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  • [2e OOC] Emerald City Knights OOC

    In the Pacific Northwest near the Atlas mountains sits glittering Emerald City atop Mallory Bay. Long a gateway to the Far East with a significant Asian population, Emerald grew from a sleepy, backwards city to a vibrant, cosmopolitan metropolis with the establishment of high-tech startups such as SysCo, Future Dynamics and MarsTech in the 1990's. Stable and dependable for as long as anyone can remember, the city has had but a handful of costumed champions over the decades and hardly any supercriminal element. From the Emerald City University campus in the south to the Eastern District of Jadetown, from the dockside industrial zone to modern Emerald Tower and the affectionately-named Yellow Brick Row in the shopping district, the city skies have stayed mercifully free of super-powered battles, the only monster on the horizon being the silhouette of Mt. Stanley's dormant volcanic peak.

    But nothing lasts forever...

    When a mysterious silver explosion kills dozens and swamps the city in newly-empowered superhumans, Emerald City finds itself the epicenter of an all-out metahuman war. As villains from across the States converge on the city and conspiracies gather about its most powerful man, old secrets come to light and make sure things will never be the same again. And while the pawns and knights play their parts, something ancient, something immeasurably powerful, stirs in the depths.

    Now a darker shadow looms over the city and her people.

    Now all that stand between them and annihilation are --

    The Emerald City Knights
    House rules
    Setting info

    Starring
    Gilliam as Jackie Frost
    kenseido as Photon / Kisai

    Left due to RL
    Omega Girl as Stormbreaker
    baixiwei as Chrysalis

    Booted
    badpenny as Silverbird / Aranea
    Fuzzyboots as Mockingbird


    Season One: Emerald City Knights

    Season Two: Emerald City Days
    Last edited by Ysariel; 05-30-2018, 04:29 AM.

  • #2
    JACKIE FROST



    "Freeze"

    Artwork is from "Storn’s Art Thread"

    Real Name: Aoife Kearney
    Identity: Secret ID

    APPEARANCE
    Gender: Female
    Age: 20
    Size: Medium
    Height: 5' 6”
    Weight: 124 lbs
    Hair: Brown
    Eyes: Brown

    POWER LEVEL
    Power Level: 12
    Power Points: 210
    Max Attack: 12
    Max Defense: 14
    Max Save DC: 12
    Max Toughness: 10

    ABILITIES
    STR: 10 (+0)
    DEX: 14 (+2)
    CON: 14 (+2)
    INT: 12 (+1)
    WIS: 16 (+3)
    CHA: 20 (+5)

    COMBAT
    Attack +8 (Melee +8, Ranged +8, Cold Control Array +12*)
    Damage: Unarmed +0 (Bruise); Cold Blast/Strike +12
    Defense +14 (+5 flat-footed)
    Initiative +6

    * Improved Critical 19-20

    SAVES
    Toughness +10 (+8 flat-footed)
    Fortitude +10
    Reflex +12
    Will +15

    SKILLS
    Bluff 10 (+15); Computers 3 (+4); Concentration 10 (+13); Diplomacy 7 (+12); Drive 4 (+6); Gather Info 7 (+12); Knowledge -Popular Culture 8 (+9); Knowledge - Current Events 5 (+6); Notice 9 (+12); Search 8 (+9); Sense Motive 9 (+12); Stealth 4 (+6)

    FEATS
    Accurate Attack; Attack Specialization - Cold Control Array (2 or +4 Attack); Challenge (Improved Taunt); Defensive Roll (2); Dodge Focus (4); Evasion (1); Improved Initiative (1); Inspire (2); Move-by Action; Power Attack; Precise Shot (1); Taunt; Teamwork

    POWERS
    Flight [4] (Ice Slides) (Flaw: Can be tripped)
    Immunity [12] (Cold Effects, Environmental Heat)
    Energy Aura [6] (Cold) LINKED Protection [6]
    ARRAY Cold Control [12] (Feat: Improved Critical)
    --- [a] Strike [12] LINKED Snare [12] (Touch)
    --- [a] "Ice Storm" Blast [12] (Extra: Area Cone; Flaw: Touch Range)
    --- [a] Blast [12]
    --- [a] “Ice Bonds” Snare [12]
    --- [a] Create Objects [11] (Ice) (21:REF) (Extra: Continuous; Feat: Precise & Innate)
    --- [a] "Frost Blast" Blast [8] (Extra: Fortitude Save) (Feats: Accurate)
    --- [a] "Snow Blindness" Dazzle 12 (Visual)
    --- [a] "Ice Spear" Blast [8] (Extra: Penetrating 8) (Feats: Accurate)

    MOVEMENT
    Base Move: 30 ft/60 ft/120 ft
    Leaping: 10 ft/5 ft/0 ft
    Flight: 900 ft (100 mph)

    COMPLICATIONS
    GUILT - Aoife is aware that she has disappointed her family and is trying to turn her life around.
    NEED FOR SPEED - Aoife has been banned from driving but still wants to drive fast.
    IRRESPONSIBLE - Aoife has a habit of always being late, seeing a job through, leaving things to the last possible minute and spending money faster than she earns it. Her family are no longer prepared to give her anymore short term loans to tide her over.

    SUMMARY
    Abilities 26 + Skills 21 (84 ranks) + Feats 19 + Powers 78 + Combat 36 + Saves 30 – Drawbacks 0 = 210 / 210

    BACKGROUND
    Aoife had a good childhood, loving parents, which was very rare in her community as most households had only one parent, whom supported and encouraged Aoife and her siblings. It all went wrong after Aoife started High School and fell in with the wrong crowd. Before anyone realised Aoife was skipping school, drinking, smoking, driving fast and having a great time.

    It was after driving her car into a power pole while practising drifting and then losing her drivers license that Aoife decided to turn her life round. Moving to Emerald City for a fresh start Aoife has tried numerous jobs including receptionist, checkout chick; dish washer, pizza delivery (until they discovered she had no drivers license) and is just managing to keep her head above water.

    Whilst running late for an interview with a real estate firm the Silver Storm struck and Aoife's life changed again.

    Edit 1: Updated complications.
    Edit 2: Added 2 points for Bluff, Concentration, Kn Pop & Sense Motive. Added Trip as AP.
    Edit 3: Added 4 points to Stealth, Power Attack & Improved Critical to Cold Control Array
    Edit 4: Replaced Continuous Trip with Frost Blast, added Teamwork & 2 points to Drive & Gather Information.
    Edit 5: Increase Charisma by 2 points & increase Will Save by. New Total 162pp.
    Edit 6: Increase Base Attack & Defense by 1 each (4 PP). Increase Cold Array by 1 to 11 and increase all the AP's as well - I would like to add accurate on Jackie's Frost Blast AP as well (2 PP). Increase Energy Aura & Protection by 1 each from 3 to 4 (5 PP). Increase Fortitude by 1 so that it is +8 in total (1 PP). Increase Concentration by 2 skill points (+12 total); Increase Sense Motive by 1 to +11 and Notice by 1 to +11 as well (1 PP) New Total 175pp.
    Edit 7: Increase Will by 1 to +10; Increase Fortitude by +1 to +9; Add "Snow Storm" Obscure 11 (Visual) as an AP off Cold Array. New Total 178pp out of 180pp.
    Edit 8: Forgotten a number of changes made previously but added 2 points to Wisdom making it 16 and new total is 189 out of 190pps.
    Edit 9: Lots of changes to bring total up to PL12 and 210pps.
    Last edited by Gilliam; 09-27-2017, 04:06 AM.

    Comment


    • #3
      Mockingbird

      Real name: Ivan Vasil'yevich Egorov
      Citizen name: John Christopher Levinson

      Power Level: 11; Power Points Spent: 199/199

      STR: +4 (18), DEX: +5 (20), CON: +7 (24), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

      Tough: +7/+11, Fort: +10, Ref: +13, Will: +8

      Skills: Acrobatics 8 (+13), Bluff 12 (+15), Computers 1 (+4), Concentration 5 (+7), Diplomacy 2 (+5), Disable Device 4 (+7), Disguise 4 (+7/+9), Drive 4 (+9), Escape Artist 4 (+9), Gather Information 10 (+13), Intimidate 10 (+13), Knowledge (history) 5 (+8), Knowledge (tactics) 10 (+13), Language 3 (+3), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+9), Sense Motive 7 (+9), Sleight of Hand 1 (+6), Stealth 8 (+13), Survival 6 (+8)


      Feats: Accurate Attack, Attack Specialization 2 (Hammered Sickle (Device 5)), Challenge - Face in the Crowd*, Conspiracy Theorist 2**, Cult Hero (Communists)***, Defensive Attack, Defensive Roll, Distract (Bluff), Dodge Focus 6, Eidetic Memory, Equipment 3, Evasion, Improved Disarm, Improved Initiative 2, Inspire 5 (+5), Jack-of-All-Trades, Luck, Move-by Action, Power Attack, Quick Draw, Rousing Speech (Bluff), Seize Initiative, Setup, Skill Mastery (Acrobatics, Bluff, Disguise, Stealth), Takedown Attack 2, Teamwork, Uncanny Dodge (Auditory), Well-Informed
      * You can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them. The feat bypasses the normal -5 penalty to do this.
      ** You are adept at reading between the lines and making connections between two apparently unrelated facts. This is not so much intuition as the ability to process and compare information on the fly. If you roll a natural 20 on any Gather Information, Investigate, or Knowledge check, you gain an insight that appears unrelated to the subject at hand. You can then make a new check for any one of the skills mentioned without needing to have any tools or reference material readily available. Each additional rank in this feat moves the die roll threshold that allows a second check by one, up to a natural roll of 16 to 20.
      *** Such characters are well-known, beloved figures within a subculture and receive a +4 bonus per rank on all Charisma-based skill checks involving anyone belonging to that particular group. This bonus cannot increase your total effective skill rank higher than the campaign's power level limit.

      The downside is they're considered infamous and distrusted by at least one other group equal or larger in size to the one that adores them. When dealing with detractors, all Charisma-based skill checks are penalized by -2 per rank.


      Powers:
      Hammered Sickle (Device 5) (Easy to lose) [15 pp]
      . . Attack Array 10
      . . . . Strike 6 (DC 25; Autofire (interval 2, max +5) [4 extra ranks]; Affects Insubstantial 2 (full power), Strength-Based, Improved Sunder, Precise)
      . . . . Blast 4 (Alternate; DC 23; Accurate (+2), Homing 2 (2 attempts), Improved Range (100 ft. incr), Indirect 3 (any point, any direction), Mighty 4 (+4 to damage), Progression, Increase Range (max range x2, 1000 feet))
      . . . . Dazzle 10 (Alternate; affects: visual senses, DC 20)
      . . . . Launching Blow (Climbing Kick 6) (Alternate; DC 25; Knockback 2, Mighty (Climbing Kick), Up in the Air)
      . . . . Snare 10 (Alternate; DC 20; Constricting; Range (touch))
      . . . . Strike 6 (Alternate; DC 25; Shapeable Area (10-50 cubes of 125 cu. ft. (5x5x5) - Targeted) [4 extra ranks]; Mighty, Precise, Progression, Increase Area 2 (area x5))
      Driven (Immunity 16) (interaction skills, mental effects, sleep; Limited - Half Effect) — Due to his training, he can get by on little sleep and finds it easier to resist attempts to influence him. [8 pp]
      Heightened Speed Array 1.5 [5 pp]
      . . Leaping 3 (Jumping distance: x10) — Running Jump: 140 ft, Standing Jump 70 ft, High Jump 35 ft
      . . Speed 3 (Speed: 50 mph, 440 ft./rnd)
      . . Quickness 3 (Actions 10x faster)
      Sound Mimic (Features 1) [1 pp]
      Super-Senses 6 (accurate: Hearing, analytical: Hearing, danger sense: Auditory, extended: Hearing 1 (-1 per 100 ft), ultra-hearing) [6 pp]

      Equipment:
      • Chain-Mail costume (+3 Toughness) [3 ep]
      • Disguise Kit (Reduces normal disguise time from 10 minutes to 1 minute through a collection of makeup and fake moustaches, cheek pads, etc) [1 ep]
      • Equipment Belt (8 ep array + 2 alts) [10 ep]
        • Grappling Hook [Super-Movement 4, slow fall, swinging, wall-crawling 2 (full speed)]
        • Holo-Disguise [Morph 4 (Humanoids)]
        • Smoke Grenade [Obscure 2, affects: 1 type + visual - olfactory and visual, Radius: 10 ft.; Slow Fade (1 minute), Variable Descriptor (Narrow group - Can change color and scent)])
      • Toolkit (Basic) — Basically a set of generic tools for use with Disable Device and Jack-of-All-Trades skills [1 ep]


      Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

      Attacks: Blast 4, +14 (DC 23), Strike 4, +12 (DC 25), Climbing Kick 6, +12 (DC 25 / Stability check +10), Unarmed Attack, +8 (DC 19)

      Defense: +11 (Flat-footed: +3), Knockback: -5

      Initiative: +13

      Languages: Native Language (Russian), All human languages

      Totals: Abilities 48 + Skills 30 (118 ranks) + Feats 43 + Powers 35 + Combat 26 + Saves 17 + Drawbacks 0 = 199

      Background
      Ivan Vasil'yevich Egorov was born in Rostov-on-Don in 1921, and proudly fought against the menaces of the Axis powers in World War II. During that time, he participated in various trials to attempt to engineer a Russian super-soldier. Much to his chagrin, he repeatedly failed to distinguish himself in that area. The chemicals made him a little bit faster. The radiation made him a little bit stronger. The work with the psychics augmented his own natural ability to perform impressions of others. Still, he was barely a single step above the common soldier, and others continued to be promoted ahead of him. During the Cold War, he served the Communist government proudly, but he wasn't as strong as Sovena or the Proleterian. He lacked the mechanical genius of Red Death. He lacked the infiltration abilities of Ivanova, often known in the U.S. informally as the Molotov Cocktease for her ability to seduce prominent American figures and worm secrets from them. And so he languished, fighting minor battles as The Mockingbird versus U.S. heroes and occasionally trotted out for publicity stunts. That is, until his final mission in 1983.

      Ivan crossed into the United States over the Canadian border and assumed an identity as John Christopher Levinson, Slavic immigrant and a citizen of Emerald City. His stated job was to maintain his cover until the time when the Soviet government would activate him and he would use his mimicry abilities to forge certain key vocal orders. And so he settled in to wait. And wait he did. Unbeknownst to him, his file was lost in the general chaos and inefficiency of the Communist bureaucracy. No orders ever came. Ivan met and married Maria Woszcnya, a Polish immigrant. Maria died in 2005, their union completely fruitless, and Ivan gave up all hope for making an impact on the world. He was about to send his old costume and weapons off to the museum when the Silver Storm struck. Donning his old garb and limbering his creaking bones, he set out to find what had happened.

      Complications
      • Is Youth Fleeting? - The effects of the Silver Storm have seemingly restored Ivan's youthful prowess. At the beginning of the adventure, he's suffering from reduced attributes of a 12 Strength, 10 Dexterity, and 12 Constitution and his powers are unreliable. It's possible something may temporarily or permanently rob him of his enhanced status again.
      • Insecurity - Ivan spent years thinking of himself as second-string, a has-been. Now, newly empowered by the nanites, he's finding new depths of competence, but deep down, he still fears being useless.
      • Long History - While Mockingbird was never an A-list Communist threat, he does have a bit of a reputation. Sometimes it works for him and sometimes it works against him
      • Old Fashioned - Ivan has lived a long life. He's at that stage where he does not adapt easily to the changing times
      • Loyalty - Ivan is torn a bit between his two identities. He has come to love his adopted country, but he spent most of his life serving Mother Russia. Should it come to a choice between the two, he feels like he would be forced in the position of Buriden’s Ass.
      • Deep Programming - Ivan has been pushing himself to further limits, mentally and physically, and something is being dredged up from his earlier years, although he's not entirely certain what.


      ----

      Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
      Mutants & Masterminds, Second Edition is ©2005-2012 Green Ronin Publishing, LLC. All rights reserved.
      Last edited by FuzzyBoots; 02-27-2017, 09:20 PM. Reason: Did the math and I'm at 190
      [url=http://roninarmy.com/threads/996]My Builds[/url]

      [b]Current games:[/b]
      [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

      Comment


      • #4

        Concept: Mystic w/ Science background
        Occupation: Engineer working R&D at Marstech; Full time member of Emerald City Knights
        Place of Birth: Freedom City
        Marital Status: Single (handfasting w/Rheia Gold)
        Height: 5 ft. 10 in.
        Weight: 158 lbs.
        Eyes: Brown
        Hair: Black
        PL: 12
        STR 14, DEX 18, CON 16, INT 14, WIS 20, CHA 12

        Skills:
        Acrobatics 8 (+12), Bluff 4 (+5), Climb 4 (+6), Computers 5 (+7), Concentrate 4 (+9), Cr (electrical) 12 (+14),
        Diplomacy 12 (+13), Kn (arcane lore) 11 (+13), Kn (history) 3 (+5), Kn (physical science) 10 (+12),
        Kn (streetwise) 4 (+6), Kn (technology) 8 (+10), Kn (theology/philosophy) 3 (+5), Lang 2 (all major world languages),
        Notice 8 (+13), Sense Motive 6 (+11)

        Feats:
        All-out Attack, Attack Focus (melee) 4, Attack Specialist (Magic Array) 1, Attractive, Connected, Contacts,
        Defensive Roll 2, Dodge Focus 4, Improved Block, Improved Initiative, Interpose, Leadership, Luck 1, Move-by Action,
        Power Attack, Ritualist, Takedown Attack 2, Teamwork 2, Uncanny Dodge

        Powers:
        Enchanted Tuxedo (28PP)
        -Blink: Teleport 4 (E: Accurate; PF: Progression 1; F: Short Range Only) [9pp]
        -AP: Vanish: Concealment 6 (all visual and audio; PF: Selective; F: Passive) [1pp]
        -Deep Pockets: Dimensional Pocket 2 (Requires Grapple) [2pp]
        -Feature 1 (Costume is always immaculately clean and in perfect condition) [1pp]
        -Mystic Speed: Enhanced Feat (Evasion 2), Leaping 2, Speed 2 [6pp]
        -Protection 9 [9pp]

        Magic 15 [30PP+7pp]
        -Disrupt Magic: Nullify 14 (Magic; PF: Precise, Selective)
        -Dragon Palm: Paralyze 12 (PF: Affects Insubstantial 2, Improved Critical 2, Reach 2)
        -Dragon Shield: Create Object 10 (E: Impervious)
        -Dragon Strike: Strike 12 (E: Penetrating; PF: Affects Insubstantial 2, Improved Critical 2, Reach 2)
        -Dragon Breath: Blast 14 (PF: Affects Insubstantial 2)
        -Heal: Healing 9 (E: Restorative; PF: Persistent)
        -Telekinesis: Move Object 12 (PF: Accurate, Indirect 3, Precise, Subtle)
        -Teleport: Teleport 9 (E: Accurate, Affects Others; PF: Progression 3; F: Long Range Only)

        Magic Transformation: Enhanced Feat (Quick Change) (1PP)
        Mystic Awareness: Super-Senses 3 (Magic Awareness, acute, radius) (3PP)

        Combat:
        Attack +8, Magic Array +10, Melee/Telekinesis +12; Grapple +14;
        Damage: Unarmed +2, Magic Array +11/+12/+14;
        Defense +10 (+3 flat-footed); Init +8;

        Saves:
        Toughness +3/+5/+12/+14, Fortitude +11, Reflex +11, Will +15

        Costs:
        Abilities 34 + Skills 26 + Feats 28 + Powers 69 + Combat 28 + Saves 25 =210

        Complications:
        • Enemies - Philip's father is desperate to recover the dragon from him.
        • Magical Family - Philip belongs to a family of magi. He is targeted by the family's enemies.
        • Motivation: Doing good - Philip is generally a good guy and wants to do good with his abilities.
        • Relationship - Several members of his family are trying to manipulate Philip since he represents a break in tradition. He is also dating Rheia, Greek woman with minor psychic abilities who works as a fortune teller at a new age shop.


        Background:
        Philip belongs to a family of mystics. In the family, powers skip every other generation, and those become librarians and bodyguards for the others. So that is what Philip was training to do and where he met Rheia, brought in to be tested by Philip's parents. By high school, both of them wanted out of the family biz. Philip was interested in science, and Rheia was interested in making money. So when they turned 18, they both left home and traveled across country to get as far away from their families as possible.
        In EC, Philip went to college while Rheia went to work as a fortune teller and medium. It was during the Silver Storm that his powers manifested to protect him. He tried to help, but ended up causing more damage. The authorities brought him in as another Stormer, and he didn't resist. His father has hired an attorney to get him released. During the breakout, Philip aided the guards and heroes against the inmate.
        He helped the other EC Knights defend the city and even travelled to another world and saved them from an invasion. But when he returned, he found the dragon deserted him. After months working in Mars R&D, the team came up with a Quantum Harness that he could use. However, the powers provided by it seemed to be more problematic, so when a mysterious magical cane only Philip could sense showed up at the shop where Rheia worked at, he traded the harness in for that.
        The cane turned out to be a conduit for the Dragon, who was enslaved by Diana using Lemurian spells. With help from the Knights and Rheia, Kisai freed the Dragon from Diana and the Lemurians and their bond was re-established.
        Last edited by kenseido; 09-20-2017, 02:39 PM.
        [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

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        • #5
          Chrysalis

          CHRYSALIS
          Real Name: Christina Romano
          PL 11, 175 pp




          Abilities:
          Strength 38, Dexterity 10, Constitution 14, Intelligence 8, Wisdom 18, Charisma 10

          Combat:
          Attack 4 (8 in melee or with thrown objects), Damage 14 (unarmed / sword), Defense 8 / 4 flatfooted, Initiative 0, Grapple 22 / 30 with Super-Strength, Knockback -13

          Saving Throws:
          Toughness 14 (12 impervious), Fortitude 7 (9), Reflex 7 (7), Will 10 (14)

          Skills:
          Concentration 10 (14), Notice 10 (14), Sense Motive 18 (22), Diplomacy 12 (12), Intimidate 12 (12)

          Feats:
          All-out Attack, Attack Focus (Melee) 4, Interpose, Move-by Action, Power Attack, Attack Specialization (Thrown Objects) 2

          Powers:

          Spiritual Might (Enhanced Strength 28, Affects Insubstantial 2) - 30 pp + 3 APs
          • AP: Soul Blade (Strike 14, Alternate Save: Will [+1], Ignores Cover, Improved Critical) - 1 pp
          • AP: Breath of Life (Healing 9, others only [-1], standard action [+1], total [+1], persistent) - 1 pp
          • AP: Heart's Touch (Emotion Control 11, Touch Range [-2], Burst Area [+1], Selective Attack [+1], Reversible, Ignores Cover) - 1 pp

          Spiritual Chrysalis - 52 pp
          • Protection 12, Impervious [+1], Innate, Noticeable - 24 pp
          • Immunity 6, all environmental conditions and environmental suffocation, Innate - 7 pp
          • Flight 9 (Dynamic, DAP: Super-Strength 9) - 19 pp

          Dreamlike Awareness (Super-Senses 5 - acute spatial awareness; ranged, acute detect emotion + tracking; postcognition, limited to detect emotion) - 11 pp

          Empathic Link (Comprehend 2 - all languages at once; Mental Communication 2, Area [+1]) - 6 pp

          Drawbacks:
          • Blind (common, minor) -4
          • Mute (uncommon, minor) -1
          • Illiterate (uncommon, minor) -1

          Complications:
          • Motivation: doing good. Chrys connects to people on an emotional level and cannot stand by when people are suffering or in need.
          • Quirk: Transparent Emotions. Chrys's empathic communication is not entirely voluntary. Anyone in direct contact with her, and therefore with her soul, can automatically sense her emotions without the need for a Sense Motive check.
          • Quirk: innocence. Chrys has virtually no experience of life in the world and can be extremely naive. Canny villains could exploit this as a weakness, although her incredible perceptiveness makes her hard to deceive.
          • Phobia: immobilization. Chrys is deathly afraid of being immobile, as she was for her entire life before the Silver Storm. Attacks against her that could cause immobilization, such as paralysis or snare, can cause her to react with irrational fear or rage at the GM's discretion.
          • Weakness: mental attacks. Due to the manifest state of her soul, when she fails a saving throw against a mental attack, Chrys takes physical damage as if the effect were damaging (except that the base DC of the effect is not raised to 15 as for other damaging effects).


          The Math: Abilities 10 + Combat 24 + Saving Throws 24 + Skills 16 + Feats 10 + Powers 102 - Drawbacks 6 = 180pp

          Background:


          Christina Romano, now the hero known as Chrysalis, was born catatonic, her body surrounded by a scintillating aura of light. For the first several years of her life, she attracted a great deal of public attention - some from scientists wishing to study her, some from religious devotees who considered her birth the sign of a new age. But no diagnosis could be made, no new age dawned, interest waned, and the world gradually forgot about her. Christina slept on.

          One day - Christina had just turned nineteen - the hospital in which she slept was rocked by a series of explosions, collateral damage from a super-powered battle raging across the city. Sleeping, she heard the cries of fear and pain, and more - she felt the need of the people trapped inside the building, as fire spread. Answering this need, the catatonic girl rose from her bed, her aura flaring around her like a star's corona, then shaping itself into translucent armor against which the flames licked harmlessly and collapsing masonry glanced without effect. She quickly gathered the patients and staff in need of help, smashed an exit through the walls with casual ease, and brought the people to safety. Though she spoke never a word - her eyes remained closed in sleep the entire time - her touch brought solace to the wounded, filling them with calm and peace, even healing burns and knitting broken bones.

          More miracles came later, and Christina returned to the public eye. One reporter likened her sleeping state to that of a butterfly still in its chrysalis, and the name stuck. Despite her growing fame, few if any in the world know the nature of her condition and her powers. It is this: unlike most people, who hide their souls in their innermost depths and never know its true power, Chrysalis wears hers on the outside. Manifest in the physical world, her soul is a tremendous energy source, even a weapon. Her state has its disadvantages, though: a spiritual veil hangs between her and the outside world, separating her forever from the clarity of waking consciousness or dispassionate rationality. She lives as if in a dream, everything she sees colored with emotional and spiritual significance.

          Fortunately for the world, her dream is a dream of heroism, and dream though it may be for her, for all those she has saved and will save, it is reality.


          Originally posted by Older Version
          CHRYSALIS
          Real Name: Christina Romano
          PL 11, 175 pp


          Abilities:
          Strength 38, Dexterity 10, Constitution 14, Intelligence 8, Wisdom 18, Charisma 10

          Combat:
          Attack 4 (8 in melee or with thrown objects), Damage 14 (unarmed / sword), Defense 8 / 4 flatfooted, Initiative 0, Grapple 22 / 30 with Super-Strength, Knockback -13

          Saving Throws:
          Toughness 14 (12 impervious), Fortitude 7 (9), Reflex 7 (7), Will 10 (14)

          Skills:
          Concentration 8 (12), Notice 8 (12), Sense Motive 14 (18), Diplomacy 12 (12), Intimidate 10 (10)

          Feats:
          All-out Attack, Attack Focus (Melee) 4, Interpose, Move-by Action, Power Attack, Attack Specialization (Thrown Objects) 2

          Powers:

          Spiritual Might (Enhanced Strength 28, Affects Insubstantial 2) - 30 pp + 3 APs
          • AP: Soul Blade (Strike 14, Alternate Save: Will [+1], Ignores Cover, Improved Critical) - 1 pp
          • AP: Breath of Life (Healing 9, others only [-1], standard action [+1], total [+1], persistent) - 1 pp
          • AP: Heart's Touch (Emotion Control 11, Touch Range [-2], Burst Area [+1], Selective Attack [+1], Reversible, Ignores Cover) - 1 pp

          Spiritual Chrysalis - 50 pp
          • Protection 12, Impervious [+1], Innate, Noticeable - 24 pp
          • Immunity 6, all environmental conditions and environmental suffocation, Innate - 7 pp
          • Flight 8 (Dynamic, DAP: Super-Strength 8) - 19 pp

          Dreamlike Awareness (Super-Senses 5 - acute spatial awareness, ranged detect emotion) - 7 pp

          Empathic Link (Comprehend 3 - all languages at once; Mental Communication 2, Area [+1]) - 10 pp

          Drawbacks:
          • Blind (common, minor) -4
          • Mute (uncommon, minor) -1
          • Illiterate (uncommon, minor) -1

          Complications:
          • Motivation: doing good. Chrys connects to people on an emotional level and cannot stand by when people are suffering or in need.
          • Quirk: Transparent Emotions. Chrys's empathic communication is not entirely voluntary. Anyone in direct contact with her, and therefore with her soul, can automatically sense her emotions without the need for a Sense Motive check.
          • Quirk: innocence. Chrys has virtually no experience of life in the world and can be extremely naive. Canny villains could exploit this as a weakness, although her incredible perceptiveness makes her hard to deceive.
          • Phobia: immobilization. Chrys is deathly afraid of being immobile, as she was for her entire life before the Silver Storm. Attacks against her that could cause immobilization, such as paralysis or snare, can cause her to react with irrational fear or rage at the GM's discretion.
          • Weakness: mental attacks. Due to the manifest state of her soul, when she fails a saving throw against a mental attack, Chrys takes physical damage as if the effect were damaging (except that the base DC of the effect is not raised to 15 as for other damaging effects).


          The Math: Abilities 10 + Combat 24 + Saving Throws 24 + Skills 13 + Feats 10 + Powers 100 - Drawbacks 6 = 175pp
          Last edited by baixiwei; 08-25-2014, 07:30 PM.

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          • #6
            Re: Emerald City Knights OOC

            Everyone is here. Full speed ahead!

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            • #7
              Re: Emerald City Knights OOC

              I have a couple of questions about Disarms, since Aranea is going to be using them frequently.

              1) If you crit on the attack check, do you get a bonus to your STR check? (The RAW states a +5 damage bonus.) It also says that Minions don't get a Save vs. a Crit and are knocked out, but what about the Disarm?

              2) The RAW also states that unless you're attacking unarmed, the defender drops the weapon (rather than the attacker having it). Where does her Tether intersect that rule?
              Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

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              • #8
                Re: Emerald City Knights OOC

                For 1), you do get +5 to your STR check. On a crit, minions don't get an opposed check and you disarm them automatically.

                For 2), I'm okay with tether letting you have the disarmed weapon on a successful disarm.

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                • #9
                  Re: Emerald City Knights OOC

                  Since Disarm is specifically Damage bonus vs STR check, then yes Crits affect that. You can also Power Attack with Disarm.
                  [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

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                  • #10
                    Re: Emerald City Knights OOC

                    On a board related note, I just noticed that by default my Sent Folder was not set to retain a copy of my outgoing PMs. You might want to check your settings.
                    Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

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                    • #11
                      Re: Emerald City Knights OOC

                      Someone riddle me this: why the ffff don't these forums offer an option to forward PMs to, and receive them from, a regular email address? This nonsense with multiple folders each of which can only hold so many messages and a limited number of folders and having to change a setting to save sent messages and ... the list goes on and on, it's like being back in the stone age. The stone age ... of the internet era, that is.

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                      • #12
                        Re: Emerald City Knights OOC

                        Well the email thing is a privacy issue. People may not want to share their email address - and allowing someone to send to an email address is getting around that.
                        [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

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                        • #13
                          Re: Emerald City Knights OOC

                          What I'm talking about is forwarding, not just straight-up using your email address. Friend sends to my forum account. Forum account forwards to me. I reply with email to forum account. Forum forwards my reply to friend's forum account. My email address is never revealed. If I don't like it, I don't use this feature.

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                          • #14
                            Re: Emerald City Knights OOC

                            Its actually much more programmatically difficult then it probably sounds.
                            [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

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                            • #15
                              Re: Emerald City Knights OOC

                              Eh, forwarding emails TO you couldn't be that hard, the functionality is basically there already in the notifications, which include the text of the message you're being notified about. The only things that would need adding is to put some identification of the sending party into the sender address and put the PM title into the subject line of these notifications, and also to send you copies of your own sent PMs.

                              It would also be nice to be able to reply via email, but whatevs, I could live without it.

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