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angrydurf

From the Desk of an Angry Durf

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Workspace for character ideas and builds or power constructions that interest me.

My Characters

Ouroboros Rebuild

Sandman

Ace Danger Rebuild

Phalanx Rebuild

Meson

Kanunu

Savant

Red Lynx

 

Character Concepts

Duplicator

Psychic Thief

Cyber Ape (loose build potential sidekick)

 

Power Constructions

Ace Adams Devices (Rocket Boots and Pistols)

Old Faithful

Ouroboros Magic Power stunts.

 

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Ouroboros Workspace

 

Player Name: Angrydurf

Power Level: 11 (166/168PP)

Trade-Offs: None

Unspent Points: 2

Progress to Gold: 87/90 

 

Character Name: Ouroboros

Alternate Identities: Jack Huang Faretti (Junior)

Height: 5'10"

Weight: 135 lbs.

Hair: Black

Eyes: Blue (glows Red when angry)

 

Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human.

The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries.

 

History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either.

He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own.

It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety.

He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change.

Well that was what he told his parents at least when he found his way to the Mansion once more.  The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety.  Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona.  It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual.  However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise.  Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle.  The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago.  He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field.  

 

Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events.

Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities.  A fact he often resents.  When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont.

 

Powers & Tactics: Jack is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has many underdeveloped abilities of his birthright. As yet his Vampiric abilities are minor but they have grown over the years as well as the legacy of his mother in his connection to the void which is his true home.

In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and use his eldricht bolts. If cornered he'll try to escape either with mist form or attempting to flee to the void.

 

Complications:

Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination.

Fangs: He has them. They don't retract. It makes blending difficult.

From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future.

It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less.

Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another.

 

 

Abilities: 0 + 6 + 14 + 6 + 6 + 6 = 38PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 24 (+7)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)

 

 

Combat: 8 + 8 = 16PP

Initiative: +3

Attack: +4 Base, +10 Blast/Strike

Grapple: +4

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

Knockback: -5

 

 

Saving Throws: 2 + 1 + 5 = 8PP

Toughness: +10 (+7 Con, +3 Force Field)

Fortitude: +9 (+7 Con, +2)

Reflex: +4 (+3 Dex, +1)

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

 

 

Skills: 76R = 19PP

Bluff 1 (+4, +8 Attractive)

Concentration 7 (+10)

Diplomacy 1 (+4, +8 Attractive)

Intimidate 7 (+10)

Knowledge (Arcane Lore) 12 (+15)

Knowlwdge (Cosmology) 12 (+15)

Languages 3 (Cantonese, English [Native], Latin, Old Slavic)

Notice 7 (+10)

Search 7 (+10)

Sense Motive 7 (+10)

Stealth 12 (+15)

 

 

Feats: 11PP

Attractive

Dodge Focus 6

Eidetic Memory

Equipment 2

Hide In Plain Sight

 

  Equipment said:
  Equipment said:

10ep

HQ

Size: Medium; Toughness: 10; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing. Cost: 1+1+8 = 10ep

 

Powers: 13 + 4 + 3 + 1 + 10 + 29 + 10 +  3 + 3 = 76PP

 

Vampire Array 5 (Vampiric Might; 10PP Array; Feats: Alternate Power 3) [13PP] (Vampiric)

  • Base EffectDamage 6 (Vampiric Bite; Extras: Vampiric, Linked +0, Flaws: Requires Grapple Feats: Insidious, Subtle 2) {9PP/10Array} + Emotion Control 1 (Euphoric Bite; Extras: No Save +2, Linked +0 Flaws: Range(Touch) -2, Euphoria only -1) {1PP/10Array} (Vampiric)
  • Alternate PowerFlight 2 (25mph / 250ft per Move Action, Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) {3PP/10Array} + Insubstantial 2 (Gas, Drawbacks: Can't Speak or Gesture, Flaws: Limited [Night]) {7PP/10Array} (Vampiric)
  • Alternate PowerEnhanced Strength 10 (Vampiric Might) {10PP/10Array} (Vampiric)
  • Alternate PowerSpeed 5 + Quickness 5 (Vampiric Speed) {10PP/10Array} (Vampiric)

 Concealment 4 (All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) (No Reflection, Vampiric) [4PP]

Force Field 3  [3 PP] (Magic)


Feature 1 (Temporal Inertia) [1PP]

Immunity 10 (Aging, Life Support) (Child of The Void, Dimensional, Magic) [10PP]

Magic 13 (26PP Array, Feats: Alternate Power 5; Drawbacks: Power Loss 2 [Must Be Able To Speak & Gesture]) (Magic) [29PP]

  • Base Power: Blast 10 (Eldritch Bolt; Feats: Accurate 3, Affects insubstantial 1, Variable Descriptor 2 [Any Magic]) (Magic, Variable) [26PP]

    Alternate Power: Concealment 10 (Feats: Close Range, Selective) (Invisibility, Magic) [22] and Super Senses 6 (Detect Magic(Visual): Analytical [Mage Sight] 1 , Counters Concealment [Mage Sight] 2, Tracking 1(1/2 move) [Mage Sight] 1) [4] [26PP]

    Alternate Power: Move Object 10 (Mage Hand;  Feats: Accurate 3, Affects Insubstantial 2, Precise)  (Magic) [26PP]

    Alternate Power: Create Object 11 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) (Magic) [26PP]

    Alternate Power: Strike 10 (Vampiric Touch; Feats: Accurate 3, Affects Insubstantial 2, Extended Reach [10ft], Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full]) (Magic, Vampiric) [26PP]

    Alternate Power: Teleport 10 (Void Step; 200,000 miles, Feats: Change Direction, Change Velocity, Easy, Progression 3(1000lbs) Extras: Accurate Flaws: Long distance Only) (Magic, Teleportation) [26PP]

 

Regeneration 8 (Recovery +2 [+9], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) (Child of The Void, Dhampir, Dimensional, Magic) [10PP]

Super Movement 1 (Dimensional Movement 1 [The Void], Feats: Innate) (Return To The Void) [3PP]

Super Senses 3 (Magic Awareness[Visual])  (Mage Sight) [3pp]

 

Drawbacks: 0PP

[None]

 

 

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

Bite ------ 17/Fortitude ------ Injury

Create Object ------ 17/Reflex/Toughness ------ Trapped, Bruise/Injury

Eldritch Blast ------ 27/Toughness ------ Bruise/Injury

Siphon Life ------ 27/Fortitude ------ Bruise/Injury

 

 

Abilities (38) + Combat (16) + Saving Throws (8) + Skills (19) + Feats (11) + Powers (76) - Drawbacks (00) = 168/168 Power Points

Edited by angrydurf

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Clean Character sheet for future use.

Player Name: You can use your messageboard handle, you don't need to submit your real name.
Character Name:
Power Level: 7 or 10 (105/105PP or 150/150PP)
Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")
Unspent Power Points: 0
Progress To Bronze Status: 0/30

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

Residence: (Optional) Where the character normally resides / lives (if anywhere).
Base of Operations: (Optional) Where the character primarily operates or their headquarters' location, if anywhere.
Catchphrase: (Optional) Example: "Its Clobberin' Time", "By the Power Cosmic!", "Hulk Smash!" etc. 

Alternate Identity:
Identity: Public or Secret
Birthplace:
Occupation:
Affiliations: People and/or groups you work with.
Family:

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

(Describe what they look like!)

Power Descriptions:
(Describe what their powers look like, if applicable)

History:
(Please 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, please rethink it.)

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

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

Complications:
Name: Description

ExampleIdentity: Secret


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 + 0 = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged
Grapple: +0
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed
Knockback: -0


Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +0 (+0 Con, +0 [Other])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP
[skill] [# of Ranks] (+[Total Bonus])
[skill] [# of Ranks] (+[Total Bonus])
[skill] [# of Ranks] (+[Total Bonus])



Feats: 0PP
[Feat Name]
[Feat Name]
[Feat Name]

Equipment: XPP = 5*XEP

  • Name (power breakdown, if applicable) [XEP]

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

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

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

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

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

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



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

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage (Energy)
Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

 

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

Edited by angrydurf

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Sandman

Player Name: Angrydurf
Character Name:  Sandman
Power Level: 10 (150/150PP)
Trade-Offs: None 
Unspent Power Points: 0
Progress To Bronze Status: 0/30 (Silver earned with Phalanx)

In Brief: Widower trying to fulfill his wifes legacy as ancestral defender of the dreamlands.

Residence: Suburban Hanover
Base of Operations: Throughout Freedom City
Catchphrase

Alternate Identity:  Dr. Elis Sanford
Identity: Secret
Birthplace: Freedom City
Occupation:  Doctor
Affiliations: People and/or groups you work with.
Family: Mrs. Barbara Breska-Sanford (Wife, Deceased), Shelby Sanford (Daughter 8), William Sanford (Son 5), Grace Fellows (Sister)

Description:
Age: 34 (DoB: June 14th 1981)
Apparent Age: 34
Gender:  Male
Ethnicity: Caucasian
Height: 5'11"
Weight: 185
Eyes: Blue
Hair: Sandy Blonde

Elis is a fit man in his mid thirties.  He's toned without being bulky and of average height with a calm confidence in his movement.  His hair is neatly cut and styled with the simplicity of a busy schedule.  He is usually in scrubs or business casual, khakis, button down and tie though on weekends revels in his god given right to sandles with socks and cargo shorts.  As sandman he's costumed in a blue and white, a long hooded vest belted at the waist over a bodysuit matched with Cuffed gloved and cavalier boots.  His chest is emblazoned with the symbol of a crescent moon.

Power Descriptions:
His powers manifest as swirling almost luminescant yellow brown sand.  At its most basic he forms it into grasping limbs or weapons or fashions walls and cages to entrap his foes or form into illusory living dreamscapes.  He may call upon them to swirl about in vortices putting his targets into a deep sleep, sapping their energy or calming a crowd with their somnolant touch.  At its more esoteric it serves as a conduit for Sandman to touch on the dreams and nightmares of his firends or foes for aid or to make them deadly real in the mind of the beholder.  His form is almost as if built from flowing sand and bullets or fists pass through with little to no effect only for the holes to fill in from the surounding mystic sands.  

History:
Elis is not a remarkable man.  He's a hard worker and clever enough that that work has paid off though none of it came with great ease.  He was raised in a firmly middle class household with a single younger sister and grew up with the luck to be spared the greater pains and losses many residents of Freedom suffered throughout the corruption of the Moore years, or the invasions and assorted chaos that followed.  He graduated high school near the top of his class and was accepted to FCU in a pre-med program.  Though no longer a bigger fish in a small pond led to some growing pains he managed to get through in no small part due to the support of his future wife Barbara.  They met in an intro to biology course and her presence pushed him to attend more regularly.  Late nights studying together often seemed on the verge of their friendship developing to something more though she seemed to hold back.  Elis accepted her reluctance and enjoyed her friendship and what company her busy schedule allowed.  In time the friendship blossomed into more and by the time they graduated they were engaged.

It is in that relationship that Elis' future would be forged.  The Braska family were inheritors of an ancient mandate.  Defenders of the waking world fromt he creeping darkness of nightmare realms, guardians of the vale of sleep, knights of dream.  Barbara was thier last scion.  Elis knew nothing of her grander purpose though he often worried about her odd habits and exceedingly busy schedule throughout thier relationship as friends and romantically he allowed her enough space and she managed her dueling responsabilities well enough it never came to a head.  As they entered graduate studies (he in med school her in psychology) they got an appartment together, He'd awake at night to find her mysteriously absent, or so deeply asleep he could not wake her as she did battle in the realms of dream or hunted nightmare things crossed into our realm.  When he finally asked her about it she chould no longer hide her double life from him.  Elis worried for her after that, no loving partner would not, but he had come to understand her devotion in time.  They were wed shortly after he began his residency and not long thereafter their first child was born.  Barbaras vigils as their daughter slept seemed odd but Elis accepted she needed the comfort of watching and she never seemed to tire at the least.  In due course another child joined the first, a younger brother his sister adored.  All seemed well in their lives.  Balancing family and superheroics was never easy but Barbara managed and despite the long hours of his residency Elis was there to support her.  

Not long after Elis completed his residency and joined the hospital staff as an attending physician it all came crashing down.  He returned from a late night call for emergency surgery to find the front door fo the house torn off its hinges.  Calling 911 he rushed inside, he found her at the top of the stairs the power of her legacy slowly fading, the costume he rarely saw reverting to her nightcloths as he ran to her side.  As he tried to staunch the bleeding he craddled her in his arms.  She whispered to him of the boogeyman who had come for the children the scions of her line.  She had driven him off but at a great price.  She made him promise to protect the children, it wasn't until her last kiss passed the power of the Sands of Sleep to him he understood she meant all of them.  She was gone by the time the paramedics arrived. 

Barbaras loss was hard on Elis, and of course the children though he sheltered them from the worst of the details schoolmates and teachers all knew at least some of it and it has been difficult for them.  He keeps upbeat and makes sure they celebrate they life they had with her rather than focusing on her absence.  So far it seems to be working.  For a time he tried to forget his promise, the legacy of the guardian of dreams had taken his wife from him he was not charitable in thought toward it now.  It was nearly a year later before he embraced his role, children gone missing from locked homes, dark figures spotted in the shadows, he could hear his wifes voice telling him to protect the children, so that is what he does.

Personality & Motivation:

Elis is an affable gentle man with a quick smile and easy demeanor.  He doesn't stand out much in a crowd but those that know him usually remember him fondly.  A devoted father and skilled doctor he is a very busy man but none the less seems to find time for tidbits of conversation with the coffee cart barrista or the nurses on his way in to the hospital.  His wifes death has left a certain melancholly to his manner but it is a quiet kind melancholly that he rarely inflicts upon others, and is quick to appologize with a self deprecating jest at his maudlin behaivior.

Elis' relationship with superheroics is complex.  This job cost his wife her life.  Something he'll like as not never forgive it, she knew the risks and he knows would have done nothing differently yet still a part of him blames the responsibility laid upon her for her death.  On the other hand he respects her sacrifice and her convictions of the importance of this work.  He knows as few others do how close the monsters really are in the world and how spread thin its defenders are.  When it comes down to it however he made a promise and he intends to keep it.  There is a darkness in the world and he will be the light to ward it off.

Powers & Tactics:
Sandman is first and formost a guardian of the innocent.  Thus he usually opens with seeing to it that bystanders are safe by calming them or errecting barries to cover thier retreat.  Once that is achieved he'll move in to engage more directly and will focus on entrapping or disabling his foes.  It is a last resort to turn to the crude brutallity of attacking more directly, only the most heinous of offenders are treated tot he special horror of being rent asunder by thier own worst nightmares, Sandman knows such power must be used sparingly.

Complications:
Identity: Secret;  The mild mannered anethesiologist is not what most imagine when they think of super heroics, he'd like to keep it that way.

Responsability:  Job; He is holding down a day job if not for his lack of need for sleep it would like as not all come crashing down. 

Responsability:  Parent; Single parent at that.  He has two children who he WILL ensure are safe and secure.

Code:  Sandman hunts the things that go bump in the night, the monsters under the bed and in your closet.  He makes sure the nightmare things that creep across the veil go back where they belong, pursuit of such creatures take priority over lesser foes.

Code: Defender of innocents.  Bystanders and especially children must be protected at all costs.

Enemy: The Boogeyman is still out there.  Barbara hurt it, drove it off but it will recover and be back.  Sandman plans to be ready.


Abilities: 0 + 6 + 8 + 0 + 10 + 0 = 24PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 20 (+5)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +0
Attack: +4 Base;  +4 Melee, +4 Ranged
Grapple: +0
Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed
Knockback: -0


Saving Throws: 4 +3 + 5 = 12PP
Toughness: +10 (+4 Con, +6 [Protection])
Fortitude: +8 (+4 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +10 (+5 Wis, +5)


Skills: 36R = 9PP

Knowledge(Arcane Lore) 5 (+5)

Knowledge(Behavorial Sciences) 3 (+3)

Knowledge(Cosmology) 5 (+5)

Knowledge(Life Sciences) 3 (+3)

Medicine 10 (+15)

Notice 5 (+10)

Sense Motive 5 (+10)



Feats: 8PP

Benefit(Wealth) 1

Dodge Focus 6

Fearless

Equipment: XPP = 5*XEP


Powers: 48 + 6 + 8 + 6 + 4 + 9 = 81PP

Array Rank 20 (Sands of Dream; Extras: none, Flaws: None, Feats: Alternate Power 8, Drawbacks: None) [48PP] (Dream, Mental, Magic)

  • Base PowerCreate Object 15 (Walls of Sand; Extras: none; Flaws: none; Feats: Affects Insubstantial 2, Selective, Precise, Progression 6; Drawbacks: none) {40/40} (Dream, Magic)
  • Alternate PowerDamage 10 (Nightmares to Life; Extras: Range 2(Perception), Alt Save Will +1; Flaws: none; Feats: None; Drawbacks: None) {40/40} (Dream, Mental, Magic)
  • Alternate PowerEmotion Control 10 (Sands of Calm; Extras: Area(Shapeable) +1, Selective +1 ; Flaws: Calm only -1; Feats: Reversable, Progression 10(Rank x 1000 5'Cubes); Drawbacks: Noticeable -1) {40/40} (Dream, Mental, Magic)
  • Alternate PowerFatigue 10 (Sands of Exhaustion; Extras: Range(Ranged) +1; Flaws: none; Feats: Affects Insubstantial 2, Accurate 3, Sedation, Reversable, Incurable, Slow Fade 2; Drawbacks: none) {40/40} (Dream, Magic)
  • Alternate PowerIllusion 10 (Sands of Illusion; All senses; Extras: Selective Attack; Flaws: Phantasms; Feats: none; Drawbacks: none) {40/40} (Dream, Mental, Magic)
  • Alternate PowerIllusion 10 (Sweet Dreams(Dream Control); Extras: Duration (Sustained); Flaws: Limited(Sleeping Targets) -1, Range(touch)-2; Feats: Triggered, Progression 5 ; Drawbacks: none) (Dream, Mental, Magic)
  • AndMind Reading 10 (Dream Travel; Extras: Affects Others +1, Duration(Continuous) +2; Flaws: Limited(Sleeping Targets) -1, Range(Touch) -2; Feats: Insideous, Sedation, Subtle 2; Drawbacks: None) {40/40} (Dream, Mental, Magic)
  • Alternate PowerMove Object 12 (Shifting Sands; Extras: Damaging +1; Flaws: none; Feats: Accurate 3, Precise; Drawbacks: none) {40/40} (Dream, Magic)
  • Alternate PowerStun 10 (Sands of Sleep; Extras: Range(Ranged) +1, Alt Save(will) +0, Sleep +0; Flaws: none; Feats: Accurate 3, Affects Insubstantial 2, Reversible, Sedation, Slow Fade 3; Drawbacks: none) {40/40} (Dream, Mental, Magic)
  • Alternate PowerTeleport (Dream Step; Extras: Accurate; Flaws: none; Feats: Change Direction, Change Velocity, Easy, Progression 7; Drawbacks: none) {40/40} (Dream, Magic)

Comprehend 3 (Speak and Understand all Languages; Language of Dreams; Extras: None, Flaws: None, Feats: None, Drawbacks: None) [6PP] (Dream, Mental, Magic)

Immunity 8 (Need to Sleep(1), Dream/nightmare(2), Sleep Effects(5); Extras: None, Flaws: None, Feats: None, Drawbacks: None) [8PP] (Dream, Mental, Magic)

Protection 6 (Body of Sand; Extras: None, Flaws: none, Feats: None, Drawbacks: None) [6PP] (Dream, Magic)

Super-Movement 1 (Into the vale of sleep; Dimensional movement 1 (Dreamlands); Extras: Affects Others, Attack, Flaws: none, Feats: none, Drawbacks: none) [4PP] (Dream, Magic)

Super-Senses 9 (Dream Sense; Dream Awareness(Mental) 1, Ranged 1, Radius 1, Accurate 2, Acute 1, Analytical 1, Tracking 2 Extras: none, Flaws: none, Feats: none, Drawbacks: none) [9PP] (Dream, Mental, Magic)

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

None




DC Block

     ATTACK              RANGE      SAVE                           EFFECT

  • Unarmed             Touch      DC 10 Toughness                Damage (Physical)
  • Nightmares to Life  Perception DC 20 Will                     Damage (Mental)
  • Sands of Calm       Perception DC 20 Will                     Emotion Control(Calm)
  • Sands of Exhaustion Ranged     DC 20 Fortitude                Fatigue
  • Sands of Sleep      Ranged     DC 20 Will                     Stun
  • Shifting Sands      Ranged     DC 20 Toughness                Damage (Physical)

 

 

Totals: Abilities (24) + Combat (16) + Saving Throws (12) + Skills (9) + Feats (8) + Powers (81) - Drawbacks (0) = 150/150 Power Points

Edited by angrydurf

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Ace Danger Rebuild to PL10 caps  

 

 

Player Name: Angrydurf
Character Name:  Ace Danger
Power Level: 13 (hits PL 10 caps normally)
Trade-Offs: +1 Attack / -1 Save DC
Unspent Power Points: 0  (211/211)

In Brief: Daring Boy Adventurer who grows into a Superspy and Immortal Playboy.

Residence: Danger Manor, Freedom City
Base of Operations: Mainly Freedom City though he has contacts around the world and in some extradimensional realms
Catchphrase: "Hello there, Ace Danger."

Alternate Identity:  
Identity: Public
Birthplace:  Freedom City
Occupation:  Interdimensional Man of Mystery
Affiliations: Allies of Freedom*, Danger Industries, Liberty League*, AEGIS*, Freedom League*  (*Former ally/member) 
Family: The Danger Family

Description:
Age: 90 (July 4th 1925)
Apparent Age: 22
Gender: Male
Ethnicity: Caucasian
Height: 6' 
Weight: 185lbs
Eyes:  Blue
Hair:  Blond

Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times.

Power Descriptions:
Most of Aces powers are of a subtle nature, mental techniques and skills or his immortal nature are not obvious in nature.  He has however a long life of adventures steeped in the science and magic of a thousand cultures and even worlds.  This results in a motley collection of devices, talismans, techniques, and maneuvers that he can call upon when the situation demands, Whether it be calling forth his inner fire to melt an icy prison, assembling a makeshift lathe to craft a weapon upon, or drawing forth a treasure or relic of power from his past adventures Ace has a long life of interesting times to draw upon.

History: The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his father's pilot and close companion through many an adventure. His early childhood was fairly normal despite his father's extended absences with two more siblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by today's standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born.

 

As Ace came of age his brother was included in more and more of his fathers travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to academia. Eventually, wishing to prove himself on his own merits he lied about his age and signed up with the army his skills, and family name, earning him placement with the sometimes empowered special forces operating often behind enemy lines. After the War it wasn't long before his maverick stylings and controversial activities had him discharged (honorably thanks to family connections) to his father's deep disappointment.

 

After his socially disastrous, if technically successful, military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily eroding the family's reputation. Her answer was simple and with some maneuvering of family money and contacts she neatly made him someone else's problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than thwarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assigned to the more esoteric missions no simple spying on ambassadors for Johnny Dangers son when there were communist backed voodoo cults in Havana or Soviet researchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extraordinary abilities though he carefully hid these from his antsy employers given the political climate.

 

It was only natural that when the fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and his father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the fledgling tabloid industry through the sixties and early seventies and it's not far from the truth. He publicly partook of much of the worst the decades had to offer and was the center of most major scandals of the era.

 

Likely he much like the rest of the country would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediately spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embellish the story the press got, to everyone else Rex went out like a Hero should.

 

His brothers death affected Ace strongly, he had experience and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his fathers globe trotting tendencies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon.

 

Personality & Motivation: Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life personality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and that's not entirely inaccurate but he does have a strong sense of justice and feels a responsibility for the people of freedom. Rex's death pulled him out of a pretty self destructive spiral but that hasn't kept him from having fun while doing good in the here and now.  Coming up and living his long life in the public eye as a hero or sidekick as the times have called for has left him distinctly out of touch with those less immersed in the world of high adventure.  He knows no life but the absurd one that he calls his own and knows a certain loneliness drawn from that.  Even other Heroes often have downtime or off camera moments, for Ace every day is another day on duty and privacy, though not secrecy, is all but unknown.

 

Powers & Tactics: Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and that's likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capable hand to hand fighter though no specific style really take preeminence and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and installed a communications and computing suite made it in his mind the perfect luxurious base of operations.  He augments his training and vast collection of super tech and mysterious curios with some special items from his days as boy adventurer and super spy.  The famed Danger!Mobile and it's suite of counter pursuit addons and specialized equipment for operation in the skies and seas is the most famous certainly but the Danger!Jet and it's cloaking and VTOL capabilities have gotten him into and out of some hairy situations.  The S.S. Danger! seems at first glance little more than a pampered dilettantes luxury yacht, yet with but a few small adjustments and extensions it can vary it's appearance from Junk, to sailing yacht, to commercial fisher and more, for truly stealthy endeavors of course the craft can convert to submersible mode with advanced cloaking devices rendering it all but undetectable.

 

 


Complications:

Disarmed!: Aces Interesting Times VP isn't able to be taken away completely but if he is stripped of his assorted gadgets he can't put the points into devices without some kind of work around for the missing items.

Fame:  He's THE Ace Danger

Code of Honor (Hero code: don't kill or main, no torture, protect innocents etc) Ace follows it as much as he seems to be reluctant to.

Reputation (Wastrel playboy and worse)

 

 

Stats: 14+8+16+8+8+14=68pp

Str: 24 (+7)

Dex: 18 (+4)

Con: 26 (+8)

Int: 18 (+4)

Wis: 18 (+4)

Cha: 24 (+7)

 

 

Combat:  (12 + 12 = 24pp)

Attack: +6 ( +7 Melee +11 Unarmed)

Grapple: +17

Defense: +10 (6 base + 4 Dodge Focus) (+3 flat-footed)

Knockback: -5

Initiative: +4

 

 

Saves: 0 + 4 + 4 = 8pp

Toughness: +10 (+8 Con, +2 Defensive Roll)

Fortitude: +8 (+8 Con)

Reflex: +8 (+4 Dex, +4)

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

 

 

Skills: 96r = 24pp

Bluff 18 (+25)

Diplomacy 7 (+14, +20 with Wealth)

Disguise 13 (+20)

Gather Information 7 (+14, +20 with wealth)

Intimidate 3 (+10)

Notice 16 (+20)

Sense motive 16 (+20)

Stealth 16 (+20)

 

 

Feats: 39pp

Attack Specialization: Unarmed 2

Attack Focus: Melee 1

Beginner's Luck

Benefit (Wealth 3/Filthy Rich)

Contacts

Defensive Roll 

Distract (bluff)

Dodge Focus 4

Equipment 9

Hide In Plain Sight

Improvised Tools

Jack of all Trades

Luck 3

Quick Change 2

Redirect

Set-Up

Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth)

Sneak Attack

Taunt

Uncanny Dodge (mental)

Well Informed

 

 

Equipment [45 equipment points]

Danger! Vehicles (Alt Equip 2) [24]

Spoiler

 

Danger!Mobile [22]

Size: Large [1] Strength 25 [1] Speed 6/Swim 6/ Flight 3 [7] Defense 9 [0] Toughness 12 [5]

Features:  Alarm 3 (DC30), Ejector Seats, Oil Slick, Smoke Screen, Communications(radio), Navigation system, Tire inflators

Danger!Jet [22]

Size: Gargantuan [3] Strength 40 [0] Flight 7 [14] Defense 6 [0] toughness 11 [0]

Features: Ejector seats, Concealment(Radar), Concealment(visual), Communications(Radio), Computer

S.S. Danger! [22]

Size: Gargantuan [3] Strength 50 [2] Swim 4 [4] Defense 6 [0] Toughness 15 [4]

Features: Submersible, Concealment(Auditory), Concealment(Visual), Concealment(Radar), Communications(Radio), Computer, Navigation System, Disguise, Living Quarters

 

 

Danger Manor [total 21]

Spoiler

 

Toughness 10 [1]

Size Large [2]

Combat Simulator [1]

Communications [1]

Computer [1]

Dock [1]

Defense system (Stun 13 [Crazy Purple Knockout Gas; Extra: Sleep](Gas, Poison)[1]

Fire prevention system [1]

Garage [1]

Gym [1]

Hangar [1]

Infirmary [1]

Library [1]

Living space [1]

Personnel [1]

Pool [1]

Power system [1]

Security System x 3 (DC 30) [3]

 

 

 

Powers: 6 + 22 + 4 + 10 + 6 = 48PP

Comprehend 3 (Polyglot; Speak any language one at a time, Read and understand all languages) (Training) [6pp]

Variable 2 (Interesting Times; 10pp Any Combination of Traits; Extras:  Action 2 (free Action), Power Feats:  Variable Descriptor 2) [22pp]

Immunity 4 (Aging, Disease, Poison, Starvation/Thirst) (Magic)[4pp]

Regeneration 8 (True Resurrection 7 [1 minute], Recovery Bonus 1; PFs: Persistent, Regrowth) (Magic)[10pp]

Super Senses 6 (Mind Like the Moon; Mental Sense, +Accurate, +Acute, +Radius, +Ranged) (Chi, Training) [6PP]

 

 

Spoiler

Variable Pool sample Configurations

  • Drunken Style Kung Fu (Attack Specialization unarmed 2, Fast Feint, Fast Taunt, Dodge Focus 2, Protection 2, Improved trip, Instant up)
  • Rocket boots and flight helmet  (Device 2 {Hard to lose; Restricted 2; Flight 4, Immunity 2 (suffocation)}  
  • Jury Rigged Hand Cannon (Damage 5 {general Area Cone})
  • Ghost dust(Super Senses 2 {Visual counters concealment} Damage 6 (Flaws:  Limited Undead, Power Feats: Affects insubstantial 2, Mighty, Accurate 2) (+11 attack +13 Save Damage)
  • Warding Chant/mudra/rune (Mind Control 10, Area, Limited{supernatural type})
  • Jungle patrol Pistol (Device 3 {easy to lose; Power Feats: Accurate; [Damage 7 (Extras: Ranged, Power feats: Variable Descriptor)]})

 

Drawbacks: 0pp

 

 

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed ------ 22/Toughness ----- Bruise/injury

Sneak Attack Unarmed ------ 24/Toughness ------ Bruise Injury

 

Totals: Abilities 68 + Combat 24 + Saves 8 + Skills 24 (96r) + Feats 39 + Powers 48 - Drawbacks 0 = 2011/2011

Edited by angrydurf

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Phalanx Workspace

 

Players Name: angrydurf

Power Level: 15 (220/220 PP) (31 pre-bump, 56 post-bump)

Trade-Offs: -3 Attack, +3 Save DC (Melee); -5 Attack +5 Save DC (Laser Vision); -5 Defense, +5 Toughness;

Unspent PP: 0

Progress to Gold: 87/90 

 

Characters Name: Michael Harris

Alternate Identity: Phalanx

Height: 6'6"

Weight: 260 lbs

Hair: Black

Eyes: Green

 

Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago.

In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders.

Update 8/2015:  The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood.  Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair.  His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size.

 

History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well.

Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others

When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing.

The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect'

For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy.

Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team.

Update 8/2015:  After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD.   His nature was revealed in short order in a rather spectacularly public manner.  No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here.

 

Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world.

Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends.

Update 8/2015:  Mike has long dreamed of the simple normal life despite events conspirign ot make such impossible.  After leaving school this desire seperated him from many of his school friends and hs left him lonlier and more withdrawn.  After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity.  With little else left to identify with however he is at risk of losign himself to the job as it were.

Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power.

 

 


Complications:

Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly.

Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up.

Registered: full records of who mike is are available to those with sufficient clearance.

Responsibility: Alex, his girlfriend, and Zoe, his daughter from the future.

 

 

Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp

Str: 18/46 (+4/+18)

Dex: 10 (+0)

Con: 20/50 (+5/+20)

Int: 10 (+0)

Wis: 10 (+0)

Cha: 14 (+2)

 

 

Combat: 16 + 12 = 28pp

Attack: +8 (+12 Melee, +20 Laser vision)

Grapple: +31 (Up to +42 with Super-Strength DAP)

Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed

Knockback: -15 (Up to -26 with Immovable DAP)

Initiative: +4

 

 

Saves: 0 + 1 + 15 = 16pp

Toughness: +20 (Impervious 12) (+20 Con, +0 other)

Fortitude: +20 (+20 Con, +0)

Reflex: +1 (+0 Dex, +1)

Will: +15 (+0 Wis, +15)

 

 

Skills: 24r = 6pp 

Craft (Structural) 1 (+1)

Investigation 2 (+2)

Knowledge (Civics) 2 (+2)

Medicine 2 (+2)

Notice 9 (+9)

Sense Motive 8 (+8)

 

 

Feats: 17pp

Attack Focus: Melee 4

Dodge Focus 4

Fearless

Improved Initiative

Interpose

Luck 4

Takedown Attack

Ultimate Toughness

 

 

Powers: 29 + 30 + 2 + 9 + 12 + 33 + 1 + 2 + 2 + 7 + 4 = 131PP

 

Array 14 (26pp; Power Feat: Alternate Power 1) [29pp]

 

BEEnhanced Strength 28 (to 46/+18) {28/28}

 

APBlast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28}

 

Enhanced Constitution 30 (to 50/+20) [30pp]

 

Flight 1 (10 mph / 100 feet per Move action) [2pp]

 

Immunity 9 (Life Support) [9pp]

 

Impervious Toughness 12 [12pp]

 

Paragon Array 11 (22pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [31pp]

 

DBEFlight +11 (to Flight 2 [25 mph / 250 feet per Move Action] to 12 [50,000 mph / 500,000 feet per Move Action]) {2-22PP, 0-20 left to allocate}

 

DAPImmovable 11 (Extras: Unstoppable) {2-22PP, 0-20 left to allocate}

 

DAPQuickness 22 (rank 1 [x2] to 22 [x25,000,000]) {1-22PP, 0-21 left to allocate}

 

DAPSpeed 22 (rank 1 [10 mph / 100 feet per Move Action] to rank 22 [100,000,000 mph / 1,000,000,000 feet per Move Action]) {1-22PP, 0-21 left to allocate}

 

DAPSuper Strength 11 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 12 [str 78, 106 w/ Enhanced Str]) {2-22PP, 0-20 left to allocate}

 

Space Travel 2 (interstellar) [4]

 

Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp]

 

Super Senses 2 (Normal Hearing, Enhancements: Extended 2 [1,000ft Increments]) [2pp]

 

Super-Senses 7 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 2 [1,000ft Increments], Penetrates Concealment 3 [Power Loss: Lead]) [7pp]

 

Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp]

 

 

Drawbacks: 0pp

 

 

DC Block:

Unarmed ------ 33/Toughness ------ Bruise/Injury

Energy Vision ------ 25/Toughness ------ Bruise/Injury

 

 

Costs: Abilities (22) + Combat (28) + Saves (16) + Skills (6) + Feats (17) + Powers (131) - Drawbacks (00) = 220/220pp

Edited by angrydurf

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Duplicator Build

Core Build

So the basic build without making dupes is a solid PL 7 scrapper (the sheet used for the dupes is in fact a PL 7 105PP below).  They hit the PL 7 caps unarmed or with trademark weapons(bought as equipment) and have a solid basis in the basic athletic brawler type, heavy on core stats light on skills with feats to round them out..  They have a small suite of low level athletic powers under the training descriptor to help them get around and ties into a near peak human physical capabilities.  Beyond that they also have a rank four morph to take on varied appearances allowing both some infiltration potential as well as tying into some of the broader applications of the Duplicator concept. 

With Duplication

The core power added to bring the Duplicator up is of course the duplicator variation of the summon power.  They can split into up to twenty five additional copies of the duplicator, which is quite a few, however rather than just making 25 PL 7 attacks they can combo and aid (with the teamwork feat bonus) to manage fewer attacks coming out at or even slightly above PL allowing the duplicator to punch well above his PL 7 weight class and with the right set up even above the PL10 caps.  The nice part being that it is very easy to tune the attacks to the level of the enemies as well as that impervious over the base +8 they pull with weapons can't be touched by them.  Also in the spirit of genre conventions duplicators shine when they utilize dupes to do multiple things at once (escort civilians to safety while fighting the villains, splitting up to cover more ground in searches etc.)  Proposed aid/combined attack numbers that can be reached will be added below.

In addition to the core duplication power there are a number of utilizations of the powerset to achieve less standard effects.  Arrayed with the duplication are other applications as follows; An AOE damage to represent sending a burst of short term Dupes out to swarm the area attacking enemies, these dupes are reabsorbed almost as quickly as they are made and thematically not all are just striking some are aiding others or combining attacks this leads to this attack being ranked up to the PL 10 caps (though the lesser dupes can not themselves duplicate to perform it); A ranged damage effect with indirect, and autofire, and indirect as well as homing, this burst of duplicates rather than attacking everyone in an area all team up to go after one target.  Autofire represents the flood of attacks and it too is scaled up to PL10 to represent the teamwork aspect.  As the dupes can run and swarm around blockades and even stick around a round or two if they don't get a good hit off it has both homing and indirect.

Then comes the more esoteric applications, the core dupe power has mindlink so all the dupes they makes function as a sort of collective consciousness, Taking a page from Mr. Zero in paragons but with a heroic bent there is an assumption to these powers that dupes can have ingratiated themselves all over.  With this network information gathering is drastically eased hence the enhanced skills and feats related to that.  This is applied to an ESP effect when the mindlink allows shared senses. Effectively there is a limited range on the mindlink to share senses and only some many that can be accessed at once thus while there may be dupes the world over in broad theory they can only ESP short range or it gets to overwhelming to be useful.  Teleport works under the same concept only instead of sharing senses the 'Main' heroic portion of the collective can shift it's focus and the core duplicator powers into a different Dupe similar to the survivor extra on duplication only without death being needed (or in a process akin to the agents from the matrix).

Lastly there are defensive applications of duplication enhanced dodge focus and a sustained duration protection (forcefield effect) represent both increased situational awareness from sending dupes to watch his back and having short term dupes intercept attacks or reabsorb to instantly heal him.  When fully activated both of these would also represent the "mirror image" kind of defense common to duplicators and some illusionists.

Abilities: 12 + 12 + 14 + 0 + 6 + 0 = 44PP
Strength: 22 (+6)
Dexterity: 22 (+6)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +6
Attack:  +4 base +6 Tonfa, +8 unarmed, +4 Ranged
Grapple: +14
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5


Saving Throws: 0 + 1 + 4 = 5PP
Toughness: +10 (+7 Con, +3 Protection)
Fortitude: +7 (+7 Con, +0)
Reflex: +7 (+6 Dex, +1)
Will: +7 (+3 Wis, +4)


Skills: 24R = 6PP
Acrobatics 4 (+10)

Climb 9 (+15)

Notice 7 (+10)

Stealth 4 (+10)

 



Feats: 14PP

Attack Specialization: Tonfa 1

Attack Specialization: Unarmed 2

Attractive 2

Dodge Focus 3

Equipment 1

Move-by-Action

Teamwork 3

Skill mastery (Acrobatics, Climb, Notice, Stealth)

 

Equipment: 1PP = 5EP

  • Weighted Tonfa (Damage 2, Mighty, Split Attack, Multiple Weapons) [5EP]



Powers: 32 + 5 + 3 + 1 + 8 + 3 + 2 + 1 + 10 = 65PP

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

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

  • Base PowerSummon 8 (Duplication; Extras: Horde +1; Feats: Mental Link, Progression 3(10 dupes)) {28/28} (Mutation)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

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

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

Array 14 (Duplication; Feats: Alternate Power 4) [32PP] (Mutation)

  • Base PowerSummon 7 (Duplication; Extras: Horde +1; Feats: Absorption Healing, Mental Link, Progression 4(25 dupes), Sacrifice) {28/28} (Mutation)
  • Alternate PowerDamage 10 (Army of One; Extras: Area(Targeted, burst), Selective; Flaws: Action(Full Round); Feats: Accurate 3, Progression 1 up, Progression 4 down (Area 30'-100' radius)) {28/28} (Mutation)
  • Alternate PowerDamage 10 (Clone Barrage; Extras: Range(Ranged), Autofire 1; Flaws: Action(Full Round); Feats: Accurate 3, indirect 3,  Homing 2 (two attempts)) {28/28} (Mutation)
  • Alternate PowerESP 4 (Everyman; All senses; Extras: No conduit, Simultaneous, Duration(Sustained); Flaws: Medium(Bystanders/dupes); Feats: subtle 2) {26/28} (Mutation)
  • Alternate PowerTeleport 8 (Switch dupes; Extras: Accurate, Castling +0; Flaws: Medium(Bystanders/dupes); Feats: Change Direction, Change Velocity, Easy, subtle 2Drawbacks: No Cargo -1) {28/28} (Mutation)

Enhanced Feats 5 (Many hands make light work; Dodge focus 3, Contacts, Well Informed) [5PP] (Mutation)

Enhanced Skills 3 (men on the street; Gather Information 12) [3PP] (Mutation)

Leaping 1 (Acrobatic) [1PP] (Training)

Morph 4 (Myriad Forms; Any Humanoid) [8PP] (Mutation)

Protection 3 (Dupe Defenders; Extras: Duration(Sustained)) [3PP] (Mutation)

Regeneration 2 (I am Legion; Resurrection 2(1/day)) [2PP] (Mutation)

Speed 1 (Quick Footed) [1PP] (Training)

Super Movement 5 (Parkour; Slow Fall 1, Surefooted 4) [10PP] (Training)



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

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 21 Toughness                Damage (Physical)
Tonfas              Ranged     DC 23 Toughness                Damage (Physical)
Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

 

Totals: Abilities (44) + Combat (16) + Saving Throws (5) + Skills (6) + Feats (14) + Powers (65) - Drawbacks (0) =  150/150 Power Points

 

 

Dupes 105PP

 

Abilities: 12 + 12 + 14 + 0 + 6 + 0 = 44PP
Strength: 22 (+6)
Dexterity: 22 (+4)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +6
Attack:  +4 base +6 Tonfa, +8 unarmed, +4 Ranged
Grapple: +0
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 0 + 1 + 4 = 5PP
Toughness: +7 (+7 Con)
Fortitude: +7 (+7 Con, +0)
Reflex: +7 (+6 Dex, +1)
Will: +7 (+3 Wis, +4)


Skills: 24R = 6PP
Acrobatics 4 (+10)

Climb 9 (+15)

Notice 7 (+10)

Stealth 4 (+10)

 



Feats: 14PP

Attack Specialization: Tonfa 1

Attack Specialization: Unarmed 2

Attractive 2

Dodge Focus 3

Equipment 1

Move-by-Action

Teamwork 3

Skill mastery (Acrobatics, Climb, Notice, Stealth)

 

Equipment: 1PP = 5EP

  • Weighted Tonfa (Damage 2, Mighty, Split Attack, Multiple Weapons) [5EP]



Powers: 1 + 8 + 1 + 10 = 20PP

Leaping 1 (Acrobatic) [1PP] (Training)

Morph 4 (Myriad Forms; Any Humanoid) [8PP] (Mutation)

Speed 1 (Quick Footed) [1PP] (Training)

Super Movement 5 (Parkour; Slow Fall 1, Surefooted 4) [10PP] (Training)



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

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP]


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 21 Toughness                Damage (Physical)
Tonfas              Ranged     DC 23 Toughness                Damage (Physical)

 

Totals: Abilities (44) + Combat (16) + Saving Throws (5) + Skills (6) + Feats (14) + Powers (20) - Drawbacks (0) = 105/105 

 

Edited by angrydurf

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Ace Adams Legacy Gear

Ace Adams was the two fisted second to the famed John Danger of the Jungle Patrol.  An Ace pilot and OSS trained commando he was indispensible in the Patrols explorations and adventures.  While not possessed of any powers of his own beyond his exceptional training and nerves of steel he did utilize some of the more wondrous devices the jungle Patrol cooked up in their adventures.

 

Rocket Boots

Ace Adams amazing Rocket Boots allowed the daring pilot to take to the air for stunning aerobatic action in the skys.  In addition to flight the rockets could be engaged to slow falling speed and perform boosted jumps.  By tweaking the fuel mixture He could send forth roiling clouds of smoke to cover an escape as well as in dire circumstance institute a 'Full Burn' blasting all nearby with searing rocket exhaust.  The armored boots are affixed with carefully calibrated rockets and a hand held trigger fires them.  They are unwieldy to the uninitiated but a pilot of Aces skill had little difficulty mastering the powers of flight!

Device 2 (Rocket Boots; 10PP Container; Flaws: Hard-To-Lose; Feats: Restricted(Skill: Pilot 13+)) [9PP] (Technology, Rocketry)

  • Array 4 (Rockets!; Feats: Alternate Power 2) [10PP] (Technology, Rocketry)

  • Base PowerFlight 5 (Rocketman!; Power Feats: Moving Feint; Drawbacks: Forward only -1, Minimum speed -1, Power Loss(Air intakes) -1) {8/8} (Technology, Rocketry)
  • Alternate PowerLeaping 4 (Boosted Jump) {4/8} (Technology, Rocketry) + Super Movement 1 (Air brakes; Slow Fall) {2/8} (Technology, Rocketry) + Obscure 2 (Smoke Screen; Visual senses; Extras: Independant; Flaws: Limited(Normal Vision), Range(Touch)) {2/8} (descriptors)
  • Alternate PowerDamage 4 (Full Burn; Extras: Area(General, burst)) {8/8} (Technology, Rocketry, Fire)

 

Truth & Justice

Ace Adams was famed for his deadly accuracy with his twin revolvers.  These finely hand crafted firearms are not only built to exacting tolerances making them both more powerful and more accurate than comparable heavy pistols but are also able to fire a wide assortment of specialty ammo the jungle patrol has developed from hyperdense anti-armor rounds to incendiary rounds, from liquid nitrogen infused frost rounds to the famed night night rounds or dum dum rounds for less than lethal operations. 

Device 4 (Truth and Justice Pistols; 20PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons(Paired Pistols)) [13PP] (Technology, Firearms)

  • Array 8 (Specialty Ammo; Feats: Alternate Power 2, Accurate, Split Attack) [20PP] (Technology, Firearms)

  • Base PowerDamage 5 (Trick Shot; Extras: Range(Ranged); Feats: Precise, Ricochet 3, Variable Descriptor(Any tech damage) 2) {16/16} (Technology, Firearms, Variable damage types)
  • Alternate PowerDamage 5 (Anti-Armor Round; Extras: Penetrating 5, Range(Ranged); Feats: Precise) {16/16} (Technology, Firearms)
  • Alternate PowerStun 5 (Night Night rounds; Extras: Range(Ranged); Feats: Sedation; ) {16/16} (Technology, Firearms, Poison)

 

Edited by angrydurf

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Old Faithful

Device Rank 2 ('Ol Faithful' (rifle); 10PP Container; Flaws: Easy-To-Lose, ; Feats: Indestructible; Drawback (Kicks like a mule; User takes knockback 2 on use) -1) [6PP] (descriptors)

  • Damage 4 ('Slugs'; Extras: Range(Ranged); Feats: Alternate Power Variable Descriptor 2 (All tech damage); Drawbacks: Reduce Range(5 increments) -1) [10PP] (descriptors)
  • Alternate PowerStun 4 (Night Night rounds; Extras: Range(Ranged); Feats: Sedation, Slow Fade) {10/10}

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Psychic Thief

low level psychic and infiltrator.  Able to avoid detection by psychics as well as skilled at infiltration though reliant on the psychic powers to remain hidden in many situations.  Due to the focus on psychic abilities this character is much better at infiltration against living thinking targets than vs. machines.  Thus as an antagonist is able to be caught on film or by securty systems while guards have no memory of the break in.  Primarily designed as a NPC antagonist particularly confounding for psychic characters.  As a PC Loss of some of the mental protections and possibly obfuscate effect could put more detective/investigator skills in the skill block to broaden the base a bit and make a Psychic dark knight sort of build.

Player Name: You can use your messageboard handle, you don't need to submit your real name.
Character Name:
Power Level: 7  (105/105PP)
Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")
Unspent Power Points: 0
Progress To Bronze Status: 0/30

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

Residence: (Optional) Where the character normally resides / lives (if anywhere).
Base of Operations: (Optional) Where the character primarily operates or their headquarters' location, if anywhere.
Catchphrase: (Optional) Example: "Its Clobberin' Time", "By the Power Cosmic!", "Hulk Smash!" etc. 

Alternate Identity:
Identity: Public or Secret
Birthplace:
Occupation:
Affiliations: People and/or groups you work with.
Family:

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

(Describe what they look like!)

Power Descriptions:
(Describe what their powers look like, if applicable)

History:
(Please 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, please rethink it.)

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

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

Complications:
Name: Description

ExampleIdentity: Secret


Abilities: 0 + 10 + 6 + 6 + 10 + -2 = 30PP
Strength: 10 (+0)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 8 (-1)


Combat: 6 + 6 = 12PP
Initiative: +9
Attack: +3 Base +4 Melee, +3 Ranged, +6 Ego Whip
Grapple: +0
Defense: +9 (+3 Base, +6 Dodge Focus), +1 Flat-Footed
Knockback: -0


Saving Throws: 0 + 3 + 5 = 8PP
Toughness: +5 (+3 Con, +2 Defensive Roll)
Fortitude: +3 (+3 Con, +0)
Reflex: +8 (+5 Dex, +3)
Will: +10 (+5 Wis, +5)


Skills: 48R = 12PP
Acrobatics 10 (+15)

Climb 6 (+6)

Disable Device 12 (+15)

Escape Artist 5 (+10)

Notice 5 (+10)

Stealth 10 (+15)



Feats: 10PP

Attack Focus(melee)

Defensive Roll 2

Dodge Focus 6

Instant Up

Powers: 25 + 5 + 3 = 33PP

Array 11 (Psychic Assault; Feats: Alternate Power 3) [25PP] (PSychic)

  • Base PowerConcealment 10 (Vanish from Minds Eye; All senses  Extras: Affects Others, Area; Flaws: Passive, Phantasm; Feats: Close Range, Selective) {22/22} (Psychic)
  • Alternate PowerDamage 8 (Ego Whip; Extras: Alt Save(Will); Feats: Accurate, Affect Insubstantial 2, Extended Reach 2, split-attack) {22/22} (Psychic)
  • Alternate PowerDazzle 6 (Sever Sensorium;(all senses) Extras: Alt Save(Will/Will) +0; Flaws: Range(Touch); Feats: Accurate 2, Incurable, Subtle;) {22/22} (Psychic)
  • Alternate PowerMental Transform 10 (Mindewipe; Change memories; Extras: Alt Save(Will), Duration(Continuous); Flaws: Range(Touch); Feats: Affects Insubstantial 2) {22/22} (Psychic)

Immunity 10 (Mind Shield; Psychic Descriptor;  Flaws: Limited(Half Effect)) [5PP] (Psychic)

Obscure 4 (Psi Static; Extras: Continuous, Flaws: Permanent, Range(Touch), Feats: Subtle) [3PP] (Psychic)



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


DC Block

ATTACK              RANGE      SAVE                           EFFECT

Unarmed             Touch      DC 15 Toughness                Damage (Physical)
Sever Sensorium     Touch      DC 16 Will/Will                Dazzle (All senses)
Ego Whip            Touch      DC 23 Will                     Damage (Psychic)
Mindwipe            Touch      DC 16 Will                     Mental Transform (Alter memories)

 

Totals: Abilities (30) + Combat (12) + Saving Throws (8) + Skills (12) + Feats (10) + Powers (33) - Drawbacks (0) = 105/105 Power Points

 

Edited by angrydurf

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Magic Array Power Stunts for Ouroboros

Assorted one off spells not likely to be of consistent enough use to be put in the array.

Super Movement 2 (Banish; Dimensional movement to a magical dimension; Extras: Attack +0(Will Save), Range(Perception) +2, Flaws: Limited(Only to targets native dimension) Feats: Progression(Save DC) 9 (+11 DC total); Drawback(Must make a DC 20 Knowledge arcane/cosmology check after observing the target) -1) [14PP] (Magic, Dimensional)  Banishment spell requires a little time/Rp spent determining plane of origin then he can try and send them back where they came from.

Edited by angrydurf

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Player Name: angrydurf
Character Name: Meson
Power Level: 12 (180/180PP)
Trade-Offs: None
Unspent Power Points: 0

In Brief: Forced DNAscent experiment granted control of fundamental nuclear forces.

Residence: none
Base of Operations: Primarily the Fens Currently
Catchphrase: None yet

Alternate Identity: Jason Haster
Identity: Secret
Birthplace:  Freedom City
Occupation:  None
Affiliations: None
Family:  Father is deceased, Mother alive living with his elder brother in pittsburgh, Younger sister still local. His family by and large turned him out when his addictions got bad.  That along with the holes in his memory make him uncertain what is truth and what is Labyrinth fabrications.  He has memories that may or may not be lies, drug hazed memories, or truth of a woman and child.  None of them are particularly looking for him at this point.

Description:
Age: 31 (DoB: 1984 November 5th)
Apparent Age: Early 30's
Gender: Male
Ethnicity: African American
Height:6'1"
Weight:175lbs
Eyes: Dark Brown
Hair:  Shaved

Jason has a tall rangy build that still shows evidence of his former athleticism though a bit hollowed by several years on the streets and being put through quite the trial by fire of chemical mood alteration.  His broad features are rough but not unhandsome on the rare occasion his dark eyes are not glaring ominously and topped by a smooth scalp that seems to have more care taken with its maintenance than most of the rough mans personal habits.  He was far more underfed before abduction and exposure to the DNAscent process and now despite lacking the power of his youthful build the end result is a very toned physique.  Day to day he wears what he's been able to to get from charity or second hand stores.  He still has the military grade boots he was outfitted in when under labyrinth custody and usually tops his look with a rough but sturdy waxed canvas duster.

 

As Meson he lacks a traditional costume as such but usually manipulates the particles of his clothing to protect it from the ravages of super combat.  He retains the boots and whatever pants he wears along with the coat but does away with the less sturdy layers under the coat leaving him bare to the waist under the open duster.  His eyes flare with a silver white light almost as if burning with some cold flame and similar flames dance around his head like a crown of quantum fire.  Energetic arcs flow over his form as he utilizes his powers along with an aura of blue white plasma rippling over his form.  The quantum fire does little to disguise his shape or features and sheds little light and no heat.  Though it does grant him an almost ghostly appearance of his dark skin and clothing beneath the translucent flames.

 

Power Descriptions:
Meson's control of quantum forces usually manifest either as a bright flare of quantum fire usually around his hands when applied directly to matter it burns through as it breaks the bonds that hold hte matter itself together the energy released by the breakdown usually searing surrounding material.  As he can only affect objects he touches he'll often use small objects as projectiles charging them with quantum energies to detonate when thrown.  Objects so empowered glow with a blue white energy when charged before detonating.  Less destructive uses of his control of quantum forces allows him to change the very nature of matter locking targets immobile as the matter of their body is rendered immobile  or solidifying the matter surrounding them locking them in place.

 

History:
Raised in Greenbank Jason was the middle of three children.  His father worked the freight yards while his mother picked up shifts at a local convenience store.  They were far from well off but there was a roof over their heads and food on the table.  Greenbank however was no place to raise kids and worse as the train yards downsized his father lost his job.  Before long they moved across the river to an apartment in Lincoln, his father eventually finding work at Jordan international.  There were lean years and long hours, Jasons brother Julius threw himself in to school and sports striving for grades and hopefully a scholarship that would eventually pull him out of poverty, Jenna was a bit more insulated as the youngest and baby of the family.  Jason however mostly saw the two bit hustlers and growing gangs of his neighborhood and the respect they got.  He fell in with a bad crowd and spent his high school years in and out of juvenile corrections.  It is more testament to low standards than personal ability that he managed to graduate high school.  

 

Not long out of school he was busted carrying for one of his friends, his first offense as an adult landed him a year in south river.  When he got out his old crew was dead or in jail themselves and he'd seen the inside of prison enough to be significantly motivated in finding legitimate employment.  It just so happened Uncle Sam was hiring and not too picky about backgrounds.  The order and routine of the army it would seem would be a good fit for hte restless youth.  It would have too if not for the pesky matter of there being a war on.  Jason did two tours in Afghanistan and had started his third thanks to stoploss,  He was only a month into the tour when his convoy was hit by insurgents.  The IED was primitive but brutally efficient, Half his squad was dead before they even knew it.  Jason spent the next hour in a touch and go firefight with hardened fighters before reinforcements and close air support drove off the enemy.  The shrapnel in his thigh earned him a ticket home.  The night terrors and depression kept him stateside.

 

Reintegration was never easy for soldiers and the unpopular war becoming a political talking point did little to help.  It didn't take long for Jason to get back in touch with some of his old crew again, they got him a little something to take the edge off, get him a good nights sleep before his final discharge.  In the final medical exam of course the drugs showed up on screening and his psych out became dishonorable discharge for the violation of the codes of conduct.  With limited access to VA benefits and some startlingly poor life choices Jason was on the street in under a year.  His family washed their hands of him after he'd been caught trying to fence his parents TV for a fix.  Like most of freedom cities detritus he drifted slowly down to the Fens.  One more slightly off and very drug addled homeless vet.  He drifted in and out of lock up for drunk and disorderly or possession and from one shelter to the next living day to day on the streets.

 

As one of the many dispossessed and often disposable people clinging to life on the fringes of society Jason going missing went unremarked among most circles, even the others of the homeless communities in the Fens took no great notice of his specific disappearance, law enforcement, gang action, or simple travel stirred the population enough to make one man missing unremarkable against the day to day struggles of survival.  Of course Jason was not alone and dark whispers had started in the alleys and squats of the Fens.  Someone or something was taking people off the street, the FCPD lacked resources or in truth inclination to dig beyond the surface.  Eventually however the disappearances were noticed by someone with both the ability and inclination to do more.  Jason and all the others freed owe that hero and their allies a debt of gratitude that will not go unrepaid.  

 

Personality & Motivation:
Jason is at his heart a decent person who has suffered much.  He may have made mistakes in his life and even in the depths of his selfish drug and alcohol addled years hurt others he does want the best for people he simply has had alot of his idealism about what that may be beaten out of him by harsh realities.  He remembers all too well the brainwashing and torments of Labyrinth even if he doesn't have a name for the foe he knows he has to stand against them.   In addition to vengence tinged with 'great power great responsibility' schtick Meson feels the quantum forces he commands react to his mood, his subconscious.  He is terrified of what he might do if pushed too far, of hte kind of chain reaction he could trigger if his powers lacked the precision with which they are executed.

 

Powers & Tactics:
Meson's powers are theoretically near limitless, commanding the fundamental forces governing the quantum world could do nearly anything.  However Jasons understanding of that world is far more limited and his limited training and cybernetic enhancements were focused on the most base use of such power.  While his manipulations are the most direct this serves Meson just fine.  He prefers a direct approach to combat unleashing a barrage of charged projectiles to disable targets before they can hurt him or those he's protecting.  He is however a pragmatist more than willing to utilize the unusual vectors of attack made available by his abilities to phase or to use less direct methods to restrain enemies if called for.  

 

Complications:

It's my life it's my wife: Before the DNAscent process Jason was a drunk on his better days, on his worse he self medicated with less restraint.  While the Labyrinths processes sobered him up and he's theoretically clean the siren call of booze and harder fare sings loud when things get hard.

Men of poor beginnings:  Jason is homeless, broke, and has a record for drug abuse and petty crime.  Not a lot of social mobility there.

And I guess I just don't know:  Jasons memories of his time before the DNAscent abduction are broken and scattered.  While he remembers most faces order of events are jumbled and key elements may be missing entirely.

All the evils of this town:  There are some criminals that hold a greater place of loathing in Jasons heart, the predatory dealers and worse Labyrinth who made him what he is.

Power omnipresent, undiminished uncontrolled:  The quantum fires within Jason that grant him his powers try to run ever hotter, While the Labyrinth cybernetics prevent mere unconsciousness from venting his powers it it is an ever present risk that if Jason pushes to hard or gets pushed to far they could manifest in the catastrophic to extinction level event range.
Christmas in february:  Jason has seen a lot on his short time on earth, just the Labyrinth experiments alone would give most people nightmares for life, Jason had already psyched out of the military due to PTSD when he was abducted.  The memories of both war and Labyrinth overlap and build on one another trauma on trauma.  

 


Abilities: 4 + 2 + 6 + 0 + 2 + 0 = 14PP
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +9
Attack: +4/+8 Melee, +4/+8 Ranged, +12 Atomic Disruption Array
Grapple: +10
Defense: +12 (+4/+8 Base, +4 Dodge Focus), +2/+4 Flat-Footed
Knockback: -6


Saving Throws: 11 + 11 + 9 = 31PP
Toughness: +12 (+3 Con, +9 Protection)
Fortitude: +14 (+3 Con, +11)
Reflex: +12 (+1 Dex, +11)
Will: +10 (+1 Wis, +9)


Skills: 36R = 9PP
Gather Information 5 (+5)

Intimidate 5 (+5)

Knowledge: Streetwise 5 (+5)

Notice 4 (+5)

Sense Motive 4 (+5)

Stealth 4 (+5)

Survival 9 (+10)

 


Feats: 5PP

Contacts

Luck 3

Track

 


Powers: 46 + 8 + 8 + 10 + 1 + 10 + 10 + 12 = 105PP

Atomic Disruption 20 (Subatomic Force Manipulation; Feats: Alternate Power 6) [46PP] (Mutation, DNAscent)

  • Base PowerDamage 12 (Atomic Decay; Extras: Linked +0) {12/40} + Drain: Toughness 12 (Extras: Affects Objects, Linked +0;  Feats: Incurable, Slow Fade 3(20min intervals)) {28/40} (Disintegration)
  • Alternate PowerDamage 12 (Charged Projectiles; Extras: Autofire 10, Penetrating 3, Range: Ranged(120' Increments); Feats: Knockback 3) {40/40} (Explosive)
  • Alternate PowerDamage 12 (Charged Barrage; Extras: Area: General (Shapeable, 300 contiguous 5' cubes), Range: Ranged(1200' max); Feats: Progression 4) {40/40} (Explosive)
  • Alternate PowerEnvironmental Control 10 (Atomic Manipulation; Mix match 4pp/rank Hamper Movement, Heat, Light, Radiation Extras: Selective Attack; Flaws: Range: Touch) {40/40} (Strong/Weak force)
  • Alternate PowerParalyze 12 (Quantum Lock; Extras: Alternate Save (Fort) +0, Affects Objects +1; Feats: Affects Insubstantial 2, Reversible, Subtle) {40/40} (Quantum)
  • Alternate PowerSnare 12 (Solidify; Extras: Suffocating, Transparent; Flaws: Range: Touch; Feats: Reversible, Subtle, Extended Reach 2) {40/40} (Transformation)
  • Alternate PowerInsubstantial 4 (Quantum Phasing; Extras: Affects Others; Feats: Subtle 2) {26/40} + Immunity 7 (Suffocation, All Environmental Conditions; Extras: Affects Others) {14/40} (Phasing)

Enhanced Attack 4 (Assault Protocols) [8PP] (Cybernetic, Tech)

Enhanced Defense 4 (Evasion Protocols) [8PP] (Cybernetic, Tech)

Enhanced Feats 10 (Tactical Protocols; Attack Specialization: Atomic Disruption Array 2, Dodge Focus 4, Improved Initiative 2, Interpose, Precise: Atomic Disruption Array) [10PP] (Cybernetic, Tech)

Enhanced Feats 1 (Molecular Morphing; Quick Change) [1pp] (Mutant, DNAscent)

Protection 9 (Sub-Atomic Shielding; Extras: Duration: Continuous, Flaws: Duration: Sustained, Feats: Subtle) [10PP] (Mutation, DNAscent)

Super Senses 10 (Atomic Senses; Acute: All Olfactory 2, Analytical: All Visual 2, Analytical: All Olfactory 2, Microscopic Vision 4) [10PP] (Mutation, DNAscent)

Super Movement 6 (Atomic Manipulation; Permeate 3, Wall Crawling 2, Water Walking) [12PP] (Mutation, DNAscent)

 


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



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 17 Toughness                Damage (Physical)
Atomic Decay        Touch      DC 27 Fortitude/Toughness      Drain Toughness then Damage (Energy)
Charged Projectiles Ranged     DC 27 Toughness (autofire)     Damage (Physical)

Charged Barrage     Ranged     DC 27 Toughness                Damage (Physical)

Quantum Lock        Touch      DC 22 Fortitude                Staged (Paralysis)

Solidify            Touch(15') DC 22 Reflex                   Staged (Snare)

 

 

Totals: Abilities (14) + Combat (16) + Saving Throws (31) + Skills (9) + Feats (5) + Powers (105) - Drawbacks (0) = 180/180 Power Points

Edited by angrydurf

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Character Name:  BattleChimp Potempkin
Power Level: 12 (?/180PP)
Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")
Unspent Power Points: 0
 

In Brief: Cyborg Ape Sidekick

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

(Describe what they look like!)

Power Descriptions:
(Describe what their powers look like, if applicable)

History:
(Please 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, please rethink it.)

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

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

Complications:
Name: Description

ExampleIdentity: Secret


Abilities: 8 + 8 + 4 - 4 + 2 - 4 = 14PP
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 6 (-2)


Combat: 8 + 8 = 16PP
Initiative: +0
Attack: +0 Melee, +0 Ranged
Grapple: +0
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -0


Saving Throws: 4 + 4 + 2 = 10PP
Toughness: +10 (+2 Con, +8 Protection)
Fortitude: +6 (+2 Con, +4)
Reflex: +8 (+4 Dex, +4)
Will: +3 (+1 Wis, +2)


Skills: 20R = 5PP
Acrobatics 6 (+10)*

Climb 4 (+8/)*

Medicine 4 (+5)*

Notice 6/14 (+7/+15)*


Feats: 18PP
Acrobatic Bluff

Attack Focus: Melee 6

Dodge Focus 6

Set Up

Skill Mastery: Acrobatics, Climb, Medicine, Notice 

Teamwork 3


Powers: 2 + 12 + 3 + 8 + 2 + 2 + 3 = 32PP

Enhanced Skills 8 (Sensor Suite; Notice 8) [2PP] (Tech, Cybernetics)

Enhanced Strength 12 (Cybernetic augmentation) [12PP] (Tech, Cybernetics)

Leaping 3 (Jump Jets) [3PP] (Tech, Cybernetics)

Protection 8 (Dermal Armor) [8PP] (Tech, Cybernetics)

Speed 4 (Brachiation Heuristics; Flaws: Limited: While Swinging) [2PP] (Tech, Cybernetics)

Super-Movement 1 (Brachiation Heuristics; Swinging) [2PP] (Tech, Cybernetics)

Super Senses 3 (Sensor Suite; Communication Link(Radio): Doctor Science!, Infravision, Ultravision) [3PP] (Tech, Cybernetics)



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

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed
             Touch      DC 15 Toughness                Damage (Physical)
Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage (Energy)
Taser Blast         Ranged     DC 16 Fortitude                Stun (Staged)

 

Totals: Abilities (14) + Combat (16) + Saving Throws (10) + Skills (5) + Feats (18) + Powers (32) - Drawbacks (0) = 95 Power Points

Edited by angrydurf

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Kanunu
Power Level: 12 180/180
Unspent Power Points: 0
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

 

In Brief: Jovial Hawaiian powerhouse and hydrokinetic mutant balancing work, college, and super heroics in Freedom City.

Catchphrase: 

ThemeHawaiian Roller Coaster Ride

 

Alternate Identity: Kimo Keli'i (Poorly kept Secret)
Birthplace:  Hilo, Hawaii

Residence: Southside near Freedom College
Base of Operations: Southside, Boardwalk, the Bay and Beaches.
Occupation: Student, part time lifeguard with Freedom City Parks and Rec.
Affiliations: Freedom College (student)
Family: Locally only his auntie Leilani, in Hilo on the other hand they are legion

 

Description:   large.Kimo.jpg.9795269f80d56db75436e3113

Age: 19 (DoB: 1996)
Apparent Age: 19
Gender:  Male
Ethnicity: Pacific Islander (Hawaiian)
Height: 6' 4"
Weight: 270 lbs
Eyes:  Dark Brown
Hair: Black

 

Kimo is a tall youth broad shouldered and heavily muscled.  His skin is a deep burnished sepia, darkened from long hours in the tropical sun.  His heavy jaw and broad nose lead up to a high forehead and frame his dark eyes twinkling with humor at some unspoken joke.  His head is topped by a long mass of tousled raven curls that drape nearly to his waist falling in messy ringlets occasionally tied back in a vain effort to tame the locks.  A days worth of stubble graces his jaw more often than not his polynesian heritage earning him an incomplete escape from regular shaving.  In nearly any weather he wears a simple t-shirt or tank top with a logo of a favorite band or surfwear company, or none at all on beach days, over board or cargo shorts and flip flops or bare feet.  When pressed to more dressy occasions he'll settle on knee length linen khaki shorts and a traditional aloha shirt and flip flops in better repair or perhaps leather sandals, traditional shoes are not negotiable.  In costume his look varies little, black morphic molecule jammers replace his usual shorts and he goes shirtless with hair tied back loosely by a leather thong.  Time allowing he makes a nod to 'costume' and adds a traditional Samoan ie lavalava tied about his waist in a rippling black and sky blue pattern.  While nominally keeping his identity secret he doesn't bother with a mask relying mostly on the startling difficulty many non-islanders have telling one islander from another.

 

History:
Kimo was born the fourth of seven children amid a community that often seemed more family than not.  This lent itself to a very wide net of 'family' for the young man as he was never far from someone he was at least tangentially related to it seemed.  He lived a fairly normal if not luxurious life with lessons in song, dance, and instruments rounding out his traditional schooling and all the spare time he could muster spent at the beach or on the waves.  With an active lifestyle and healthy genetics he grew into a strapping youth and spent all his free time swimming and surfing the beaches around his home town.  He was 16 when things took a turn for the strange, surfing a particularly harsh set he got pulled under in the crush slammed into the coral below the break.  Strictly amateur hour stuff while trying to showboat for some tourist girls.  He should have been smashed up, possibly drowned by the force of the wave and the bad break he took.  But he was unharmed and in fact felt better than ever.  When he made it in to shore the crowd was amazed, when his baord washed up moments later, or what was left of it, everyone was sure it was some kind of miracle.  And they were not entirely wrong.  The Trauma had triggered a latent mutation rendering him nearly invulnerable and with the strength of ten men, maybe more.  He knew something must have happened he remembered hitting the coral reef, the dull thud as he was dashed against the rocks, the rasping scratch as the coral scraped across his suddenly invulnerable flesh.  He also was not so certain he could tell anyone and kept it secret for some time.  Within a month he realized his powers were only growing, and expanding.  He could command the waters of hte sea to do his bidding and his strength only grew.

 

After he discovered his powers he took a short lived and rather embarrassing turn as a teen hero on the streets of Hilo.  Calling himself Kanaloa after one of the chief Native Hawaiian deities he took to the streets to rid his neighborhood of pushers and meth heads.  It did not go well.  Even his command of hte waters was to little avail when a poorly planned attack on a local Meth lab ended in half the apartment complex it was housed in burning down.  His absurd misuse of traditional iconography didn't help matters when his grandma caught him sneaking in that night.  His career as Kanaloa was over before it really began, and he spent every spare moment for the next two years either in lessons on the Islands proud history and mythology or working to pay back his family who had stepped in to help those displaced by his mistake.  While it never became common knowledge who was behind the disasterous amatuer appropriation of godhead, Kimo was done.

 

After graduating high school Kimo set his eyes on Freedom city, for surely in the City of Heroes he could find his way to do more with his powers.  He enrolled at Freedom College and moved into the dorms.  He's been there almost a year and a half now and is starting to explore his potential as a hero under the less appropriative name, Kanunu, "The Strong."  He knows he has alot to learn but if there is anywhere he can learn it's Freedom.

 

Personality & Motivation:
Kimo takes the general 'Time is different on the Islands' attitude to heart.  He's slow to anger and easy going in demeanor which can come off at times as if he doesn't take things seriously though he does, he just prefers not to act rashly.  When he does move to act he can be implacable however and his fury when pushed is potent and relentless.  Kanunu is new to him, he came to study in Freedom at least in part out of the hopes of turning his powers into something more.  However in this city festooned with the monuments to the greatest heroes he can't help but feel somewhat inadequate.   He has potential but lacks confidence in his abilities and in what he's doing, he's young and inexperienced and very concerned about doing more harm than good.  With some experience and a healthy dose of self confidence though he could do great things.

 

Powers & Tactics:
Kanunu is a fairly straightforward fighter and while not devoid of tactics he takes a firm, 'If it ain't broke don't fix it.' approach to tactics.  His mutations had granted him both great strength and left him nearly invulnerable to anything short anti vehicular weaponry.  Wading into battle he'll focus first on dispatching underlings, a task he's very well suited to, before moving on to bring the battle to more worthy foes.  With access to a suitable water source he can utilize his hydrokinetic potential to unleash the power of the waves on his foes allowing him greater command of the battlefield though aqueous manipulations.  Shaping and wielding water to provide cover or hamper foes as well as take more direct action with powerful jets and waves or mighty tendrils to grasp foes or extract and protect innocents.

 

When immersed in a body of water Kanunu becomes a truly mighty foe of evil.  As comfortable in the waves as ashore and adapted to freezing crushing depths and able to hold his breath 'hella long' he gains benefits well beyond the able liquid to turn against foes.  Commanding waves and tidal surges to grant allies mobility and turning his hydrokinetic might on foes with ease he is a force to be reckoned with.

 

Power Descriptions:
Kimos core mutations are supernatural strength and durability that have no outward signs beyond his admittedly impressive physique.  Even his aquatic adaptations have more to do with endurance and familiarity than obviously mutant origins.  Hydrokinetics of course are far more obvious.  Kanunu commands the waves through gesture the larger the effect the more full body the movement,  a simple stomp may send choppy ripples or slick waters flowing to impede his foes while a full bodied sawy and thrust of his arms may send waves crashing or an extended arm to reach out and grasp a foe with bonds of watery doom.  The most advanced explorations of his powers are more akin to dance than battle in appearance as he draws from his heritage as influence over his command of the seas.  When calling forth a wave to ride on dry land he's able to pull the water from the air  or a nearby water source as needed to build a cresting wave he and allies can ride, if they're willing to get a little wet.

 

Complications:

Ohana: The concept of Family is of great import to Kimo.  You take care of family and they take care of you, more than that though family goes beyond the bonds of blood.  Those who earn a place in his heart have a steadfast friend and supporter.

Kuleana: Kimo knows his start as a hero was poor, he feels a deep need to do better this time around.

Ha'Aha'A: Kimo has alot of doubts that he can live up to the big city heroes of Freedom, he has alot to prove to himself as well as the world.

Moana:  Kimo's hydrokinetics require water to work with and while his big wave flight ability doesn't require a water source pulling moisture from the air when needed it does need some moisture.  In air too dry without an alternate source he'll be grounded.

Ha:  Kimo is not truly amphibious.  He doesn't have gills or anything and needs to breath oxygen to survive.  His mutations do however allow him to hold his breath 'Hella long' represented by his full immunity to suffocation, there isn't a set time limit but he can run out of air.

 


Abilities: 30 + 6 + 30 + 0 + 6 + 0 = 72PP
Strength: 40 (+15)
Dexterity: 16 (+3)
Constitution: 40 (+15)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 6
 + 12 = 18PP
Initiative: +3
Attack: +9 Melee, +3 Ranged, +3 Base

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 + 6 + 6 = 12PP
Toughness: +15 (+15 Con, +0)
Fortitude: +15 (+15 Con, +0)
Reflex: +9 (+3 Dex, +6)
Will: +9 (+3 Wis, +6)


Skills: 32R = 8PP
Climb 4 (+19)

Knowledge(Earth Sciences) 2 (+2)

Knowledge(Life Sciences) 2 (+2)

Language 2 (Native: Hawaiian Pidgin; English, Japanese)

Notice 7 (+10)

Perform(Dance) 2 (+2)

Perform(Singing) 2 (+2)

Perform(Stringed instruments) 2 (+2)

Sense Motive 7 (+10)

Survival 2 (+5)



Feats: 14PP

Attack Focus: Melee 6

Dodge Focus 3

Environmental Adaptation: Aquatic

Favored Environment: Aquatic

Interpose

Takedown Attack 2


Powers: 24 + 4 + 7 + 18 + 3 = 56PP

*All powers use Mutation Descriptor

 

Hydrokinesis Rank 10(20 PP Array; Feats: Alternate Power 4)[24PP] (Water)

  • Base PowerMove Object 18 (Hydrokinesis; Flaws: Source(Water); Feats: Accurate 2;) {20/20} (Water)
  • Alternate PowerCreate Object 18 (Hydrokinetic Barriers; Flaws: Source(Water); Feats: Selective, Tether) {20/20} (Water)
  • Alternate PowerEnvironmental Control 5 (Hydrokinetic Manipulation; Visibility 2, Hamper Movement 2; Extras: Selective; Flaws: Source(water)) {20/20} (Water)
  • Alternate PowerFlight 3 (Surfs up!; Extras: Affects Others, Area; Flaws: Platform; Feats: Selective; Drawbacks: Low Ceiling 1, Forward only, No swimming) {7/20} (Water) + Swimming 4 (Tidal Surge; Extras: Affects Others, Area; Feats:selective) 13/20} (Water)
  • Alternate PowerTrip 15 (Water Jets; Extras: Knockback; Flaws: Source(water); Feats: Indirect 3, Accurate 2) {20/20} (Water)

 

Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure, [4PP]

 

Impervious Toughness 7 (Unbreakable[7PP] 

 

Super Strength 9 (Mighty!; Effective Strength 85; Max lift 3,200Lbs.[18PP] 

 

Swimming 3 (Hydrodynamic[3PP]

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 30 Toughness                Damage

Water Jets          Ranged     Power Check VS. STR/DEX        Trip

 

Totals: Abilities (72) + Combat (18) + Saving Throws (12) + Skills (8) + Feats (14) + Powers (56) - Drawbacks (0) = 180/180 Power Points

Edited by angrydurf

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The Huntsman
Power Level: 12 180/180
Unspent Power Points: 0
Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness

 

In Brief: Vigilante archer with a pathological hatred for firearms.

Catchphrase

Theme

 

Alternate Identity: Francis Carlisle (Secret)
Birthplace:  Freedom City

Residence:  Ashton
Base of Operations: Wharton State Forest


Occupation: Unemployed
Affiliations: None
Family: Deceased

 

Description:
Age: 36
Apparent Age:  Same
Gender: Male
Ethnicity: Caucasian
Height: 5'11"
Weight:185lbs.
Eyes:Blue
Hair: Brown

(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: 10 + 12 + 10 + 6 + 6 + 0 = 44PP
Strength: 20 (+5)
Dexterity: 22 (+6)
Constitution: 20 (+5)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 10+ 12 = 22PP
Initiative: +10
Attack: +5 Melee, +7 Ranged, +13 Bows, +15 Huntsman's Bow
Defense: +15 (+6 Base, +7 Dodge Focus), +3 Flat-Footed

Grapple: +10
Knockback: -5


Saving Throws: 5 + 6 + 5 = 16PP
Toughness: +9 (+5 Con, +2 defensive roll, +2 costume)
Fortitude: +10 (+5 Con, +5)
Reflex: +12 (+6 Dex, +6)
Will: +8 (+3 Wis, +5)


Skills: 104R = 26PP
Acrobatics 14 (+20)*

Climb 10 (+15)

Disable Device 7 (+10)

Gather Information 10 (+10)

Intimidate 10 (+10)

Notice 12 (+15)*

Profession (Accountant) 1 (+4)

Search 7 (+10)

Sense Motive 12 (+15)*

Stealth 14 (+20, +22 Forests)*

Survival 7 (+10, +12 Forests)



Feats: 31PP
Acrobatic Bluff

All out Attack

Attack Focus: Ranged 2

Attack Specialization:  Bows 3

Defensive Roll 1

Dodge Focus 7

Fast Acrobatic Feint

Favored Environment:  Forests

Hide in Plain Sight

Improved Aim

Improved Critical: Bows 2

Improved Initiative

Power Attack

Precise Shot 2

Ranged Pin

Second Chance: Stealth, Notice 2

Skill Mastery: Acrobatics, Notice, Sense Motive, Stealth

Uncanny Dodge: Auditory

Well Informed

 


Powers: 8 + 16 + 2 + 2 + 2 + 11 = 41PP

Device 2 (Huntsman's Armor; 10 PP Container; Flaws: Hard-To-Lose) [8PP] (Technology)

Enhanced Skills 2 (Adaptive Camo, Imaging Heuristics; +3 Notice, +2 Search, +3 Stealth) [2PP]

Immunity 2 (Shock Plates; Critical Hits) [2PP] (Armor, Advanced Composites)

Protection 2 (Armored suit) [2PP] (Armor, Advanced Composites)

Super Senses 4 (Optical Suit; Counters Visual Obscure(Darkness) 2, Counters Visual Obscure(smoke) 2) [4PP] 

 

Device 5 (Huntsman's Bow; 25 PP Container; Flaws: Easy-To-Lose; Feats: Restricted 1(STR 18)) [16PP] (Technology)

Specialty Arrows 10 (20PP Array; Feats: Alternate Power 5)[25PP] 

  • Base PowerDamage 4 (Impervium Sheathed payload; Extras: Penetrating, Ranged;  Feats: Accurate, Mighty 5, Variable Descriptor(Any tech) 2;) {20/20} (Variable)

  • Alternate PowerDamage 4 (Rapid Fire; Extras: Auto-fire 5, Penetrating 1, Ranged; Feats: Accurate, Mighty 5;) {20/20} (Piercing)

  • Alternate PowerObscure 6 (Hot Smoke; Visual; Extras: Independant; Feats: Slow Fade(1PP/minute) 2) {20/20} (Smoke)

  • Alternate PowerSnare 9(Snarrowed;  Feats: Accurate, Tether) {20/20}

  • Alternate PowerStun 9 (Stun Arrow; Extras: Ranged; Flaws: Daze only; Feats: accurate,Variable Descriptor(Electric, Toxin)) {20/20} (Electric/Toxin)

  • Alternate PowerTrip 9 (Bolo Arrows; Extras: Knockback; Feats: Accurate, Improved Trip) {20/20} 

Leaping 1 (Power Feats: Innate) [2pp] (Training)

 

Speed 1 (Power Feats: Innate) [2pp] (Training)

 

Speed 2 (Flaws: Swinging only; Power Feats: Innate) [2pp] (Training)

 

Super Movement 5 (Slow Fall, Swinging, Sure Footed 2, Trackless; Power Feats: Innate) [11pp] (Training)

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 20 Toughness                Damage

Variable Payload    Ranged     DC 24 Toughness                Damage

Rapid Fire          Ranged     DC 24 Toughness                Damage(Autofire)

Snarrowed           Ranged     DC 24 Refelx                   Snare

Stun Arrow          Ranged     DC 24 Fortitude                Stun(Dazed only)

Bolo Arrow          Ranged     DC 24 Trip                     Trip (+Knockback)

 

Totals: Abilities (44) + Combat (22) + Saving Throws (16) + Skills (26) + Feats (31) + Powers (41) - Drawbacks (0) = 180/180 Power Points

Edited by angrydurf

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Savant
Power Level: 8/12 (180/180PP) 
Unspent Power Points: 0 
Trade-Offs: ±13 Attack / ±3 Damage, ±12 Defense / ±4 Toughness 

 

In BriefMemetically enhanced genius atoning for the wrongs done while controlled by Labyrinth

Catchphrase: 

ThemeRedemption Song

 

Alternate Identity: Xavier Steadman, Subject 24005
Birthplace:  Unknown

Residence: Bedlam City
Base of Operations: Bedlam City
Occupation: Private Eye
Affiliations: The Fix
Family: Unknown

 

Description:
Age: 45 (DoB: 1971)
Apparent Age: Also 45
Gender:  Male
Ethnicity: African American
Height: 6'2"
Weight: 210
Eyes: Grey
Hair: Black

Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling.  He keeps his hair closely shorn in a no nonsense easily maintained style.  He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job.  When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam.

 

History:
His history is largely a blank slate.  Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training.  He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks.  Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before hte project.  By the time he was twelve he had outstripped most of his tutors and phase two began.  Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization.  His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies.

 

Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant.  Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts.  By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out.  It took him nearly ten years to work his way free of the memnetic controls.  More time still of active effort to plot an escape, he knew he'd get but one chance.  Once they realized his programming was compromised he'd be a liability.  He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of hte world.  

 

Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily.  But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of.  In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims.  A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work.  A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton.  Not someone to make waves but someone of integrity and a distant cold kindness.

 

Personality & Motivation:
Xavier is driven by shame and fear.  Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of hte mind returning and putting his brilliance once more to used for nefarious ends.  He fears being weaponized again, turned to his former master's greater plans.  Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong.  His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien.  He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down.  If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit.

 

Powers & Tactics:
Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful.  He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to.  To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups.  He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible.  He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does.

 

Power Descriptions:
Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit.

 

Complications:

The Good:  Xavier is trying to make right the wrongs he was part of while under labyrinth control.  He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job.
The Bad:  Labyrinth wants him back or possibly just eliminated.  Taurus hates loose ends.

The Ugly:  Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power.

Man with No Name:  Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past.  



Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 18 (+4)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma: 10 (+0)


Combat: 22  + 24  = 46PP
Initiative: +10
Attack: +13 Unarmed, +11 Base
Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed

Grapple: +14
Knockback: -2


Saving Throws: 4 + 5 + 5 = 14PP
Toughness: +4 (+4 Con)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+3 Dex, +5)
Will: +10 (+5 Wis, +5)


Skills: 68R = 17PP 

Bluff 4 (+4)

Diplomacy 4 (+4)

Gather Information 10 (+10)

Investigate 10 (+20)

Knowledge: Tactics 10 (+20)

Notice 10 (+15)

Search 10 (+20)

Sense Motive 10 (+15)



Feats: 13PP

Ambidextrous

Attack Specialization: Unarmed 1

Beginners Luck

Eidetic Memory

Equipment 1

Improvised Tools

Jack-Of-All-Trades

Luck 2 (4 Total)

Master Plan 2

Skill Mastery (Investigate, Knowledge: Tactics, Search, Sense Motive)

Speed of Thought

 

Equipment: 1PP = 5EP 

 

  • Club (Subtle) 5

 

 

Powers: 9 + 15 + 17 + 5 = 46PP

Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats:  Innate[9PP] (Savantry)

Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats:  Innate, Luck 2[15PP] (Savantry)

Probability Control 4 (Polymath; Power Feats:  Innate[17PP] (Savantry)

Device 1(Earbud; Flaws: Hard to Lose, Power Feats:  Subtle) [5PP]

  • Communication Link 4(Other Earbuds; Radio; Power Feats:  Subtle) [5PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage

Collapsable Club    Touch      DC 20 Toughness                Damage
 

 

Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (13) + Powers (46) - Drawbacks (0) = 180/180 Power Points

Edited by angrydurf

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Psyche (Rebuild)
Power Level: 12/14 (224PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: None

 


Abilities: 0 + 0 + 2 + 30 + 30 + 10 = 72PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 40 (+15)
Wisdom: 40 (+15)
Charisma: 20 (+5)


Combat: 0 + 8  = 8PP
Initiative: +0
Attack: +0 Melee, +0 Ranged 
Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Grapple: +0, +24 (Telekinesis)
Knockback: -6


Saving Throws: 1 + 2 + 2 = 5PP
Toughness: +12 (+1 Con, +11 Protection)
Fortitude: +2 (+1 Con, +1)
Reflex: +2 (+0 Dex, +2)
Will: +17 (+15 Wis, +2)


Skills: 88R = 22PP 
Computers 5 (+20) 
Concentration 5 (+20)Skill Mastery
Gather Information 5 (+10)

Investigate 2 (+17)
Knowledge (Behavioral Sciences) 10 (+25)
Knowledge (Life Sciences) 5 (+20)
Medicine 5 (+20)
Notice 17 (+32) Skill Mastery
Search 17 (+32) Skill Mastery
Sense Motive 17 (+32) Skill Mastery

Feats: 21PP

Benefit 3 (Wealth 3)
Dodge Focus 8
Equipment 6 (30 EP)
Eidetic Memory
Jack of All Trades
Skill Mastery (Concentration, Notice, Search, Sense Motive)
Well Informed

Equipment: 30EP = 6PP

  • AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Workshop [23 EP] - [Total 29EP]
     
    • Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From AEON HQ]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP]
       
  • Teleport Beacon (watch) [1EP]

 


Powers: 11 + 3 + 12 + 7 + 57 = 91PP

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

 

 

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

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

 

Communication 2 (Telepathy; 100'; Mental; Extras: Area, Linked +0, Feats: Selective) + Comprehend 3 (Telepathy; Comprehend/speak all languages at once; Extras: Linked +0[5 + 6 = 11PP] (Psionic, Telepathic)

Flight 1 (Telekinetic Flight; Feats: Subtle[3PP] (Psionic, Telekinetic)

Protection 11 (Forcefield; Extras: Duration(Continuous), Flaws: Duration(Sustained) Feats: Subtle[12PP] (Psionic, Telekinetic)

Super Senses 8 (Mind's Eye; , Accurate(Mental) 2, Acute(Mental) 1, Analytical(Mental) 1, Radius(Mental) 1, Ranged(Mental) 1, Communication Link(Mental, Phalanx) 1, Uncanny Dodge(Mental) 1;[8PP] (Psionic, Telepathic)

Vast Psychic Power 24 (48 PP Array; Feats: Alternate Power 9)[57PP] 

  • Base PowerDamage 12 (Psychic Lance; Extras: Alternate Save(Will), Mental +0, Range(Perception) +2) {48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerCommunication 8 (Telepathy; 200'000 Miles Total; Mental;) + ESP 10 (ESP; 200,000 Miles; All-Senses;) {8 + 40 = 48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerConcealment 10 (Vanish from Mind's Eye; All senses; Extras: Affects Others, Area(Burst); Flaws: Distracting, Phantasms, Passive; Feats:Close Range, Selective) +  Emotion Control 12 (Descriptive Name; Extras: Area(General Burst 60')){12 + 36 = 48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerCreate Object 14 (Telekinetic Barriers; 350' Radius; Extras: Impervious; Feats: Progression 3, Selective, Stationary, Tether) {48PP/48PP} (Psionic, Telekinetic)
  • Alternate Power: Healing 9 (Reconstruct; Extras: Affects Objects, Range(Perception), Total; Feats: Persistent, Regrowth, Subtle) {48PP/48PP} (Psionic, Telekinetic)
  • Alternate PowerIllusion 12 (Phantom Landscape; Extras: Mental +0, Selective; Flaws: Phantasms) {48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerMind Control 12 (Dominate Psyche; ExtrasConscious, Area) {48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerMind Reading 12 (Telepathic Probe; Extras: Area, Action(Move/Standard)) {48PP/48PP} (Psionic, Telepathic)
  • Alternate PowerMove Object 12(Telekinesis; Extras: Range(Perception); Feats: Precise, Subtle) + Flight 5 (Telekinetic Flight) {38 + 10 = 48PP/48PP} (Psionic, Telekinetic)
  • Alternate PowerTransform 12 (Mind Alteration; Mental transform: Complete 4; Extras: Alternate Save(Will) +0, Mental +0, Range(Perception), Duration(Continuous); Flaws: Action(Full), Check Required(Knowledge: Behavioral Sciences DC 22)) {48PP/48PP} (Psionic, Telepathic)


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 (72) + Combat (8) + Saving Throws (5) + Skills (22) + Feats (21) + Powers (91) - Drawbacks (0) = 219/224 Power Points

Edited by angrydurf

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Red Lynx
Power Level: 7 (105/105PP)
Unspent Power Points: 0
Trade-Offs: +2 Attack / -
2 Damage, -1 Defense / +1 Toughness

 

In Brief:  Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations.

Catchphrase: 

Theme: The Message

 

Alternate Identity: Kameron 'Kam' Kingdom, Officially Prince Kamau (Secret outside Dakana)
Birthplace:  Dakana

Residence: Dakana Royal Palace, Claremont Academy
Base of Operations:  Bayview
Occupation:  Prince & Student
Affiliations: Dakana Royal Family, Claremont Academy
FamilyM'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother)

 

Description:
Age: 16 (DoB: 12th April 2002)

Apparent Age: 16
Gender: Male
Ethnicity: African (Dakanan)
Height: 6'
Weight: 185 lbs
Eyes: Brown
Hair: Black

Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty.  With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace.  A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast.   He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples.  He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above.  He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes.  In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force.  Vitals are covered with hardened plates of lightweight composites  that gives the central torso an articulated appearance but leaves his range of motion free.  He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains.

 

History:
Kamau is the second born of twins, children of King M'ballas second marriage.  As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world.  Unlike his (As she is quick to point out, elder) twin he has always taken  a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. 

 

As he grew  he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion.  Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry.  Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care.  Both to avoid unintended consequence and to ensure success through application of his skills and abilities.  

 

When it came time for the challenge of the White Lion he fully expected he'd emerge the victor.  Though his half brother was powerful he was reckless and easy to manipulate.  Kamau's own sister had little more than passing interest in the title.  While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion.  In the end this proved his undoing.  His sister acted unhesitatingly sizing opportunity when presented and carried the day.  For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence.  But Kamau felt something more akin to relief.  He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person.  In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness.  

 

Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions.  

 

Personality & Motivation:
Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on.  In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand.  As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike.  

 

Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders.  The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole.  This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement.  In part this is why he was eager to leave Dakanas borders.  He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity.  He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain.

 

Powers & Tactics:
Lynx fights with a tactical efficiency born of his training with the Dakanan security forces.  He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage.  Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible.  Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him.  

 

Power Descriptions:

Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad.  In addition to his armored suit he uses a pair of Marungu.  The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking.

 

Complications:
The Hero Formerly Known as Prince:  Kamau is a foreign Royal operating as a secret vigilante on U.S. soil.  International incidents are not out of the question.

OLDER Sister:  His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse.

The World is a Mess and I Just Need to ... Rule it:  Kamau see's the world outside of Dakana as less civilized and a little backwards.  This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority.

Keep it in the Family:  Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists.  Kamau and his sister are likely targets.


Abilities: 10 + 10 + 10 + 10 + 10 + 10 = 60PP
Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 20 (+5)


Combat: 6 + 4 = 10PP
Initiative: +5
Attack: +9 unarmed, +7 Melee, +3 base
Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed

Grapple: +14
Knockback: -4


Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +8 (+5 Con, +3 Armored Costume)
Fortitude: +5 (+5 Con, +0)
Reflex: +5 (+5 Dex, +0)
Will: +5 (+5 Wis, +0)


Skills: 28R = 7PP

Acrobatics 5 (+10)

Gather Information 2 (+7)

Intimidate 5 (+10)

Language 1 (Dakanan:Native, English)

Notice 5 (+10)

Sense Motive 5 (+10)

Stealth 5 (+10)

Feats: 15PP

Acrobatic Bluff

Attack Focus: Melee 4

Attack Specialization: Unarmed 1

Benefit: Diplomatic Immunity

Benefit: Wealth 2

Dodge Focus 4

Eidetic Memory

Hide in Plain Sight

 

Equipment: 0PP = 0EP 


Powers: 4 + 4 + 5 = 13PP

Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals)

  • Protection 3 (Absorptive Armor;) [3PP] 
  • Immunity 2 (Shock Plates; Critical Hits) [2PP] 

 

Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology)

  • Damage 2 (Strike; Feats: Mighty,Thrown, Split Attack;) [5PP] (Bludgeoning)

 

Container 1 (Training and Conditioning; 5 PP[5PP] (Training)

  • Enhanced Feats 1 (Situational Awareness; Uncanny Dodge (Mental);) [1PP] 
  • Immunity 2  (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited(Half Effect);) [1PP]
  • Leaping 1 (Acrobatic Leap;) [1PP]
  • Quickness 1 (Efficiancy;) [1PP]
  • Speed 1 (Sprinter;) [1PP]



Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK                RANGE      SAVE                           EFFECT
Unarmed               Touch        DC 20 Toughness                Damage

Marungu(melee)  Touch        DC 22 Toughness                Damage

Marungu(Thrown)Thrown     DC 19 Toughness                Damage

 

Totals: Abilities (60) + Combat (10) + Saving Throws (0) + Skills (7) + Feats (15) + Powers (13) - Drawbacks (0) = 105/105 Power Points

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