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Adventures Assemble! by kenseido & Ysariel (OOC)

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  • [3e OOC] Adventures Assemble! by kenseido & Ysariel (OOC)

    List of clues

    Campaign clues

    Secret entrance below City Hall
    From Back From the Future!

    You were banished to the future by Lord Steel so that he could conquer your present in peace! While there, you discovered the deposed Mayor of Phoenix Bay, Mr. Reginald P. Cooper, who revealed to you the presence of a secret entrance under City Hall -- the center of the future Imperial Palace -- so that you could sneak in and end Lord Steel's rule. The secret entrance, which Cooper had built when he ordered the razing of historic Glass Canyon buildings decades ago, is a hidden underground tunnel that connects City Hall to a hidden exit somewhere in Glass Canyon, as well as the city sewer system. The door leading to City Hall proper is heavily-reinforced and protected by an advanced security system. Cooper had it built to provide discreet entry and exit for his shady deals.

    You know the location of the Glass Canyon exit as well as the passcode for the door.
    Last edited by Ysariel; 11th January 2019, 09:26 AM.

  • #2
    Phoenix Bay has been a symbol of rebirth from the day the first pioneers reached the coast of the Pacific and settled down to build new lives. When Japanese super-powered forces firebombed it in World War II, the U.S. government rebuilt it grander and better than ever before in defiance. The result was one of the West Coast's greatest financial centers and an incubator of high-tech industry. While not quite the size of Freedom City or as awash in capes, the place has drawn its share of the criminal element. Throughout the ages there have been mystery men and masked crimefighters that opposed them and each generation has had its share of crusaders against crime.

    But none of them were prepared for the day when an alien fleet appeared in the skies above the city. The invaders were as mysterious as they were silent, wielded science and sorcery alike, accepted no parley and took no prisoners. Most of the capes gave their lives to defend its people in the city's darkest hour. The few surviving heroes launched a desperate suicide attack on the alien mothership, destroying its power core and ending the Invasion. The aliens, who came to be known only as the Armada, were never seen again. Till this day the reasons for the invasion and why only Phoenix Bay was attacked remain a mystery.

    One year later the wrecked Mothership down by Lakeside is a tourist trap and a captured starfighter is the city museum's hottest exhibit. Business as usual has returned to the financial towers of the Steel Canyon and high-tech corporations buzz with activity around the Feynman-Yamaguchi Reactor. Across the city, empty hero bases lie darkened and forgotten while gangs battle for dominance in the streets above. The old city centered on Queen's Junction is now the hideout for many a criminal mastermind. Smugglers and drug-runners take root in docks of Westbay. With the old guard wiped out, the city needs a new generation of protectors and again the Phoenix sings its siren song:


    Gilliam as Nightbird
    kenseido as Kisai Locust / Kris Majax
    Kreuzritter as Qora / Grotesk
    Psistrike as Moonlight / March Hare
    stavaros-the-arcane as Gelert
    Ysariel as Amethyst

    ...and formerly:
    baixiwei as Vagabond
    EnigmaticOne as Sunhawk

    and kenseido and Ysariel as GMs

    Season 1
    Episode 1: Forged in Fire! A villain from the future comes to destroy our heroes, but arrives a step too late!
    Episode 2: Messages The new Protectors of Phoenix Bay get dragged into a mob war.
    Episode 3: The Last Heroes! Hero Corp threatens to make the city's protectors obsolete -- or extinct.
    Episode 4: Mutation The heroes race against time to stop one of their own from being turned into a monster!
    Episode 5: Media Blitz! An old foe returns to challenge the heroes with the power of bad PR!
    Episode 6: Dakana The team journeys to South Africa in search of a missing teammate.
    Episode 7: Back From the Future! Lord Steel attempts to conquer the world with the power of Time itself!
    Episode 8: Every Dog Has His Day! Gelert and the Ring of Hope face off against a new world-conquerer!
    Episode 9: Psi-Club The team finally gets to the bottom of their missing teammate, and finds a conspiracy along the way.
    Finale: Iron Curtain! Lord Steel, the future tyrant, makes his bid for world conquest!

    Season 2
    Episode 1: Twenty Thousand Villains Under the Sea! Danger, intrigue and formidable new enemies greet the Champions inside the world's greatest super-prison!
    Episode 2: Return to Dakana The Champions return to Dakana and uncover a plot to overthrow the King!
    Episode 3: Call to Arms! The forces of the Illuminati are mustered against the Champions!
    Last edited by Ysariel; 11th January 2019, 09:35 AM.


    • #3
      • 153pp, Forged in Fire: Added Immunity 4 [all suffocation, poison, disease] to the suit. This brings the cost of the suit to 84pp after device discount, a net increase of 3pp.
      • 159pp, Messages/The Last Heroes: Updated to 3e, many changes.
      • 168pp, Mutation/Media Blitz/Dakana: Dropped Luck, Devious Plot, Benefit [Staus]. Main attack is now Multiattack, updated to PL 10.
      • 172pp, Back From the Future/Every Dog Has His Day: increased insight 8 ranks.
      • 189pp, Psi-Club/Iron Curtain/20,000 Villains Under the Sea: Dropped Benefit: CEO. Updated to PL 11. +2 Intellect, most skills got a bump, moved 4 dodge & parry out of the suit, added 4 ranks of Close combat.
      Amethyst / Michelle Hong 洪美珍 (PL 11; 189pp)
      Concept: Battlesuit
      Tradeoffs: None

      Image is ENGAGE MODE: ON by KahoOkashii

      "I never thought I'd become a superhero. I mean, the whole idea sounded stupid - how much can one person in spandex do, superpowers or not? I was going to do what they couldn't, to change the world through technology and do it in style. Go to Stanford at fourteen: check. Drop out a year later to found a startup: check. Make billions off the IPO: hell yeah.

      "Then the whole invasion thing happened, and when you're hiding in a bomb shelter without food or power trying to figure out if your family's alive, beating the competition to market and one-upping them on technology seems a lot less important. And changing the world doesn't seem so grand when there's nothing you can change about friends dying in the streets.

      "After that, I couldn't go back to coming up with new ways to keep people staring at a 5-inch screen. I wanted to protect the things that really mattered. So I sold my company, took a crash course in high-energy physics - and Amethyst, Avenging Angel of the people was born!"

      • Lost Connection to Server (Power loss): Space-time and dimensional anomalies may interfere with Amethyst's suit's uplink to the hyperspace core. Some or all of her powers may be disabled, or operate at lower ranks.
      • Now Trending on Twitter (Fame): She's a world-famous tech prodigy and Chinese girl with hip-length pink hair. There's no missing her flamboyant presence in a crowd.
      • Move Fast and Break Things (Rash): Bold and brash, Amethyst is more than willing to run headlong into trouble.
      • Forget the Sugar Water (Motivation -- doing good): Amethyst feels a responsibility to change the world with her talent and make it better.

      Abilities (42pp): Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 12, Awareness 2, Presence 5

      Powers (98pp):

      "Girl Genius" Mental Quickness 4, Enhanced Advantage 5 [Benefit: Speed of Thought, Eidetic Memory, Inventor, Task Focus: Computers, Ultimate Skill: Technology] • 7pp
      "My Ancestors Invented Kung Fu" Damage 2 [Str-based] • 2pp

      "Amethyst Battlesuit" (Feature 2 [Only usable by Amethyst], Removable -22pp) • 89pp
      ARRAY "Core Systems"
      BASE "Hyperspace Arsenal" Damage 11 (Accurate 4, Ranged +1, Variable Descriptor 2 [any technological]) • 28pp
      -- AE "Gun Drones" Damage 6 (Area [Burst] +1, Ranged +1, Selective Attack +1) • 1pp
      -- AE "Force Beams" Move Object 11 (Accurate 4, Precise, Split) • 1pp
      -- AE "3D Printer" Create 6 (Continuous +1, Innate, Precise, Subtle, Variable Descriptor 3 [real objects]) • 1pp

      "Auxillary Systems" Variable 2 [10pp of effects; Move action to configure, 8pp/r] • 16pp
      "Comm Systems" Radio Communication 2 (Feature [operate machines remotely], Subtle)
      "Advanced Sensors" Senses 5 Radio Sense (Counters Concealment [radar-absorbent material], Counters Illusion), Detect Hidden 5pp
      "Hyperdrive Booster" Flight 2 (Move-by Action) 5pp
      "Quantum Computer" Mental Quickness 10 5pp
      "Shield Drone" Enhanced Dodge -2, Enhanced Parry -2, Protection 2 (Impervious 12) 10pp
      "Mainframe" Feature 3 [Computer, Dimensional Pocket, Improvised Tools] • 3pp
      "Hyperdrive" Flight 5 • 10pp
      "Shields" Enhanced Stamina 11, Immunity 10 [life support] • 32pp
      "Sensors" Senses 4 Radio Sense (Accurate, Acute) • 4pp
      "Combat A.I." Enhanced Dodge & Parry 7 (Feature: Power Attack) • 15pp

      Skills (26pp/51r): Close combat: Unarmed 6 (+4), Deception 10 (+15), Expertise [Business] 1 (+13), Expertise [Science] 3 (+15), Insight 9 (+11), Perception 9 (+11), Persuasion 5 (+10), Technology 9 (+21)

      Advantages (6pp): Attractive 2, Benefit: Fame, Language 2 [Mandarin Chinese [free], Japanese, base: English], Ranged Combat

      Offense: Initiative +11
      • +6 Unarmed (Close, Damage, DC 17 Toughness)
      • +11 Hyperspace Arsenal (Ranged, Damage, DC 26 Toughness)
      • -- Gun Drones (Ranged Area Burst, Damage, DC 16 Dodge then DC 21/18 Toughness)
      • +11 Force Beams (Ranged, Move Object, DC 21 Str or Dodge)

      Defense (17pp): Dodge 4 (+11), Parry 4 (+11), Toughness 0 (+11), Fort 0 (+11), Will 9 (+11)

      Abilities 42 + Powers 98 + Skills 26 + Advantages 6 + Defense 17 = 189

      Design notes
      • Amethyst's a 21st-century twist on Tony Stark. Instead of an oldschool military-industrial complex guy, she's a Silicon Valley techie. She's not as good at mechanical engineering as most super inventors, so she designed her suit with force fields instead of armor, and warps in handheld armament instead of using built-in weapons. And instead of insanely compact technology, over 99% of her battlesuit's mass resides in a hyperspace pocket, connected to our universe by a fist-sized wormhole in her backpack (just out of view in the picture). What she wears is only the emitters and interfaces for the various systems, and her suit is compact enough that she can wear it all the time, under her street clothes if she wants to.
      • Amethyst's super-science strengths lie in computing, electronics, force fields and hyperspace technology. Her Expertise: Business and Persuasion represent her skills as an entrepreneur. She has a high Deception because traditionally, the way guile heroes are portrayed as intelligent is through tricking and outwitting opponents.
      • Weapon Systems: This represents handheld weapons or other devices that Amethyst warps in from hyperspace. The weapons are only Removable, not Easily Removable, since if you disarm her she just warps in new weapons, but if she's stripped of the suit she can't warp in new equipment. She can produce common technological weapons (blasters, lasers, missiles, etc.), but mechanically they all function as multiattack ranged damage.
      • System Core Uplink: This allows her to either divert the suit's power to various subsystems that reside in hyperspace, or warp in drones or modules that give her suit extra capabilities.

      Last edited by Ysariel; 2nd July 2018, 09:12 AM.


      • #4
        Please repost your character sheets here so I can update the links.


        • #5

          Artwork is from T-Nelson's thread on the Superbuddies Website

          Real Name: Imogen West
          Identity: Secret ID

          Gender: Female
          Age: 22
          Size: Medium
          Height: 5' 6”
          Weight: 134 lbs
          Hair: Brunette
          Eyes: Hazel


          Strength 2, Stamina 3, Agility 6, Dexterity 2, Fighting 9, Intellect 1, Awareness 3, Presence 1

          Hand to Hand Expert:
          Marital Strike: Damage 6 [Str Based], Finding the Weak Spot: Enhanced Advantages 3 [Improved Critical - Unarmed]
          Alt: Stunning Attack: Affliction 8 [daze/stun/incapacitate, fort resists; Improved Critical]
          (10 points)
          Sweet Singing Voice:
          Birdy Wail: Damage 11 [Sonic; Area: Cone]
          Alt: Birdy Screech: Affliction 11 [Resisted/Overcome by Fortitude; 1st: Hearing Impaired, 2nd: Hearing Disabled, 3rd: Hearing Debilitated, Extra: Cone Area [60 ft cone]; Cummulative; Limited - Hearing only]
          Alt: Birdy Blast: Blast 11 [Sonic Attack]
          Alt: Birdy Rust: Weaken 11 [Weaken Toughness; Affect Objects Only]
          (25 points)

          Mask: Senses 2 [Dark Vision Mask]
          Standard Equipment
          Costume Protection 2; Subtle, commlink) (4 ep), Motorcycle (Size - M, Str 1, Flg 4 Alt - Spd 7 Subtle, Def 10, Tough 8, Features 2 - Navigation System, Hidden Compartments, Security System, Remote Control) (17 ep), Swingline (Movement Swinging) (2 ep), Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply) (5 ep)"

          Agile Feint, Assessment, Defensive Attack, Defensive Roll 4, Equipment 5 (25eps), Equipment 1 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Hide in Plain Sight, Improved Critical 3, Improved Disarm, Improved Feint, Improved Initiative 1, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Set-up 1, Skill Mastery [Acrobatics], Skill Mastery [Stealth], Startle, Takedown 2, Teamwork, Uncanny Dodge [Auditory]

          [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)],

          Acrobatics 9 (+15), Close Combat: Unarmed Attack 5 (+14), Deception 6 (+7), Expertise: Streetwise 9 (+10), Insight 9 (+12), Intimidation 10 (+11), Investigation 8 (+9), Perception 8 (+11), Sleight of Hand 6 (+8), Stealth 8 (+14), Vehicles 6 (+8)

          Initiative +10
          Unarmed Attack +14, Damage 8
          Sweet Singing Voice +11, Damage 11

          Dodge 13, Parry 13; Toughness 9 (Def Roll 4), Fortitude 9, Will 11

          Power Points
          Abilities 54 + Powers 35 + Advantages 29 + Skills 42 + Defenses 25 = Total 185

          MOTIVATION - Killpatrick. Imogen wants to honour the memory of her mentor and is willing to help any of his friends.
          MOTIVATION - Do Right. Imogen will always try to do her best to help others she meets, no matter what the odds she finds herself against.
          HONOUR - Imogen will always keep her given word.

          As a child Imogen was pushed into ballet and gymnastics at the urging of her mother, she proved to be a gifted gymnast winning age group competitions until she was told she was getting too tall to be a gymnast and round the same time her brother decided to smash all the windows in their house.

          Well to be honest Imogen always had a very piercing spine tingling scream as a child. Her older brother thought it was great fun and would always goad her into screaming louder claiming he couldn't hear her until the time she blew out all the windows in the lounge. Collapsing in a heap she missed her brother confessing to breaking the windows to their parents and being grounded until hell froze over. Later at the urging of her brother Imogen started to practice using her sonic blasts as according to him it was a gift and she had to use it to help people and she needed something to do now gym was no longer an option.

          Inspired by stories of the Homefront and the Upstarts and encouraged by her brother Imogen started to intervene in street crime in her neighbourhood in her late teens. At first very successful Imogen got caught out when a pair of muggers did not fall over after her sonic attack and would have been in a whole lot of trouble if not for the sudden appearance of a hooded man whom defeated the muggers with a few well placed blows.

          About to offer her thanks to the man, Imogen was surprised when the man told her to go home and play with her Barbies. Without thinking Imogen gave him a very direct response to his comments. After she finished the man with a slight smile offered to teach her how to handle herself if she thought she was up to it.

          Over the next couple years Imogen learnt hand to hand combat and other skills from the former hero Hustler now known as Killpatrick and went on a couple of adventurers with other companions and students of Killpatrick.

          Then the alien invasion of Phoenix City happen, ignoring Killpatrick's demand that she stay hidden with her family Imogen joined the fight doing what she could to drive back the aliens in her neighbourhood. While the fighting wasn't as intense as in the centre of the city Imogen still screamed herself horse and would have been blasted by an alien soldier except that another person took the full force of the blast.

          Imogen can't remember much of what happen afterwards only that police or maybe her brother found her crying over the dead body of Killpatrick. Over the last year Imogen has pushed herself hard determined to protect Phoenix City and honour Killpatrick's memory.

          Originally posted by 3E P10 Version

          Strength 2, Stamina 3, Agility 6, Dexterity 2, Fighting 8, Intellect 1, Awareness 3, Presence 1

          Hand to Hand Expert:
          Marital Strike: Damage 5 [Str Based], Finding the Weak Spot: Enhanced Advantages 3 [Improved Critical - Unarmed]
          Alt: Stunning Attack: Affliction 7 [daze/stun/incapacitate, fort resists; Improved Critical]
          (9 points)
          Sweet Singing Voice:
          Birdy Wail: Damage 10 [Sonic; Area: Cone]
          Alt: Birdy Screech: Affliction 10 [Resisted/Overcome by Fortitude; 1st: Hearing Impaired, 2nd: Hearing Disabled, 3rd: Hearing Debilitated, Extra: Cone Area [60 ft cone]; Cummulative; Limited - Hearing only]
          (21 points)

          Mask: Senses 2 [Dark Vision Mask]
          Standard Equipment
          Costume Protection 2; Subtle, commlink) (4 ep), Motorcycle (Size - M, Str 1, Flg 4 Alt - Spd 7 Subtle, Def 10, Tough 8, Features 2 - Navigation System, Hidden Compartments, Security System, Remote Control) (17 ep), Swingline (Movement Swinging) (2 ep), Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply) (5 ep)

          Agile Feint, Assessment, Defensive Attack, Defensive Roll 3, Equipment 5 (25eps), Equipment 1 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Hide in Plain Sight, Improved Critical 3, Improved Disarm, Improved Feint, Improved Initiative 1, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Set-up 1, Skill Mastery [Acrobatics], Skill Mastery [Stealth], Startle, Takedown 2 [Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)], Teamwork, Uncanny Dodge [Auditory]

          Acrobatics 8 (+14), Athletics (+2), Close Combat: Unarmed Attack 5 (+13), Deception 6 (+7), Expertise: Streetwise 7 (+8), Insight 8 (+11), Intimidation 9 (+10), Investigation 7 (+8), Perception 8 (+11), Persuasion (+1), Sleight of Hand 6 (+8), Stealth 8 (+14), Vehicles 6 (+8)

          Initiative +10
          Unarmed Attack +13, Damage 7
          Sweet Singing Voice +10, Damage 10

          Dodge 12, Parry 12
          Toughness 8 (Def Roll 3), Fortitude 9, Will 10

          Power Points
          Abilities 52 + Powers 30 + Advantages 28 + Skills 39 + Defenses 23 = Total 172

          Originally posted by 2E Version
          POWER LEVEL
          Power Level: 9
          Power Points: 153
          Max Attack: 12
          Max Defense: 11
          Max Save DC: 6
          Max Toughness: 7

          STR: 14 (+2)
          DEX: 22 (+6)
          CON: 14 (+2)
          INT: 12 (+1)
          WIS: 16 (+3)
          CHA: 14 (+2)

          Attack +8 (Melee +8, Ranged +8, Unarmed +12**)
          Damage: Unarmed +6*, Melee Weapon +2, Sonic Blast +9
          Defense +11 (+4 flat-footed)
          Initiative +10

          * includes +4 bonus from Martial Strike
          ** Improved Critical 17-20

          Toughness +7 (+4 flat-footed)
          Fortitude +6
          Reflex +12
          Will +7

          Acrobatics 6 (+12); Bluff 6 (+8); Diplomacy 4 (+6); Disguise 4 (+6); Drive 2 (+8); Escape Artist 4 (+10); Gather Info 6 (+8); Intimidation 4 (+6); Knowledge -Streetwise 7 (+8); Knowledge -Theology/Philosophy 3 (+4); Notice 8 (+11); Search 6 (+7); Sense Motive 8 (+11); Sleight of Hand 2 (+8); Stealth 6 (+12)

          Acrobatic Bluff; Ambidexterity; Assessment; Attack Specialization - Unarmed (2 or +4 bonus); Challenge - Improved Feint (1); Defensive Attack; Defensive Roll (3); Dodge Focus (4); Elusive Target; Equipment (5 or 25eps); Grappling Finesse; Improved Critical - Unarmed (3 or 17-20); Improved Disarm; Improved Initiative (1); Improved Throw; Improved Trip; Martial Strike (4 or +4 damage); Move-by Action; Power Attack; Skill Mastery (Acrobatics, Drive, Stealth); Stunning Attack; Takedown Attack (2); Uncanny Dodge - Auditory (1);

          Costume [+2 Toughness; Subtle; Commlink] (4eps)
          Mask (Dark Vision) (2eps)
          Swingline (Swinging 1) (1eps)
          Motor Cycle (9eps)
          Features on Base (5eps) (Garage, Gymnasium, Living Quarters, Defense System, Power Supply)

          ARRAY Sonic Control [9]
          --- [a] Blast [9] (Extra: Area Cone) (Flaw: Touch Range)
          --- [a] Stun [6] (Extra: Area Cone)

          Base Move: 30 ft/60 ft/120 ft
          Leaping: 10 ft/5 ft/5 ft

          Light: 58 lbs, Med: 116 lbs, Heavy: 175 lbs, Max: 350 lbs, Push: 875 lbs

          MOTIVATION - Killpatrick. Imogen wants to honour the memory of her mentor and is willing to help any of his friends.
          MOTIVATION - Do Right. Imogen will always try to do her best to help others she meets, no matter what the odds she finds herself against.
          HONOUR - Imogen will always keep her given word.

          Abilities 32 + Skills 19 (76 ranks) + Feats 39 + Powers 19 + Combat 30 + Saves 14 – Drawbacks 0 = 153 / 153

          Edit 1: Remove Evasion. Add Elusive Target; Add +1 Reflex Save (now +12); Add 4 ranks Intimidate; Add 1 point Equipment for Base. New Total 153.
          Edit 2: Added Hide in Plain Sight, Setup and Teamwork. New total 159pp.
          Edit 3: Added Startle, increase Intimidate by +4 ranks (total +10). New total 162pp.
          Edit 4: Updated stats for custom motorbike build by Liam: New total 163pp.
          Edit 5: Update to PL10 remove grappling finesse, lower presense, add cummulative to Birdy Screech and other changes. New total 168pp.
          Edit 6: Add +1 to Will, Increase Stealth, Acrobatics, Vehicles by 2 ranks. New total 172pp.
          Edit 7: Updated to PL11
          Last edited by Gilliam; 21st June 2018, 11:40 AM.


          • #6


            PL: 9 (159)

            Abilities (44)
            STR 12/4 AGI 6 FIT 6 AWA 2
            STA 12/4 DEX 0 INT 0 PRE 0

            Powers (79)
            Biomecha: linked abilities (53)
            - colossal strength: enhanced STR +2 (flaw: limited to lifting -1) [2]
            - giant monster: Growth +8 (extra: continuous +1, flaw: full size) impervious TOU +12 [35]
            - hyperphysiology immunity +10 (life support) [10]
            - speed belies his bulk: speed +6 [6]
            alien senses: senses +3 (darkvision, radio) (3)
            Eye lasers: Damage +8 (extra: accurate 5, range +1) (21)
            tough than he looks: protection +2 (2)

            Advantages (11)
            all-out attack, improved grab, fast grab, improved hold, improved initiative, languages 2 (english, Lor, Armada native), move-by action, takedown 2, uncanny dodge

            Skills (20/40)
            close combat: unarmed +2
            intimidation +10
            insight +6
            investigation +8
            perception +8
            ranged combat: thrown object +6

            Defenses (14)
            TOU +14/6 DODGE +6/10 FORT +12/4 PARRY +6/10 WILL +8

            out of towner - in his normal form, Grotesk is an albino with pointed ears and large, unnaturally bright cat-like eyes. in his war form, he's a 30 foot tall skinless biomechanical giant with a demonic skull-grin and now barely capable of coherent speech
            ET Go Home!: there are many in Pheonix City who do not like aliens like Grotesk, even without his past as a rampaging monster
            forgotten past: Grotesk has only fragments of his memories from before the Pod, and he'd like to get the rest back
            I can be more: Grotesk is motivated by the memory of Phoenix Bay's fallen heroes, in particular Psi-renity

            abilities 44 + powers 79 + advantages 11 + skills 20/40 + defenses 12 = 168

            To much of Phoenix Bay, Grotesk was nothing more than a monster, a skinless giant that appeared without warning one summer night, and whose only goal was wanton, mindless destruction, existing only as a menace to heroes, or a destructive weapons by villains clever enough to manipulate him. However, Psi-Renity, a heroine known for her telepathy and pacifism, saw more to Grotesk, the traces of humanity locked within the beast, battered and fragmented, and made strides to try and restore Grotesk's sanity in what would surely be a long but rewarding process...

            If not for The Armada.

            as terrible as their invasion was, the arrival of The Armada was just the jolt Grotesk's mind needed, and his memory started to return, however blurred and fragmented they were, like a handful of puzzle pieces, but he knew the Armada, somehow, and that he hated them. When Psi-Renity was cruelly gunned down on live TV, Grotesk snapped, smashed his way out of the holding facility, and went to war upon the armada ground forces, before their weapons proved too much even for him, and he collapsed unconscious before the final suicide run. Many thought him dead, as his body began to combust and dissolve, overlooking how in the resultant mess of unpleasant biochemical muck, there was a half-naked albino lying in the street.

            It's been a year since. Grotesk was found, identified, and treated, quickly demonstrating not only his sanity, but the capacity to earn a GED and to control his monstrous alter ego. having proven he can be better, Grotesk has chosen to become more, and to defend the people of Phoenix Bay from danger as Psi-Renity and other fallen heroes protected it from him.

            EDIT: added regeneration (with regrowth), and an AP on the biomecha form (where Grotes just creates the arm of his giant form)

            EDIT: switched over to 3e statblock. juggled some points, added eye lasers, upped agi to +6, and radio hearing

            EDIT: used the three xp to correct some errors in my math

            EDIT: upped grotesk's speed and investigation

            EDIT: having corrected an error in my math, Grotesk is updated to pl10 and 168 points
            Last edited by Kreuzritter; 20th June 2016, 01:11 PM.


            • #7

              Liam Taggert - PL 11

              Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 2, Presence 1

              All-out Attack, Attractive, Benefit 3 [Wealth - Millionaire], Close Attack 3, Equipment 2, Improved Defense, Improvised Tools, Luck 2,
              Power Attack, Takedown

              Acrobatics 1 (+3), Athletics 1 (+3), Deception 4 (+5), Expertise: Cars 4 (+8), Expertise: Literature 3 (+7),
              Expertise: Pop Culture 3 (+7), Expertise [Science] 4 (+8), Expertise: Streetwise 1 (+5), Insight 4 (+6), Intimidation 4 (+5),
              Perception 4 (+6), Ranged Combat: Telekinetic Array 9 (+11), Technology 8 (+12), Vehicles 8 (+10)

              Telekinetic Array (35pp + 4AP)
              Base: Telekinesis: Move Object 11 (50 tons, DC 26; Damaging, Precise, Split) [35]
              AP: TK Burst: Burst Area Damage 11 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20) [33]
              AP: TK Barrier: Create 11 (Volume: 1000 cft., DC 20; Impervious, Movable; Concentration) [33]
              AP: TK Strike: Ranged Damage 11 (DC26; Precise, Split) [35]
              AP: TK Whip: Shapeable Area Damage 11 (DC 25; Shapeable Area 2: 60 cft., DC 20) [33]

              Telepathic Array (5pp + 3AP)
              Base: Mental Communication: Mental Communication 1 [5]
              AP: Mental Detection: Senses 5 (Detect Minds (mental), Acute, Ranged, Radius, Tracking) [5]
              AP: Mental Shield: Immunity 10 (Common Descriptor: Mental Effects; Sustained; Limited - Half Effect) [5]
              AP: Mind Reading: Effortless Mind Reading 11 (DC 19; Effortless; Reduced Range 2: close) [5]

              TK Flight: Flight 4 (500'/rnd; 30mph) [8pp]

              TK Shield (16pp)
              -Enhanced Trait: Enhanced Trait 8 (Linked; Traits: Dodge +4, Parry +4) [8]
              -Protection: Protection 8 (Linked; +8 Toughness; Sustained) [8]

              Cell Phone, Commlink, Multi-tool, Polykev Costume [Protection 4], Rebreather

              Initiative +2
              Mental Stun: Cumulative Affliction 11, +11 (DC Will 21)
              Mind Reading: Effortless Mind Reading 11, +11 (DC Will 21)
              Telekinesis: Move Object 11, +11 (DC 26)
              TK Burst: Burst Area Damage 11 (DC 26)
              TK Strike: Damage 11, +11 (DC 26)
              TK Whip: Shapeable Area Damage 11 (DC 26)
              Grab, +11 (DC Spec 12)
              Throw, +2 (DC 17)
              Unarmed, +11 (DC 17)

              Dodge 12/8, Parry 12/8, Fortitude 9, Toughness 10/6/2, Will 13

              Power Points
              Abilities 46 + Powers 71 + Advantages 16 + Skills 29 + Defenses 24 = 186

              Enemy: Besides the enemies Liam has inherited from his father, there are many who would like to capture him to discover the secret endowing psionic powers.
              Motivation: Doing Good: Liam is trying to do good and honor the sacrifice his father made for him.
              Obsession: Finding out that his father's whole villain life was a result of trying to cure Liam as sent the young man on a hard quest to redeem everything his father's name stood for.
              Relationship: Liam is in a strained relationship with the criminal Napalm. He is trying to save her from the fate of being killed by Lord Steele, and she is trying to turn him into a partner in crime.
              Reputation: Liam is the son of an infamous villain, Locust. A lot of people assume he is just like the old man.
              Responsibiliy: As the head of Nevelle/Locust Industries, Liam feels responsible for the employees and success of the company.

              After losing his powers due to mutation and AEGIS confiscating his base and all the gear present, Liam was ready to retire. Then Tasha showed up with a warning that some crooks were going to rob Lord Steele's trophy room in the team's HQ. Since the team was busy helping out Agent Barrett, Tasha and Liam went to deal with the crooks. In the process, a strange crystal was shattered and Liam was given psionic powers. Barrett arranged for Liam to be trained by Mr Bester, a senior member and instructors of AEGIS Psi-Ops division.

              But Bester wanted the alien entity inside of Liam that was giving Liam his powers. Bester captured him as part of a plot to take control of the mundanes of the planet. The heroes who would be later named Champions stopped him and Liam reclaimed the entity from Bester. During the encounter, it was revealed that Liam had controlling interest of his father's company and the Board had illegally kept it away from him - as well as many other illegal activities. To keep the company from going down in flames, Liam moved to company HQ in Phoenix, Az along with the new board comprised of his father's most trusted advisers before his insanity.

              Last edited by kenseido; 22nd February 2018, 11:04 PM.
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              • #8

                Qora Tana, Warpsprite

                PL 10 (192)

                Abilities (60)
                STR 14 AGI 6 FIT 6 AWA 2
                STA 14 DEX 0 INT 0 PRE 4

                Powers (71)
                Mutant Strength: Enhanced STR +4, Enhanced STA +8 (32)
                nanoscales: impervious TOU +14 (14)
                phasewalk: Teleport +8 (extra: agile feint, change direction, increased mass 6, turnabout) (25)
                Sparky: senses +8 (danger sense, radius sight, radio, vision penetrates concealment) (8)
                Vorlick fortitude: immunity +2 (extreme cold, extreme heat) (2)

                Advantages (15)
                assessment, benefit 3 (sparky, wealth 2), equipment, fast grab, improved grab, improved hold, improved initiative, interpose, language (english, interlac native), move-by action, takedown 2, uncanny dodge

                Skills (26/52)
                close combat: unarmed +2
                expertise: aliens +6
                expertise: courtly intrigue +6
                insight +8
                intimidation +8
                investigation +6
                perception +8
                persuasion +4
                technology +4

                Defenses (10)
                TOU +14 DODGE +8 FORT +14 PARRY +8 WILL +8

                Penthouse apartment (as per Gamemaster's Guide, page 218-219) [5]
                SIZE Small TOU 6
                Features: fire prevention system, gym, library, living space, security system

                azure arrogance: due to her strength and status, Qora has something of an ego
                duty calls: Qora is developing a relationship with the Mayor's assistant, Beatrice Shields
                Game of thrones: there are those with an interest in controlling how Qora comes home, or if she does at all...
                ET Go Home!: there are many in Pheonix City who do not like aliens like Qora
                hot blooded: Qora tends to throw herself into things without thinking, such as her ego and temper
                Motivation - responsibility: Qora is on earth to prove herself worthy of leadership, to live among and serve those she will one day rule
                not from around here: Qora is a giant blue amazon and not one to hide herself
                PVP: some of Qora's peers and rivals have also come to earth
                Roulette: Qora has an enemy in Phoenix Bay's queen of vice
                space tinder: Qora's mother has started directing would-be suitors for her daughter to earth

                abilities 60 + powers 71 + advantages 15 + skills 26/52 + defenses 10 = 192

                An alien warrior princess, Qora Tana was sent to Earth as the final test of her right to rule, to live among and serve the natives of alien world as their champion, and to perhaps select herself a mate, if she so chooses. the planning for this 'training trip' to a backward planet in the next star system had been abrupt and even Qora, who normally cared little for the decadence and politics of her fellow nobles, noticed this reeked of courtly intrigue. But the trip would only last 5 years, and Qora, rebellious as she is, always followed the dictates of her father, King Kron the Usurper, and had grown up on his stories of action and adventure, before he'd met her mother and overthrown his tryrant of a predecessor. she had learned to fight amongst the royal guard, who saw her not as another of the self-professed godlings they worshipped, but like their king, a trusted comrade and fellow warrior.

                Unfortunately, Qora was still sheltered by her upbringing, and was easily duped into the wrong crowd not even a day into her arrival on Earth, becoming a gladiator in the illegal super-fight clubs of Roulette, Phoenix Bay's Queen of Vice. When Qora proved too noble and honorable to kill for her master's pleasure, Roulette tried pitting her against the alien giant, Grotesk, hoping the azure alien amazon, faced with a deadly Maxadite biomecha, would fight with such fury that she would either kill or be killed.

                The last thing she expected was for the duo to join forces, nor for Qora to join Phoenix Bay's other super-powered protectors...

                While a bit haughty, arrogant and headstrong, Qora knows these are flaws for herself to overcome, and enjoys Phoenix Bay far more than the courtly intrigues of back home. Qora is assisted in her test by Sparky, a holographic familiar who is at once her pet, personal assistant and living smartphone-equivalent

                my upcoming character, replacing Grotesk following Every Dog Has His Day

                EDIT: used the 4 xp to by agile feint on her teleport, and three grappling feats

                EDIT: reworked Qora to be more tanky, at the expense of flight and her strength array

                EDIT: boosted Qora to PL 11 by upping both her STR and STA to 14 (absorbing the rank of protection), and her DODGE and PARRY to 8. I have also allocated some of her strength and stamina to powers to reflect her being Vorlick.

                EDIT: Qora ups her aliens and courtly intrigue skills, and gains +4 persuasion, having become more used to public speaking and diplomacy. added Beatrice and potentional suitors as complications, and reworded Qora's ego complication under "azure arrogance"

                EDIT: picked up 2 ranks of wealth and a rank of equipment for Qora's place in the city
                Last edited by Kreuzritter; 16th December 2018, 09:39 AM.


                • #9

                  Kisai (Kenji "Philip" Saito)
                  PL: 11

                  STR 2 STA 4 AGI 4 DEX 4 FIG 12 INT 4 AWA 4 PRE 2

                  Skills: Acrobatics 2 (+6), Athletics 4 (+8), Deception 4 (+6), Expertise (Arcane Lore) 8 (+12),
                  Expertise (Philosophy & Theology) 4 (+8), Expertise (Science) 8 (+12), Insight 4 (+8), Perception 4 (+8),
                  Persuasion 4 (+6), Technology 8 (+12/+18), Vehicles 2 (+6/+12)

                  Advantages: All-out Attack, Artificer, Attractive, Close Attack 2, Defensive Attack, Defensive Roll 2,
                  Favored Environment (Cyberspace), Improved Critical, Improved Defense, Improved Disarm, Improved Smash,
                  Luck 2, Move-by Action, Power Attack, Ritualist, Takedown, Weapon Break

                  Technomancy Array (25PP+7PP)
                  Base: Cybernetic Possession (Cumulative Affliction 8 [Entranced, Compelled, Controlled; Resisted by Fortitude,
                  Affects Objects, Merges with Target, Subtle, Limited to Technology])
                  AE: Cybermancy (Remote Sensing 12 [audio and visual, Limited to Technological Sensors])
                  AE: Cyberpathy (Comprehend 2 [machines/electronics], Machine Communication 2, Sense 1 [radio],
                  Perception Ranged Move Object 2 [Precise, Limited to Operating Machines])
                  AE: Digital Blasters (Blast 10 [Accurate 3, Affects Insubstantial 2])
                  AE: Digital Cycle (Speed 8, Leaping 4, Power Lifting 2, Movement 3 [Wall-crawling 2, Water-walking 1], Feature 2 [Substitute Vehicles for Acrobatics and Athletics])
                  AE: Digital Objects (Create 11 [Affects Insubstantial 2, Precise, Close])
                  AE: Digital Weapons (Strength Based Damage 6 [Affects Insubstantial 2, Improved Crit 2, Reach 2,
                  Variable Descriptor - any melee weapon], Deflect 12 [Reflect, Close])
                  AE: Digitize (Movement 1 [Dimensional: Cyberspace, Increased Mass 4])

                  Dragon Avatar (7PP)
                  -Feature 1 (Add Dragon Magic descriptor to Technomancy array)
                  -Feature (Add AE: Dragon Blessing (Shukufuku shimasu): Healing 8 [Affects Objects] to Technomancy Array)
                  -Feature (Add AE: Dragon Curse (Nonoshiru): Nullify Magic 8 [Broad, Effortless, Simultaneous, Close] to Technomancy Array)
                  -Feature (Add AE: Dragon Fire (Kasai): Area Cone Damage 11 to Technomancy Array)
                  -Mystic Senses: Senses 3 (Magic Awareness, radius, acute [mental])

                  Digital Kevlar (Protection 4, Sustained) (4PP)

                  Mechanical Intuition (Enhanced Skill [Technology +6, Vehicles +6], Skill Mastery 2 [Technology, Vehicles]) (7PP)

                  Offense: Initiative +4, Close +14, Ranged +4, Digital Blasters +10;

                  Damage: Unarmed DC17, Digital Weapons DC23, Digital Blasters DC25, Dragon Fire DC26

                  Defense: Dodge +12, Parry +12, Will +12, Fortitude +10, Toughness +10/+8 (+6/+4)

                  Abilities 72 + Powers 51 + Advantages 20 + Skills 26 + Defenses 22 = 191

                  Enemy: Philip has been fighting various mystic villains as he has moved about the country; he also is battling a
                  mysterious digital entity in cyberspace who wants him to stay away.
                  Family: Philip's family, especially his father, Reizo Saito, is trying to control Philip given his new popularity.
                  Motivation: Doing Good: Philip is determined to use the Dragon's powers to do good
                  Reputation: Philip is an outsider in the magical community, and many people are trying to manipulate him given his
                  new status as a big shaker.

                  Philip grew up knowing that it was his brother Grant who would inherit the family kami and become a hero. His real
                  interests lied in science anyway. While he was away at graduate school, his older brother was investigating some
                  demonic activity in Phoenix Bay when the Armada came. Like the other heroes present, his brother fell to the
                  Armada's forces.

                  Instead of waiting for the next generation like was tradition, the kami came to Philip, in the form of a dragon.
                  With his Sensei's training, he was able to master control of the dragon. He also found the Dragon's presence awakened
                  other abilities inside of him with technology, making Philip able to work with technomagic.

                  Originally thinking he would join Grant as s superhero using science and technology, now Philip was on a new
                  path. He spent time travelling around the country, trying to avoid his father's control, until a street mage he
                  helped out contacted him about helping some friends in Phoenix Bay. In Phoenix Bay, his new technomagic
                  abilities were key in defeating Lord Steel's Iron Curtain and allowed the Champions to defeat the villain from the future.

                  Philip encountered Lucienne Lightbringer who attempted to steal the Dragon, which he learned was Seiryu, the Azure Dragon.
                  Rather than let the villain steal the Dragon, Philip forced it into cyberspace to protect him. His connection to the Dragon was
                  changed forever, creating a strong connection to cyberspace and shifted his natural abilities to technomancy and digital magic.

                  Kisai's old build
                  Last edited by kenseido; 18th February 2019, 06:46 AM.
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                  • #10
                    Re: Adventures Assemble! by kenseido & Ysariel (OOC)

                    Sunhawk (Power Level 10)

                    Real Name: Morgan Sterns
                    Height/Weight: 5'10
                    Hair/Eyes: Black/Brown


                    Morgan Sterns was a professional musician (specializing in the violin, but could play any strings), who honestly never felt the best people person. On a solitude jaunt into a local woods, he was startled by a great explosion. Searching it out, he found the wreckage of a crashed alien ship.

                    Curious enough to dare searching through the remains, Morgan prodded a control, maybe, then a solid pod he had noticed before shot open and Morgan toppled over when the burst of steam heralded a skinless giant creature stomping out.

                    In scrambling away - he ran into contact with some dense silvery fluid, engulfing Morgan. It took a minute or so after it suddenly receded to calm down and perceive the balls of fire floating above the wreckage at his very moving gesture.

                    Discovering in the meantime after adjustment that the creature he had released (later dubbed Grotesk), was now rampaging, Morgan felt the responsibility to use these sudden new powers to rectify his mistake.

                    The silver fluid also responded to his focus enough to shape a costume, donned and removed with protean swiftness. In the time before the Armada, Sunhawk would clash with Grotesk repeatedly. He was out of town when the Armada attacked, and Sunhawk returned, having to face cleaning up the wreckage and help the city recover.

                    And awkwardly, working with his former foe, Grotesk...

                    Abilities: Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 1, Awareness 1, Presence 1

                    Defenses: Dodge 6, Fortitude 10, Parry 6, Toughness 12, Will 10

                    Skills: Close Combat: Unarmed 8 (+8), Deception 9 (+10), Expertise: Current Events 9 (+10), Expertise: Musician 12 (+13), Expertise: Tactics 6 (+7), Insight 9 (+10), Investigation 7 (+8), Perception 9 (+10), Persuasion 9 (+10), Ranged Combat: Fire Powers 8 (+8), Stealth 8 (+8)

                    Advantages: All-Out Attack, Assessment, Improved Critical (Fire Powers) 4, Inspire 5, Interpose, Move by Action, Power Attack, Quick Change, Taunt, Uncanny Dodge

                    [All have the Descriptors: Alien, Psychic, Fire]

                    Fire Shields: Sustained Protection 12
                    Fire Flight: Flight 7 [250 MPH]
                    Fire Immunity: Immunity 10 (Fire/Heat Effects)

                    Flame Blast: Ranged Damage 12 (Affects Insubstantial 2)
                    - Alt: Melting Heat: Ranged Drain Toughness 12 (Resisted by Fortitude; Affects Objects Only +0)
                    - Alt: Fireflash: Ranged Affliction 12 (Resisted by Dodge - Overcome by Fortitude; Visually Impaired, Visually Disabled, Visually Unaware)
                    - Alt: Fire Control: Perception Move Object 10 (Limited to Fire)
                    - Alt: Fire Elimination: Nullify Fire Effects 12 (Effortless)
                    - Alt: Gout of Flame: Cone Area Damage 10 (Affects Insubstantial 2)

                    Initiative +0
                    Unarmed +8, Toughness DC 15
                    Flame Blast +8, Toughness DC 27
                    Melting Heat +8, Fortitude DC 22
                    Fireflash +8, Dodge/Fortitude DC 22
                    Gout of Flame Dodge DC 20, Toughness DC 25/20

                    [Abilities 6 + Defenses 31 + Skills 45 + Advantages 17 + Powers 67 = 168]

                    Motivation - Responsibility: First it was stopping Grotesk, then it just... snowballed.
                    Secret Identity: Morgan Sterns, musician.
                    Controversial Choices: Sunhawk is risking some potential flak over his lack of presence during the Armada invasion, and for recruiting his former arch-foe Grotesk - and Locust II.
                    Programming: The alien ship that 'deputized' Morgan left incomplete hidden impulses and 'instructions' in Sunhawk's mind, one that may come up in the future inconveniently - quite aside from the fact he regards it as unwanted coercion.
                    Last edited by Enigmatic One; 20th June 2016, 01:15 PM.
                    Impeach the peach!

                    Completed Games:
                    Crinoverse - Avengers
                    Crinoverse - Young Avengers
                    Crinoverse - Bay City Sentinels
                    Crinoverse - Time After Time
                    Crinoverse - San Antonio Avengers
                    Crinoverse - Honnounji Academy
                    Extreme Unction


                    • #11
                      Re: Adventures Assemble! by kenseido & Ysariel (OOC)

                      Gelert, the Hound of Hope
                      Themesong: The Littlest Hobo Intro

                      PL: 11
                      STR -1 STA 2 AGI 2 DEX 2 FIG 2 INT 1 AWA 3 PRE 4

                      Skills: Athletics 5 (+4), Deception 4 (+8), Expertise: Therapy Dog 4 (+5), Insight 7 (+10), Intimidation 6 (+8), Investigation 9 (+10), Perception 7 (+10), Persuasion 10 (+14), Ranged Combat: Power Ring 8 (+10), Stealth 6 (+12), Treatment 6 (+7)

                      Advantages: All-out Attack, Evasion, Fascinate (Persuasion), Inspire, Interpose, Power Attack, Precise Attack (Ranged, Cover), Set-up, Teamwork, Uncanny Dodge

                      Powers: Comprehend 2 (Animals - Speak To, Animals - Understand) (4pp)
                      Senses 5 (Accurate: hearing, Acute: smell, Tracking: smell 1: -1 speed rank, Ultra-hearing) (5pp)
                      Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent) (8pp)

                      Blue Ring of Hope (Removable, -13pp) (63pp)
                      -Blue Ray of Hope Array (27pp+7pp)
                      -AE: Blast: Damage 12 (DC 27; Increased Range: ranged, Precise, Variable Descriptor: close group - laser or concussion) [26]
                      -AE: Blast: Shapeable Area Damage 9 (DC 24; Shapeable Area: 30 cft., DC 19, Increased Range: ranged) [27]
                      -AE: Create 9 (Volume: 500 cft., DC 19; Movable) [27]
                      -AE: Healing 9 (Increased Range: ranged) [27]
                      -AE: Line Area Damage 11 (DC 26; Line Area: 5 feet wide by 30 feet long, DC 21, Precise, Split 3: 4 targets) [25]
                      -AE: Move Object 12 (100 tons; Precise) [25]
                      -AE: Move Object 13 (200 tons) [26]
                      -AE: Stun: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged) [27]

                      -Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood) (6pp)
                      -Flight 8 (Speed: 500 miles/hour, 1 mile/round) (16pp)
                      -Immunity 10 (Life Support) (10pp)
                      -Protection 11 (+11 Toughness) (11pp)
                      -Quick Change: Feature 1 (1pp)
                      -Restricted: Feature 1 (1pp)

                      Offense: Initiative +2, Close +2, Ranged +2, Power Ring +10;

                      Damage: Unarmed -1, Blast DC27, Shapeable Blast DC24, Line Area DC26, Stun DC19

                      Defense: Dodge +9, Parry +9, Will +11, Fortitude +11, Toughness +13/+2

                      Abilities 32 + Skills 36 + Advantages 10 + Powers 80 + Defenses 27 = 185


                      Man's Best Friend: All of Gelert's act of heroism stem from the inbred canine love of humans. Not helping humans in whatever way he can is an idea that he does not understand, even with his boosted levels of intelligence.

                      Every Little Dog ought to have a human
                      : While Gelert has a list of 'friend-humans' longer than he can count, there are two he holds above all others; His trainer Tabitha Sierra, and her Daughter (his bestest best friend forever) Dorothy Sierra.

                      Ruff language: Gelert's ability to speak human languages is the result of his power ring which is essentially translating his thoughts and animal means of communication into human speech. A side effect of this can be erratic pacing of speech, unusual or childish vocabulary, and sudden distractions or shifts of topics. Also should his ring be removed he is no longer able to speak.

                      Now pay attention this is very important... SQUIRREL!: While gifted with human level intelligence by the forces that granted him his power ring, Gelert is still a dog. As such even as smart and well trained as he is he has a tendency to behave like a dog. This can mean being distracted by a noise or smell, sniffing things or people he encounters, and occasionally going to the bathroom in public places (he is housebroken though, and with his powers he does clean up after himself).

                      Adorable Alias: As expected of a dog that spends time with a lot of different children of varying ages, Gelert has picked up a long list of nicknames he often ends up called by. These include but are not limited to: Toto, Mr. Fuzzums, Snookums, Old Geller, Lerty Pie, Princess Fluffypants (despite the fact Gelert is male and does not wear pants), Captain Snuggles, Doctor Puppykins, and 'good boy'.


                      Gelert is a white four year old Corgi mix. Beyond that this little dog is many things... trained from puppyhood, Gelert is a certified therapy dog at the Bernard Clairvaux Medical Centre in Phoenix Bay. He has a gentle temperament and a stellar history of service and is beloved by patients and staff alike, especially in the children's ward.

                      His trainer, Mrs. Tabitha Sierra , has been Gelert's long time friend and caretaker, raising him and helping him become the caring animal that he is today. Growing up under the care of the Sierra Household meant that Gelert met his best friend... Dorothy Sierra, Tabitha's young daughter. While Gelert has been friends to many children, Dorothy has always had a special place in his little doggy heart. Which made the little dog take his duties as hospital therapy dog all the more seriously when Dorothy was hospitalized with a rare disease which often leaves here weak and bedridden.

                      This was Gelert's life before the Armada invasion... And it was during that more dire of times that the little Dog's life changed dramatically.

                      No part of the city was spared from the ravages of the Armada and the Medical Centre was no different. Patients too risky to evacuate were moved to more secure lower levels of the building, including Dorothy. In such a tense and panicky situation Gelert instinctively knew that he was needed here to help the scared humans.

                      And that was when the building was hit. Badly. Most of the Building collapsed, leaving those safe on the lower levels trapped beneath the rubble. While there was enough emergency power to ensure all of the machines for the patients were still running, this left patient and staff alike buried with only a few emergency lanterns to break the almost total darkness.

                      The crushing claustrophobic darkness made keeping calm a struggle, the sense of not knowing when or if they would be rescued slowly building the level of panic. This may have devolved into a tragic catastrophe if not for one thing. One little beacon of hope.

                      Gelert did what he was trained to do, what he was born to do... gave comfort and hope to those in need. Where ever a child was being consumed by fear, they would find a small head resting on their lap. Where ever a patient wanted to give up into despair they would find a canine tongue licking their hand or face. Where ever a nurse or doctor felt the stress overwhelming them, they would find a happy bark at their feet spurring them on.

                      And what little time he wasn't doing that, Gelert did one other thing that kept those people holding on. He dug, paws scratching against the dirt that separated them from the outside world. It was a futile and impossible gesture for such a small dog to move that much rubble, but it was enough. The efforts of one little dog kept hope alive in that dark dusty hole, letting each and every person down there know that everything would be alright. And that was when it happened.

                      It was subtle at first. The shadowy rooms seemed just a little bit brighter, a little bit less scary. Then a little more. Soon there seemed to be an almost visible glow around Gelert as he made his rounds. And soon it was more than that. the faint blue glow followed the little dog everywhere he went growing brighter the more he helped. Until the glow became a full presence that was enough to even give the dedicated dog pause from his duties.

                      The presence spoke, not with true words but in a way that Gelert fully understood.

                      "Gelert, you stand as a beacon of hope during the darkest hour, you are a caretaker of those lost in despair, you have the potential for great things. Take our power and our blessing for you are worthy."

                      The Blue force formed into a ring which fit itself onto Gelert's tail. Power and knowledge filled him as the people he helped looked on in amazement. His service dog vest was replaced with a blue uniform and he turned and said, in a way that his human friends could for the first time understand... "All will be well."
                      The rescue crews trying desperately to get through the rubble of the hospital to find some survivors of the attack were shocked when a beam of blue light smashed its way through, and chucks of concrete were wrapped in a blue glow and moved aside. They were dumbstruck to see a little white dog wrapped in a blue glow wagging his tail and panting in the newly formed hole in the rubble leading to the hospital shelters.
                      One of the rescue workers just blurted out what was on everyone's mind "What the heck was that?"
                      Gelert tilted his head and said simply. "I am a dog."
                      Last edited by stavaros-the-arcane; 30th November 2017, 09:05 AM. Reason: updated sheet


                      • #12

                        Real name: Nicolas Desportes
                        Power level 9, 150 pp

                        Family, right? You love them, but you don't have to like them. By the age of majority I'd had it up to here with mother's disapproval, father's disappointment, Marc's superiority, and Celeste's feigned sympathy. I was the black sheep, never smart or serious or ambitious enough for the family business - whatever that was. So I took off at the first opportunity - a Harvard education on the other side of the ocean, family money opening the door for me. Failed at that, no surprise to anyone. Failed at acting in California. Failed at running my own business, a little restaurant in Phoenix Bay, on the family dime again. They wrote me off entirely at some point, and I took advantage of the freedom to continue on my way downward. I was scraping the bottom, living off pathetic con jobs and counting the hours from one bottle to the next ...

                        When the letter came. In my pocket, from who knows where, but I knew the family seal even after all those years. A letter with an airline ticket, calling me back home - to take over that family business I mentioned. The old man was gone, it said ... and mother, and Marc, and Celeste, and all the rest. Family, right? You don't know how much you'll miss them 'till they're gone.

                        The old chateau was not the place I remembered from childhood. Not a soul to be found, yet I felt eyes watching me from behind the walls, heard whispers in the velvet curtains. And in the basement there was a door I'd never seen before. In the envelope with the letter, there had been a key. And it fit. Inside ... Inside were candles burning smokeless white forever. Books, leather-bound, hand-inscribed, that sent shocks through my hand when I touched them. A skull of pure silver, a bone wand covered with runes, a music box that played melodies lost to memory ... The family business.

                        That was years ago. I've pieced a lot together since then, and learned a lot too, not just power, but responsibility. I was never one for responsibility before, but now ... there is no one else. No one else to guard the doorways that separate our world from infinite others, listening for a scratching or a knocking from the other side. No one else to watch the secret pathways and listen to the voices of sky and stone for portents of calamity. No one but me.


                        Strength 10, Dexterity 10, Constitution 14, Intelligence 12, Wisdom 14, Charisma 12


                        Bluff 11 (12), Concentration 10 (12), Diplomacy 9 (10), Gather Information 9 (10), Knowledge (arcane lore) 11 (12), Languages 2 (French, English, Spanish), Notice 8 (10), Sense Motive 8 (10)


                        Attack Focus (ranged) 6, Benefit (wealthy), Contacts*, Improved Feint, Power Attack, Ritualist, Taunt

                        * Connected refers to hereditary mystical allies of the Desportes family, both human and supernatural. Contacts refers to contacts in the spirit world and mystical community.

                        Combat & Saves

                        Attack 3 / 9 ranged
                        Defense 6
                        Toughness 12, Fortitude 4 (6), Reflex 6, Will 9 (11)
                        Initiative 0
                        Grapple 3 / 18 with move object (note: immune to grapple)
                        Knockback -6


                        The Desportes Key: Device 5 (hard to lose @ 4/rank, indestructible, restricted: members of the Desportes family) - 22 pp
                        • Adaptation 1
                        • Immunity 5 (entrapment)
                        • Transform 8 (locked locks into unlocked locks @ 3/rank, touch range [-1], full action [-1], progression 3: 10 lbs)
                          • AP: Teleport 9 (anywhere on earth, medium: doors [-1], accurate [+1], long range only [-1], progression 2: up to 500 lbs)
                          • AP: Dimensional Movement 3 (any dimension; medium: doors [-1], portal [+2], progression 2: up to 500 lbs)
                          • AP: Flight 1, Speed 1, Super-Movement 4 (permeate 1, sure footed 2, trackless)

                        Magic Array (1 BP @ 29 pp, 5 APs) - 34 pp
                        • BP: Vainamoinen's Song (Create Object 9, continuous [+1], innate, precise, subtle, reduced range -1)
                        • AP: Baba Yaga's Servants (Move Object 9, perception range [+1], precise, subtle)
                        • AP: Faust's Invocation (Summon Minion 7, broad type: spirits* [+2], full action [-1], heroic [+1], mental link)
                        • AP: Robin's Glamour (Illusion 9, visual and auditory senses, progression 2: 25 foot radius)
                        • AP: Merlin's Veil (Concealment 10, Morph 4 - any humanoid @ 2/rank)
                        • AP: Sign of Trismegistus (Nullify 9, all magic effects @ 2/rank, concentration duration [+1], selective)

                        * "Spirits" includes things like naiads, dryads, and their urban equivalents, ghosts, djinn, and the like.

                        Force Field 10

                        Super Senses 4 (magical awareness, acute, extended, radius)

                        Super Senses 2 (vision counters concealment, magical or supernatural concealment only: -1)

                        Super Senses 2 (vision counters illusion, magical or supernatural illusion only: -1)


                        Motivation: responsibility. Nick has inherited the role of a magical world protector and will do his best to fulfill this duty.

                        Responsibility: guardian of pathways. The more specific responsibility of the Desportes family is to guard against incursions on this world by malevolent mystical creatures.

                        Addiction: alcoholic. Nick spent a lot of time at the bottom of the bottle during his days as a mediocre con artist, and still has trouble resisting alcohol if he gets the scent of it.

                        Obsession: discover what happened to his family. Nick is the last scion of the Desportes family, and everyone who might have known what happened to his parents and siblings has vanished along with them. He is determined to find out whether they are still alive, and might sacrifice more noble goals in pursuit of any clues.

                        Enemies: the magi of the Desportes family have many hereditary enemies. Most any mystical foe could fill this role and thereby have a special grudge against Nick.

                        The Math

                        Abilities 12 + Skills 17 + Feats 12 + Combat 18 + Saving Throws 19 + Powers 72 = 150
                        Last edited by baixiwei; 30th April 2014, 06:57 PM.


                        • #13
                          Re: Adventures Assemble! by kenseido & Ysariel (OOC)

                          OK ... my "Responsibility" complication is supposed to say this:

                          Responsibility: guardian of pathways. The more specific responsibility of the Desportes family is to guard against incursions on this world from malevolent mystical dimensions. Nick is obliged to prioritize any threat from such sources over whatever else he has going on.

                          I have spent the last 45 minutes trying to post that block of text with no success. Every time I add it or even some small parts of it, I get a bizarre error. I have no idea why I cannot insert it into my character nor why the forum is accepting the exact same text in a separate post (this one) but I'm giving up.


                          • #14
                            Re: Adventures Assemble! by kenseido & Ysariel (OOC)

                            I will likely wish to shake off stun at the top of the next round but my decision will partly depend on what the situation looks like after Gelert's action. I assume there will be a new map, right? Please assume that I'll act, if I decide not to I'll post here instead soon after the present round is resolved.


                            • #15
                              Re: Adventures Assemble! by kenseido & Ysariel (OOC)

                              Hey! I am updating now and yes, there will be a new map every time I update.