallurgy, interlocking plates designed to maximize movement. Under the helm, he wears a simple mask, usually black, that serves to protect his identity should he lose his helm.

Power Descriptions:
Forsynstang is a simple spear, well made but plain. The only clues as to it's potent magical enchantments lie in the runes carved into it's ashen staff, as well as in to the head of the spear.
Jarnskurer is a large warhammer, scored with runes with a stylized bear inscribed in the side of the head. It, like Forsynstang, is built to be wielded with two hands. The head of the hammer is decorated with silver and jet.
Silverstar is the name of Gunnar's magical horse. It appears as a light gray warhorse or as a silver motorcycle, depending on what Gunnar needs it to be when he uses it.



History:
He was born the third of seven children. He excelled in his martial training early, and was squired out to an older knight at ten years old. He learned quickly, and at fourteen, found himself helping defend his aging grandfather from bandits on the road. For his skill and bravery, he was the knighted. He proved himself a skilled fighter several more times in various points, and earned a spot as the youngest member of the Twelve Peers when Dianna Gyllenblad retired. As he was a talented swordsman, and Dianna's retirement freed up the sword Aerelys, Gunnar was given the blade as his weapon of office. He served along side eleven of the most respected and honored knights in all of Markland, who served at the command of the king himself, Oddgeir the Sixth.

Thus, at sixteen, he was Sir Gunnar of Ornsberg Hall, youngest of the Twelve Peers of Markland. He sat on the war councils of the Peers, though was expected to stay quiet and learn. The peers taught him much of the arts of war and much else. Lady Valka, one of the other knights of the Peers, taught him the ways of magic.

In September, a messenger came telling him that his aging grandfather had fallen ill. With leave from the peers and his king, he went home to visit his grandfather. However, when he got there, he discovered that his grandfather's condition recovered remarkably during his journey home, and he made his way back to the capital.

When he returned to the castle, the skies were an ominous red. He ran inside, desperate to get a grip on the situation at hand. It was there he found one of his brethren, Sorli the Gallant, laying on the floor, with spear in hand. Sorli was dead from a massive wound that crushed his armor like tin. Gunnar knew of only one weapon that could have dealt a wound like that.
The court wizard found him there, holding Forsynstang in trembling hands. The very earth seemed to shake as the most terrifying sound he'd ever heard filled the air. The wizard grabbed him by the shoulder, and pulled him to his feet.

Gunnar did not understand, could not understand. The king had betrayed them? The peers had turned to worshiping some great demon? None of it made any sense. The wizard demanded that he follow, that they, and they alone, could preserve the knowledge and history of their world. The world that was already lost to forces that were terrible beyond imagining.

As he arrived at the wizard's quarters, he spotted Torfi, the largest and strongest of the Twelve Peers of Markland. His hammer, Jarnskurer was still dripping with the blood of the fallen Sorli. Sorli and Torfi had been close friends, but there was a madness in Torfi's eyes that Gunnar could not fathom. He took up Forsynstang and charged the man who had been his brother in arms. He did not understand the truth of the wizard's words until he saw the madness in Torfi's eyes. So, with bitter tears, Gunnar slew Torfi by pinning his body to the wall with Forsynstang. He picked up Jarnskurer from his corpse, ensuring that the betrayers of his world would not have the weapon.

The wizard had prepared a gateway to another world and the two of them planned to enter it, desperate to be anywhere other than where they were. Gunnar wanted to stay and fight, dying on his feet, but the wizard forced him through the portal anyway.

Gunnar appeared in the middle of the strangest street he had ever seen, with buildings higher than the tallest towers in Markland. The wizard had been right behind him, and all he heard were the screams that echoed in from the world he left behind.

When the authorities found a young man, dressed in armor and speaking a language none of them understood, they put him through to the proper channels. Within a few weeks, they had found an interpreter that worked with him and eked his story out of him, bit by bit. He grew to understand his new home, albeit slowly. He agreed that learning a new trade and finding a place in this new world was the best way to survive.

Gunnar does not intend to sit idle, though. He does not intend to simply take up a trade on his new home and ignore his fallen friends and family who haunt his very dreams. He intends, one day, to take the battle to the king of Markland and the Peers of Markland, and slay them all where they stand for their betrayal of their people.

Personality & Motivation:
At one time, Gunnar was a thoughtful, introspective young man who enjoyed discussion as much as he did a good brawl. He was prone to boasting and showcasing his prowess. He was capable of both great wrath and great compassion. Now, however, he is grim, serious, and driven by vengeance and a desire for justice. He cannot yet fight for those he lost, but he can fight for others. He can bring battle to evil and honor his new home by defending her.

Powers & Tactics:
Gunnar's armor and weapons are not the great magical artifacts they were back in his home world, but they are still capable of withstanding and inflicting a great deal of punishment. He has a keen mind, and would rather think ahead than charge in blindly. He favors Forsynstang in battle, because it's superior reach enables him to keep foes at a distance.
 
 
Complications:
Secret: Identity. Gunnar Ornsberg is from a vague Northern European country as far as anyone knows.
Alien to Our World: Gunnar is not from Earth, and does not yet understand how things work here.
A Man of Privilege: On his world, Gunnar was a respected knight, a grown man, and a member of one of the most prestigious organizations in the land. On Earth Prime, he's a child who's not even old enough to drink.
What is that accent?: Anyone who knows their accents would completely fail to recognize Gunnar's, this may cause trouble.
Rage: Gunnar has lost his entire world, and thus hates anything to do with the Terminus. He might throw himself headlong into situations if he hears the Terminus might be involved.
A Good Day to Die: Gunnar believes it is his sacred duty to kill the King and the Peers of Markland. He does not foresee surviving the attempt. Killing his former King and the Peers is all he feels he is worthy to do now.
I Need Time: All of Gunnar's magic, while effective, requires relative peace and quiet
Needs Proper Tools: Gunnar's magic requires ritual items to perform. He's capable of performing said magic with substitutes, but a lack of any items means he can't do any magic.
Disarmed: The arsenal he wields is a hard-to-lose device, but he can be disarmed of either of his weapons individually.
 
Abilities: 6 + 0 + 2 + 6 + 2 + 8 = 24PP
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 18 (+4)


Combat: 6 + 8 = 14PP
Initiative: +4
Attack: +8 Melee, +3 Ranged
Grapple: +11
Defense: +8 (+4 Base, +6 Dodge Bonus), +2 Flat-Footed
Knockback: -4


Saving Throws: 5 + 5 + 6 = 16PP
Toughness: +8 (+1 Con, +7 Protection)
Fortitude: +6 (+1 Con, +5)
Reflex: +5 (+0 Dex, +5)
Will: +8 (+2 Wis, +6)


Skills: 32R = 8PP
Craft: Structural 3 (+5)
Diplomacy 6 (+10)
Intimidate 6 (+10)
Knowledge: Arcane Lore 7 (+11)
Language 4 (English, Norwegian [Native], German, French, Latin)
Perform: Oratory 6 (+10)
 

Feats: 14PP
Attack Focus: Melee 5
Fascinate: Perform
Challenge: Fast Startle
Improved Initiative
Luck 2
Quick Change
Startle
Takedown Attack 2
 

Powers: 12 + 13 + 13 + 6 = 44PP
 
Armor
[Device]Device 3 (Armor, Magic;15PP Container; Flaws: Hard-To-Lose) [12PP]
Protection 7
Shield 4
Dimensional pocket 2(250 lbs. DC12) [7PP]
 
Arsenal
[Array]
[Device]Device 3 (Forsynstang, Magic;15PP Container; Flaws: Hard-To-Lose) [12PP]
Damage 5 (Extras: Penetrating Feats: Extended Reach 2)
Enhanced Trait 2 (Improved Critical (Forsynstang), Improved Trip)
 
AP: [Device]Device 3 (Jarnskurer, Magic, 15PP Container, Flaws: Hard-To-Lose)
Damage 5 (Feats: Mighty)
Super-Strength 9 (Flaws: Limited: Breaking objects) [12PP]
 
[Array] Linked Powers (Silverstar, 13 PP)
Speed 4 (100 mph, Extras: affects others) 8 PP
Super-Strength 2 (+10 carrying capacity, 920 lbs heavy load, 306 light load) 4 PP
Feature (Can appear as either horse or motorcycle when manifested) 1 PP
 
Seidr
[Array]ESP 5 (Flaws: Action 2 (full), Feats: Extended 5 miles) [5PP]
 
AP: Communications 9 (Mental, Flaws: Action 2 (standard), Feats: Extended (20,000 miles) [5/5]

 

DC Block

ATTACK        RANGE      SAVE                        EFFECT
Unarmed       Touch      DC18 Toughness (Staged)     Damage (Physical)
Forsynstang   Touch      DC 23 Toughness (Staged)    Damage (Physical, penetrating)
Jarnskurer    Touch      DC 23 Toughness (Staged)    Damage (Physical)

 
 
 
 
Totals: Abilities (24) + Combat (14) + Saving Throws (16) + Skills (8) + Feats (14) + Powers (44) - Drawbacks (0) = 120/120 Power Points

Edited by Thunder King
Link to comment
×
×
  • Create New...