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  • Kenseido's Menagerie

    This is where I post all my builds.

    Active Builds
    Loukas - Exiled mage in Crinos Avengers Forever
    Kisai - AA Technomage version, co-GM'd with Ysariel
    Ronin - former villain turned hero in Crinoverse Disaster Day.


    Others
    Andrel II - Renegade Time Lord in MrDents' Terminusscape
    --Andrel I and Jet
    Bushi - Liam from Adventurers Assemble, post Return to Dakana
    Darklight - Shadow master in T-Man's Force Ops on Echoes
    Ferrous - Magnokinetic in co-GM'd SA Avengers
    Gladiator - Anti-Earth version of Locust
    Hi-Tech - Extra-dimensional minion of super-villain now looking for redemption
    Justin Tempest - Occult Investigator and white sheep to the Vandaleur family
    Kisai - Dragon mage, second character in Ysariel's ECK
    Kisai - AA Dragon avatar version, co-GM'd with Ysariel
    Kris/Tyrael - Kris Majax bound to demon Tyrael
    Liam Taggert - Liam's psionic version in co-GM'd Adventures Assemble
    Locust - original version of Liam in co-GM'd Adventurers Assemble
    Maven - Rebooted version of Troy just starting out in Hero4Hire's Freedom League Unlimited
    Photon - Light Controlling Street Hustler, original character in Ysariel's ECK
    Rin - Half-demon Mage as he appears in SA Avengers
    Ronai - Amnesiac Atlantean Waterbender in Crinosverse Young Avengers
    Treylin - teenage "Iron Lad" version of Professor Zed, in MrDent's Pirates of the Terminus
    Troy2
    - Gun tottin' technopath in Yeoman's Crinosverse: The Last Chicago Story
    Yamainu - Werewolf Trickster, original character in Crinosverse: Avengers Academy/Young Avengers
    Last edited by kenseido; 04-02-2019, 06:41 PM.
    [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

  • #2
    Andrel II


    PL 10
    Concept: Renegade Time Lord
    Occupation: Rebel
    Place of Birth: Gallifrey
    Marital Status: Single
    Known Relatives: none
    Height: 5 ft. 7 in.
    Weight: 139 lbs.
    Eyes: Brown
    Hair: Brown

    Abilities: STR: 12 (+1) DEX: 16 (+3) CON: 18 (+4) INT: 20 (+5) WIS: 18 (+4) CHA: 16 (+3)

    Skills: Acrobatics 2 (+5), Bluff 10 (+13), Computers 10 (+15), Cr [Mechanical] 5 (+10), Cr [Electrical] 5 (+10),
    Diplomacy 6 (+9), Disable Device 10 (+15), Investigate 5 (+10), Kn [Technology] 10 (+15), Medicine 4 (+8),
    Notice 6 (+10), Pilot 8 (+11), Search 5 (+10), Sense Motive 6 (+10), Sleight of Hand 10 (+13), Stealth 10 (+13)

    Feats: Attack Specialist 2 (Pistols), Attractive, Dodge Focus 4, Equipment 4, Improvised Tools, Inventor, Jack of All Trades,
    Luck 2, Skill Mastery (Computers, Disable Device, Sleight of Hand, Stealth)

    Powers: Time Lord Physiology [20pp]
    •Enhanced Feat (Endurance) (1pp)
    •Feature (able to see beings in Terminus as they are) (1pp)
    •Immunity 3 (Aging, Radiation, Sleep; F: Limited) (2pp)
    •Quickness 4 (x20; F: Mental tasks only) (2pp)
    •Regeneration 11 (Rec +6, Resurrection 1 min, PF: Reincarnation) (12pp)
    •Super-senses 2 (Time Awareness, acute) (2pp)

    Device 5 (Gadget Array; hard to lose) [20pp]
    •Feature: Low-light vision Glasses
    -Chameleon Field [Concealment 10 (all; PF: Close Range, Selective; F: Concentration)]
    -Ion Driver [Data Link 1 (PF: Machine Control); Enhanced Traits (Computers +5, Craft (Electronic) +5, Cr (Mechanical) +5, Disable Device +5,
    Kn (Technology) +5, Medicine +5; Ultimate Computers, Ultimate Disable Device)]
    -Phasing Field [Insubstantial 4 (F: Concentration)]
    -Pulse Pistol [Blast 8 (PF: Accurate, Improved Critical 2, Precise)]
    -Scanner [Super-sense 20 (Detect electromagnetic energy, ranged, radius, acute, analytical, accurate, tracking;
    Detect life, ranged, radius, acute, analytical, accurate, tracking; Detect chemicals, acute, analytical; Radio)]

    Equipment:
    Reflec Vest (Protection 5);

    Damaged TARDIS
    Size: Huge, Toughness: 10
    Features: Computer, Dual Size (Minuscule), Intelligent, Laboratory, Library, Living Space, Security System, Variable Environment, Workshop

    Upgrades to Ayom [Defense System, Security System]

    Combat: Attack +6, Pistols +10, Pulse Pistol +12;
    Dames: Unarmed +1, Pulse Pistol +8 (Crit 18-20)
    Defense +10 (+3 flat-footed) Init +2

    Saves: Toughness +9/+4, Fortitude +9, Reflex +10, Will +11

    Abilities 40 + Skills 28 + Feats 17 + Powers 40 + Combat 24 + Saves 19 = 168

    XP: 0/18

    Complications:
    Outcast: Andrel fled Gallifrey and violated their laws by sharing their technology to help save a world. As a result, she can never return to Gallifrey.
    Enemies: Despite being an outcast, Andrel still has the enemies of the Time Lords. Omega specifically wants to capture Andrel to force her to build a time weapon.
    Relationships: Andrel's former mentor and lover is on Ayom suffering severe PTSD after being tortured to death over and over. Andrel also has the feelings for Mary that Tyler originally had.
    Responsibility: Andrel recently learned Gallifrey has fallen into Terminus. She needs to rescue them or stop them before they build time weapons for Omega.

    Background:
    Andrel was a young Time Lord who quickly grew bored with Time Lord. He was assigned to a team of Time Lords who decommissioned old TARDISes. So instead he stole one.
    After traveling around for a while, he landed on this world where his older TARDIS disrupted the temporal stasis field protecting the world and the planet started undergoing massive geological events. Andrel took parts of his TARDIS and rebuilt the stasis field.

    Leaving Time Lord technology on the planet violated Gallifrey's highest laws. They permanently exiled him to Earth and crippled what was left of his TARDIS. Determined to make a difference on this world, he modified his chameleon arch to turn him into a human with an activated meta-gene. He went about assisting other heroes in fighting evil. Along the way, he scaled down the chameleon arch to watch size.

    Then Omega came. Seeing that fighting was futile, Andrel joined a group of heroes and travelled to Terminus to find a way to stop the invasion. The others were killed, but Andrel was captured. Omega recognized the value of having a Time Lord servant, so he imprisoned Andrel and sent him to be used to force his former mentor and lover, Rakasha, to build a Time Weapon for Omega.

    He escaped with several other prisoners, and they have been running from Omega's forces looking for a way to end his threat upon the Universe. During the rescue of Free Bird, Andrel was mortally injured which led to a regeneration into her current form and losing access to the Metatrix.
    Last edited by kenseido; 07-14-2017, 10:52 AM.
    [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

    Comment


    • #3
      Andrel I


      Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 24 (+7) WIS: 20 (+5) CHA: 12 (+1)

      Skills: Computers 10 (+17), Cr [Mechanical] 10 (+17), Cr [Electrical] 10 (+17), Disable Device 12 (+19),
      Investigate 8 (+15), Kn [Life Science] 4 (+11), Kn [Physical Science] 10 (+17), Kn [Technology] 12 (+19),
      Languages 4, Medicine 4 (+9), Notice 4 (+9), Pilot 4 (+6), Search 8 (+15), Sense Motive 8 (+13), Stealth 8 (+10)

      Feats: Attack Specialist 2 (Pistols), Beginner’s Luck, Dodge Focus 4, Eidetic Memory, Equipment 7, Improvised Tools,
      Inventor, Jack of All Trades, Luck 2, Mechanical Genius (Temporal Technology), Skill Mastery (Computers, Craft x2, Disable Device),
      Task Focus (Craft Time Weapons)

      Powers: Time Lord Physiology [20pp]
      •Enhanced Feat (Endurance) (1pp)
      •Feature (able to see beings in Terminus as they are) (1pp)
      •Immunity 3 (Aging, Radiation, Sleep; F: Limited) (2pp)
      •Quickness 4 (F: Mental tasks only) (2pp)
      •Regeneration 11 (Rec +6, Resurrection 1 min, PF: Reincarnation) (12pp)
      •Super-senses 2 (Time Awareness, acute) (2pp)

      Device 1 (D-Jacket; hard to lose) [4pp]
      •Dimensional Pocket 2, Grapple Required) (2pp)
      •Enhanced Feats (Equipment 3) (3pp)
      --Burglars Kit, Computer Kit, Electronics Kit, Investigators Kit, Medical Kit, Repair Kit, Survival Kit
      --Mini-tracer, PDA w/audio-video recorder and library, Rebreather, Flashlight

      Metatrix: Morph 1 (to Jet; E: Continuous; PF: Metamorph 1) [3pp]

      Equipment:
      Pulse Pistol (Blast 7); Reflec Vest (Protection 5, subtle);

      Damaged TARDIS
      Size: Huge, Toughness: 10
      Features: Computer, Dual Size (Minuscule), Intelligent, Laboratory, Library, Living Space, Security System, Variable Environment, Workshop

      Upgrades to Ayom [Defense System, Security System]

      Combat: Attack +6, Pistols +10;
      Dames: Unarmed +2, Blaster Pistol +7
      Defense +10 (+3 flat-footed) Init +2

      Saves: Toughness +9/+4, Fortitude +8, Reflex +8, Will +11

      Abilities 42 + Skills 29 + Feats 23 + Powers 27 + Combat 24 + Saves 16 = 161

      Jet (PL: 10)
      Abilities: STR: 14 (+2), DEX: 18/24 (+7), CON: 18 (+4), INT: 14 (+2), WIS: 14 (+2), CHA: 12 (+1)

      Skills: Acrobatics 8 (+15), Bluff 4 (+5), Cr (Mechanical) 2 (+4), Diplomacy 4 (+5), Drive +8 (+15),
      Kn (life sciences) 4 (+6), Kn (Streetwise) 4 (+6), Medicine 10 (+12), Notice 6 (+8),
      Pilot 4 (+11), Pr (Paramedic) 2 (+4), Sense Motive 4 (+6), Swim 4 (+8 )

      Feats: Acrobatic Feint, Equipment 1, Improved Acrobatic Feint, Improved Defense, Improvised Tools, Luck 2, Set-Up,
      Skill Mastery (Acrobatics, Drive, Medicine, Pilot), Teamwork

      Powers:
      Super-Speed [66pp]
      •Enhanced DEX 6
      •Enhanced Feats 24 (Attack Specialization [unarmed] 3, Defensive Roll 3, Dodge Focus 6, Elusive Target, Evasion,
      Improved Critical 2 [unarmed], Improved Initiative 5, Move-By Action, Takedown, Uncanny Dodge [visual])
      •Quickness 6 (task speed 100x)
      •Speed 8 (2500 mph)
      •Super-speed Array 8
      -AP: Bullet (Blast 8)
      -AP: Insubstantial 4 (Limited to while running)
      -AP: Machinegun Punches (Strike 8; E: Autofire)
      -AP: Rapid Attack (Strike 8; E: Area Burst)
      -AP: Spin Attack (Nauseate 8)
      •Wall Run/Water Run (Super-movement 3 [Wall-Crawling 2, Water-Walking 1; F: Limited only while running])

      Metatrix: Morph 1 (to Jet; E: Continuous; PF: Metamorph 1) [3pp]

      Equipment: Costume (Protection 3 [subtle 1]; 4ep), First Aid Kit (1ep)

      Combat: Init +28, Attack: +6, Unarmed +12, Grapple +8
      Damage: Unarmed +2, Rapid Attack/Machine Gun Punches +8
      Defense +12 (+3 flat-footed)

      Saves: Toughness +7/+8 with costume (+4/+7 Flat-footed), Fortitude +7, Reflex +12, Will +7

      Abilities 28 + Skills 16 + Feats 10 + Powers 70 + Combat 24 + Saves 13 = 161

      Complications:
      Metatrix: The Metatrix is a hard to lose device required to change forms. Memories are not shared between Andrel and Jet.
      Artificial History: Jet is created out of a modified chameleon arch and his memories are incomplete.
      Motivation - Doing Good: Jet tries to live up to the noble ideas of a hero.
      Last edited by kenseido; 07-14-2017, 09:47 AM.
      [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

      Comment


      • #4
        Kisai (Philip Saito)


        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; 05-05-2018, 12:58 AM.
        [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

        Comment


        • #5
          Locust (Liam Taggart)


          Locust (Liam Taggert) PL 9
          Abilities
          Strength 5/0, Stamina 5/0, Agility 5/0, Dexterity 5/0, Fighting 9/4, Intellect 4, Awareness 2, Presence 1

          Advantages
          All-out Attack, Attractive, Equipment 8, Improved Defense, Improvised Tools, Luck (Improve Roll) 2, Power Attack, Takedown

          Skills
          Acrobatics 1 (+5), Athletics 1 (+5), Close Combat: Unarmed 2 (+11), Deception 4 (+5), Expertise: Cars 4 (+8), Expertise: Literature 3 (+7),
          Expertise: Pop Culture 3 (+7), Expertise: Streetwise 1 (+5), Insight 4 (+6), Intimidation 4 (+5), Investigation 1 (+5), Perception 4 (+6),
          Ranged Combat: Weapons Arsenal 2 (+7), Technology 8 (+12), Vehicles 8 (+13)

          Powers
          Mutagenic Formula (Advantages: Diehard, Great Endurance)
          . . Enhanced Trait 50 (Traits: Agility +5, Dexterity +5, Fighting +5, Stamina +5, Strength +5)
          . . Immunity 2 (Disease, Poison; Limited - Half Effect)
          . . Leaping 1 (15 feet at 4 mph)
          . . Regeneration 1 (Every 10 rounds; Custom: Double)
          . . Speed 1 (4 mph; 60 feet/round)

          Armored Suit (Removable)
          . . Hardened Strike Points: Strength-based Damage 2 (DC 22)
          . . Immunity 2 (Suffocation (All))
          . . Protection 2 (+2 Toughness)
          . . Remote Control for Vehicles: Feature 1
          . . Senses 1 (Infravision)

          Weapons Arsenal (Removable)
          . . Coil Spheres: Cumulative Affliction 5 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized,
          Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 15; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
          . . Explosive Spheres: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)
          . . Monoblade Sword
          . . . . Strength-based Damage 4 (Linked; DC 24, Advantages: Improved Critical 2)
          . . . . Weaken 9 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 19; Affects Objects; Custom: Instant Recovery)
          . . Pulse Discharge Gloves: Damage 7 (DC 22; Increased Range: ranged)
          . . Smoke Spheres: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area 2: 60 feet radius sphere, Attack; Independent)

          Equipment
          Cell Phone, Commlink, Hidden Lair, Hoverboard (Alternate: Motorcycle), Lock Release Gun, Mini-tracer, Multi-tool, Toolkit (Basic)

          Offense
          Initiative +5
          Coil Spheres: Snare 5, +7 (DC Fort/Will 15)
          Explosive Spheres: Burst Area Damage 5 (DC 20)
          Grab, +9 (DC Spec 15)
          Hardened Strike Points: Strength-based Damage 2, +11 (DC 22)
          Monoblade Sword: +9, Weaken TOU 9 (DC Fort 19) & Strength-based Damage 4, (DC 24)
          Pulse Discharge Gloves: Blast 7, +7 (DC 22)
          Smoke Spheres: Burst Area Concealment Attack 4 (DC Dog 14)
          Throw, +5 (DC 20)
          Unarmed, +11 (DC 20)

          Defense
          Dodge 11, Parry 11, Fortitude 9, Toughness 7/5, Will 8

          Hidden Lair - PL 9
          Toughness 10, Size Medium

          Features:
          Communications, Concealed 1, Garage, Gym, Living Space, Power System, Security System 1, Workshop

          Power Points
          Abilities 1 + Powers 0 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11
          Hoverboard - PL 9
          Strength 3, Defense 10, Toughness 8, Size Medium

          Features:
          Remote Control, Smoke Screen 1

          Powers
          Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

          Power Points
          Abilities 3 + Powers 12 + Advantages 0 + Features 3 + Defenses 13 = 30
          Motorcycle - PL 9 (Alternate of Hoverboard)
          Strength 2, Defense 10, Toughness 8, Size Medium

          Features:
          Alarm 2, Hidden Compartments 2, Navigation System 1, Remote Control

          Powers
          Speed 7 (Speed: 240 miles/hour, .5 miles per round)

          Equipment: Survival Gear, Toolkit (basic)

          Power Points
          Abilities 2 + Powers 7 + Features 6 + Defenses 13 + Equipment 2 = 30
          Power Points
          Abilities 22 + Powers 78 + Advantages 17 + Skills 25 (50 ranks) + Defenses 18 = 160

          Complications
          • Enemy: Locust's father made a lot of villains on both sides of the law, many of them think Liam is his father, others just don't care and want revenge.
          • Motivation: Redemption: 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 - starting with making the Locust known as a hero.
          • Relationship: After his recovery, Liam was approached by Napalm, the daughter of an associate of his father's. She agreed to train him, thinking he wanted to take up his father's old life - not redeem it. They parted as enemies, but she still has hopes of turning him full on villain.
          • Reputation: Locust has a long reputation as a villain, and even though Liam's identity in the costume is known, he is still treated often like a villain, either being his father in disguise or just the poison apple not falling far from the tree.

          Background:
          The Locust terrorized the city of Phoenix Bay for many years. This insane villain with superhuman strength, speed, and stamina on top of a deadly arsenal of weapons proved to be on of the city's more dangerous foes.
          Liam had a rough child. His mother died in childbirth and he was born with congenital muscular dystrophy which confined him to a wheelchair before he was eight. Learning that his father was the Locust was bad enough, but being constantly kidnapped by the insane villain made his life a living hell.
          On his eighteenth birthday, two years past the age his doctors thought he would live to, his father came to him. In a moment off sanity, he explained that he had finally perfected the formula that would cure Liam of his affliction. It was over the next hours while he prepared to treat Liam that he explained how he had been developing a super-soldier formula for the government but in reality it was meant to cure his son. The government found out and pulled the plug, so he sunk everything he had into it. The Board of Directors of his corporation removed him, and his father was forced to run the first trials on himself.
          The serum caused his insanity; he became obsessed with curing Liam. He stole what he needed to continue his work, and after years of failure, he finally had a formula that would cure Liam. Liam was in shock to find out that his father's insanity and rapid decent was in fact all to cure Liam. Shortly after he administered the formula, the aliens attacked. As they started to get closer to the makeshift lab, Liam's father made on final sacrifice for his son - he went out and fought off the alien hordes to give his long time assistant time to get Liam to safety.
          When Liam finally awoke, he was left with a note from his father's assistant. It said he knew deep down Liam's father was a good man. He hoped Liam was also a good man and wouldn't squander the life his father had sacrificed so much to give him.
          Having no assets and even fewer friends, Liam was somehow able to secure some of his Dad's papers, which allowed him to find one of Locust's old lairs. There he encountered Napalm, the daughter of one of Locust's partners. Liam told her the story and how he wanted to pay his father back for everything he did. Thinking he meant revenge against those who opposed Locust, and not redemption, she agreed to train him. For many months, she trained him vigorously and he became quite skilled in all forms of combat. It was only on their first mission that their different goals became apparent. They fought and Napalm bested her student. She let him go, convinced he would never be accepted and would eventually be forced to join her in a life of crime.
          As Locust, Liam is trying to redeem his father's name. He knows his father hurt a lot of people so he tends not to get angry or defensive when people say bad things about him (or his father). They just don't know the whole story. He knows words alone won't sway them; so he will let his actions do the talking. When he isn't trying to be a hero, he is usually working on his motorcycle or at his part-time job a Vinnie's Garage.
          Last edited by kenseido; 07-14-2017, 09:49 AM.
          [HR][/HR][URL="http://roninarmy.com/threads/60-Kenseido-s-Menagerie"]Kenseido's Menagerie of Characters[/URL]

          Comment


          • #6
            Ronai


            PL 10
            Theme

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

            Advantages
            Attractive 2, Close Attack 2, Defensive Roll 2, Improved Critical 2: Trident Strike, Improved Disarm, Improved Smash, Improved Trip, Interpose, Languages 1, Luck 2, Power Attack, Sidekick 30, Teamwork

            Skills
            Acrobatics 3 (+6), Athletics 3 (+9), Close Combat: Trident 2 (+8), Expertise: Magic 4 (+6), Insight 5 (+7), Perception 5 (+7), Stealth 2 (+5)

            Powers
            Olympian Physiology
            . . Immortality 1 (Return after 2 weeks)
            . . Immunity 6 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Suffocation: Drowning)
            . . Movement 1 (Environmental Adaptation: Aquatic)
            . . Protection 4 (+4 Toughness)
            . . Senses 2 (Darkvision)
            . . Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

            Pactio w/Tula: Senses 1 (Communication Link: Mental)

            Trident of Poseidon (Array)
            . . Air Mastery: Move Object 9 (12 tons, DC 24; Damaging)
            . . Control Sea Life: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area 3: 120 feet radius sphere, DC 20; Limited: Sea Life Only)
            . . Earth Mastery: Create 9 (Volume: 500 cft., DC 19; Increased Duration: continuous, Subtle: look natural)
            . . Summon Sea Life: Summon 4 (Multiple Minions 2: 4 minions, Type (Broad): Sea Life; Self-Powered)
            . . Trident Strike
            . . . . Strength-based Damage 4 (Linked; DC 25, Advantages: Improved Critical 2, Improved Disarm, Improved Smash, Improved Trip; Penetrating 10, Reach (melee): 5 ft.)
            . . . . Weaken 10 (Linked; Affects: TOU, Resisted by: Fortitude, DC 20; Affects Objects; Limited: Magical Creatures or Defenses)
            . . Water Mastery: Shapeable Area Move Object 9 (12 tons; Shapeable Area: 30 cft., DC 19, Increased Range: perception; Limited Material: Water)

            Offense
            Initiative +3
            Air Mastery: Move Object 9, +3 (DC 24)
            Control Sea Life: Burst Area Affliction 10 (DC Will 20)
            Grab, +8 (DC Spec 16)
            Strength-based Damage 4, +10 (DC 25)
            Throw, +3 (DC 21)
            Unarmed, +8 (DC 21)
            Water Mastery: Shapeable Area Move Object 9 (DC 19)
            Weaken 10, +10 (DC Fort 20)

            Complications
            Amnesiac Olympian: Ronai is the reincarnation of Poseidon, after his death to Xellos. He has no memories prior to his return and enslavement by Nagala.
            Enemies: Ronai has inherited all of his past enemies as Poseidon, only he doesn't remember them all. He was also enslaved by Nagala after his return and used as the plaything of her daughter Hydra.
            Motivation-Doing Good: Ronai has the good heart. something Nagala continually had to use magic to cover up.

            Defense
            Dodge 8, Parry 8, Fortitude 9, Toughness 12/10, Will 9

            Power Points
            Abilities 60 + Powers 58 + Advantages 42 + Skills 12 (24 ranks) + Defenses 17 = 189

            Background
            Ronai is reincarnation of Poseidon after his death by Xellos. Nagala found him with no memories and enslaved him.
            He was eventually freed from Nagala and her daughter Hydra by the Avengers and joined their Young Avengers team. He met Tula while working with the team and they formed a close bond, and eventually a Pactio.
            During their adventures, the truth of his origin was revealed, though he chose to continue using the name Ronai and remained with the Young Avengers.

            --------------------



            Tula
            PL 10

            Strength 8, Stamina 8, Agility 4, Dexterity 0, Fighting 8, Intellect 0, Awareness 2, Presence 0

            Advantages
            Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll 2, Evasion 2, Fast Grab, Improved Defense, Improved Disarm, Improved Feint, Improved Grab, Improved Hold, Improved Trip, Interpose, Power Attack, Set-up 2, Takedown 2, Teamwork

            Skills
            Acrobatics 12 (+16), Athletics 2 (+10), Close Combat: Unarmed 2 (+10), Insight 5 (+7), Intimidation 4 (+4), Investigation 3 (+3), Perception 6 (+8), Stealth 6 (+10)

            Powers
            Aqua Lemnniscus
            . . Ribbon Blade: Strength-based Damage 2 (DC 25, Advantages: Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Trip; Reach (melee) 2: 10 ft.)
            . . . . Rapid Blade (Alternate; Accurate: +2, Multiattack)
            . . . . Tidal Wave: Cone Area Move Object 9 (Alternate; 12 tons; Cone Area: 60 feet cone, DC 19; Limited Direction: Away, Reduced Range: close)
            . . . . Whipping Blade (Alternate; Shapeable Area: 30 cft., DC 18)
            . . Ribbon Shield: Enhanced Trait 5 (Traits: Dodge +2 (+10), Parry +2 (+10), Advantages: Improved Defense)
            . . . . Water Shield: Create 9 (Alternate; Volume: 500 cft., DC 19; Concentration, Reduced Range: close)
            . . Summons: Teleport 3 (Alternate; Carry 50 lbs.; Accurate, Easy, Extended: 8 miles in 2 move actions, Triggered 5: 6 uses - Ronai Summons; Limited: Only to Ronai's Location, Limited to Extended)

            Aquatic Telepathy

            . . Comprehend 2 (Animals - Speak To, Animals - Understand)
            . . Mental Communication 2 (Limited: Aquatic life)

            Atlantean Phisiology

            . . Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
            . . Movement 1 (Environmental Adaptation: Aquatic)
            . . Senses 2 (Darkvision)
            . . Swimming 6 (Speed: 30 miles/hour, 500 feet/round)

            Pactio w/ Ronai: Senses 1
            (Communication Link: Mental)

            Offense
            Initiative +4
            Grab, +8 (DC Spec 18)
            Ribbon Blade: Strength-based Damage 2, +10 (DC 25)
            Throw, +0 (DC 23)
            Tidal Wave: Cone Area Move Object 9 (DC 19)
            Unarmed, +8 (DC 23)

            Complications
            Motivation: Acceptance: Tula is rebuilding her life after being freed from slavery
            Power Loss: Tula needs a Pactio card to summon Aqua Lemnniscus
            Relationship: Tula is attracted to Ronai, a kinship with Durga, and still sees the other dolls as her sisters

            Defense
            Dodge 10/8, Parry 10/8, Fortitude 10, Toughness 10/8, Will 8

            Power Points
            Abilities 60 + Powers 43 + Advantages 15 + Skills 20 (40 ranks) + Defenses 12 = 150

            An Atlantean warrior, Tula came from a dying earth, one ravaged by war between despotic versions of Atlantis and New Olympus. Tula herself was watching her own world crumble, as she'd become a prize to be won between her fellow warriors, Garth and Kaldur, unaware she only loved each of them like brothers. it was in this crisis that Tula fell victim to melody, a dimension-crossing sexual predator, who played to Tula's compassion with the empty promise that without her, Kaldur and Garth would have no reason to fight. Once she had Tula as her servant, however, melody betrayed Tula, breaking her will by making her watch garth and Kaldur murder each other instead, both boys dying thinking the other Tula's killer. spending years in the timeless space of melody's lair, Tula was finally freed by the Young Avengers of Earth-409, along with five of her fellow slaves. of these so-called "Dolls", Tula has taken the most to deprogramming, her heterosexuality and feisty attitude reasserting themselves. looking for time away from her 'sisters', Tula she formed a bond with Ronai and eventually entered into a Pactio with him.

            Special Thanks to Kruezritter for coming up with the idea for Hydra and Tula.
            Last edited by kenseido; 07-14-2017, 09:58 AM.
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            • #7
              Kris Majax


              Kris Majax - (Christian Martins) PL 10

              Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 3, Intellect 2, Awareness 6, Presence 4

              Advantages
              Artificer, Attractive, Connected, Contacts, Daze (Deception), Equipment 1, Fascinate (Expertise: Performance), Improved Taunt, Luck, Ritualist, Taunt, Uncanny Dodge

              Skills
              Acrobatics 2 (+5), Athletics 2 (+4), Close Combat: Unarmed 5 (+8), Deception 10 (+14), Expertise (PRE): Performance 6 (+10), Expertise: Magic 10 (+12), Expertise: Streetwise 4 (+6), Insight 4 (+10), Intimidation 6 (+10), Investigation 6 (+8), Perception 4 (+10), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Sleight of Hand 9 (+12), Treatment 3 (+5)

              Powers
              Bound Demon
              . . Hellfire Control Adds the following AEs to Magic Array
              . . . Demonic Strength: Enhanced Strength 6 (+6 STR)
              . . . Hellfire Blast: Damage 8 (DC 23; Affects Corporeal 2, Increased Range: ranged)
              . . . Shimmer: Teleport 6 (Carry 50 lbs.; Accurate, Extended: 60 miles in 2 move actions; Limited to Extended)
              . . Immunity 3 (Aging, Disease, Poison)
              . . Infernal Awareness: Senses 1 (Awareness: Infernal, visual)
              . . Tranform to Tyrael: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)

              Illusory Defenses
              . . Enhanced Trait 10 (Linked; Traits: Dodge +2 (+8), Parry +2 (+8), Advantages: Defensive Roll 2, Evasion)
              . . Luck Control 1 Force a re-roll; Limited 2: Only attacks targeting Kris

              Magic Array
              . . Aduro: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged, Precise; Limited: Visual)
              . . Contego: Create 10 (Volume: 1000 cft., DC 20; Impervious; Concentration, Reduced Range: close)
              . . Defluo: Concealment 6 (All Aural Senses, All Visual Senses; Precise)
              . . Forzare: Move Object 8 (6 tons; Precise, Subtle: subtle)
              . . Illusio: Illusion 6 (Affects: Three Sense Types - Aural and visual, Area: 60 cft., DC 16)

              Mystic Senses: Senses 4 (Detect Magic, analytical, extended, ranged; visual)

              Equipment
              Ghost Shirt [Protection 4], Magic Tricks

              Offense
              Initiative +3
              Aduro: Cumulative Affliction 8, +8 (DC Fort 18)
              Forzare: Move Object 8, +8 (DC 18)
              Grab, +3 (DC Spec 12)
              Hellfire Blast: Damage 8, +8 (DC 23)
              Throw, +3 (DC 17)
              Unarmed, +8 (DC 17/DC 23)

              Complications
              Enemy: The Crossroads Demon wants to make Kris pay for not following the program.
              Motivation- Doing Good: Kris is determined to help as many people as he can before his contract comes due.
              Motivation- Protector of Children: Kris will go out of his way to protect children. He does a lot of charity shows for children.
              Power Loss: Kris needs to be able to speak to cast spells. He can not transform to Tyrael or use Hellfire Control on Holy Ground.
              Prejudice: Kris detects as demonic and a lot of hunters want to kill him for that reason.
              Relationship: Alicia is a young girl whose family recently moved to Phoenix Bay and the first person Kris and Tyrael saved. Ever since then, then the girl has had psychic visions that help Kris out from time to time. This also makes her a target for supernatural forces.
              Reputation: Kris Majax is a fairly well known street mage with a highly successful YouTube channel.
              Secret Identity - Kris tries to keep the supernatural side of his life separate from his entertainment side, and won't use obvious and overt displays of magic in public, including transforming to Tyrael.

              Defense
              Dodge 8/6, Parry 8/6, Fortitude 8, Toughness 8/6 (4/2), Will 12

              Power Points
              Abilities 50 + Powers 47 + Advantages 12 + Skills 41 (82 ranks) + Defenses 18 =168

              --------------------



              Tyrael - PL10
              Strength 5, Stamina 5, Agility 1, Dexterity 1, Fighting 10, Intellect 2, Awareness 2, Presence 2

              Advantages
              All-out Attack, Daze (Intimidation), Fast Grab, Fearless, Improved Hold, Improved Smash, Luck, Power Attack, Ritualist, Startle

              Skills
              Acrobatics 2 (+3), Athletics 2 (+7), Deception 4 (+6), Expertise: Infernal Lore 4 (+6), Expertise: Magic 5 (+7), Insight 3 (+5), Intimidation 11 (+13), Perception 4 (+6), Ranged Combat: Hellfire Control 9 (+10)

              Powers
              Hellfire Control Array
              . . Demon Strength: Enhanced Strength 5 (+10 STR)
              . . Hellfire Blast: Damage 10 (DC 25; Affects Insubstantial 2: full rank, Increased Range: ranged)
              . . Shimmer: Teleport 7 (Carry 50 lbs.; Accurate, Extended: 120 miles in 2 move actions; Limited to Extended)
              . . Soulfire Blast: Damage 10 (DC 25; Alternate Resistance: Will, Increased Range: ranged; Distracting)

              Immunity 21 (Aging, Common Descriptor: Heat/Fire, Life Support)
              Infernal Awareness: Senses 1 (Awareness: Infernal, visual)
              Protection 5 (+7 Toughness)
              Transform to Kris Majax: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)

              Offense
              Initiative +1
              Grab, +10 (DC Spec 15/DC Spec 20)
              Hellfire Blast: Damage 10, +10 (DC 25)
              Soulfire Blast: Damage 10, +10 (DC Will 25)
              Throw, +1 (DC 20/DC 25)
              Unarmed, +10 (DC 20/DC 25)

              Complications
              Enemy: Tyrael's former masters want to make the demon pay for his betrayal.
              Motivation: Redemption: Tyrael is trying to redeem himself.
              Power Loss: Tyrael feels pain on Holy Ground and loses his Hellfire Control array.
              Prejudice: As a demon, many people assume he is evil and will try to destroy him.

              Defense
              Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

              Power Points
              Abilities 56 + Powers 58 + Advantages 10 + Skills 22 (44 ranks) + Defenses 22 =168

              Background
              Kris was a young stage magician on the rise when a car accident left him crippled. His spirit crushed, he was approached by a Crossroads Demon who promised to restore the use of his legs. Kris agreed and demon was bonded to him as part of the contract.

              Eventually the demon placed inside him started to emerge, and Kris and Tyrael battled for control. The Crossroads demon hoped Tyrael would corrupt Kris, but it worked the other way. Kris was approached by a stranger in a hat and trenchcoat who helped him win the battle with Tyrael and develop his mystic potential.

              Tyrael began to cooperate with Kris to avoid being bottled up all the time. However, over time he found he liked being good and is now looking for redemption.
              Last edited by kenseido; 07-14-2017, 09:52 AM.
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              • #8
                Yamainu


                Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 8, Intellect 0, Awareness 4, Presence 2

                Advantages
                Attractive, Defensive Roll 3, Improved Defense, Improved Initiative, Languages 1, Luck 2, Power Attack, Set-up, Takedown, Teamwork

                Skills
                Acrobatics 2 (+6), Athletics 2 (+5), Close Combat: Unarmed 2 (+10), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 6 (+10), Intimidation 2 (+4), Perception 4 (+8), Persuasion 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+8)

                Powers
                Okami: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
                . . Fang Fist: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Subtle: subtle)
                Regeneration 2 (Every 5 rounds)
                Spirit Eye: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
                Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
                Trickster's Gifts
                . . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
                . . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
                . . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
                . . Silver Tongue: Perception Area Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Perception Area: audio, Selective, Subtle 2: undetectable; Limited Degree)
                . . Trickster's Presence
                . . . . Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood)
                . . . . Enhanced Trait 21 (Traits: Presence +6 (+8), Persuasion +6 (+12), Advantages: Daze (Deception), Fascinate (Deception), Improved Taunt, Skill Mastery, Taunt, Ultimate Effort: Deception)
                . . Without a Trace
                . . . . Concealment 10 (All Senses; Precise; Passive)
                . . . . Enhanced Trait 8 (Traits: Stealth +10 (+18), Advantages: Hide in Plain Sight, Skill Mastery, Ultimate Effort: Stealth)
                . . . . Movement 4 (Trackless: audio, olfactory, tactile, visual 4)

                Offense
                Initiative +8
                Confusion: Affliction 9 (DC Will 19)
                Fang Fist: Strength-based Damage 3, +10 (DC 21)
                Grab, +8 (DC Spec 13)
                Silver Tongue: Perception Area Affliction 9 (DC Will 19)
                Throw, +2 (DC 18)
                Unarmed, +10 (DC 18)

                Complications
                Hunted/Prejudice: Kaito is a werewolf, and as a result a lot of monster hunters want to kill him for that reason alone. Near the top of the list is Aegis Kai Doru, whom his father was a member of.
                Relationship: Kaito's parents are living his Forton. His father is a former member of Aegis Kai Doru, an ancient order on monster hunters. Kaito also has strong feelings for Susan Brown, who is currently in a relationship with La'gaan.
                Rivalry: After being hazed for weeks by two fellow werewolf students, Kaito has finally turned the tables and hit them with a truckload of pranks, the last of which left them being mocked by their fellow students with new nicknames "Glow Worm" and "Pinky." They are not amused. La'gaan is the hero who defetaed Kaito and got him arrested in the first place and is in a relationship with Susan Brown, whom Kaito has feelings for.
                Trickster: As a trickster, Yamainu may find himself in the middle of a practical joke without remembering how he got there.
                Weakness: Yamainu is a werewolf and has a weakness to silver

                Languages
                English, Native Language: Japanese

                Defense
                Dodge 10, Parry 10, Fortitude 6, Toughness 6/3, Will 10

                Power Points
                Abilities 52 + Powers 46 + Advantages 13 + Skills 22 (44 ranks) + Defenses 17 = 150

                --------------------

                Coyote Form - PL 9
                Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 2, Intellect 0, Awareness 4, Presence 2

                Advantages
                Attractive, Defensive Roll 4, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Improved Trip, Languages 1, Luck 2, Uncanny Dodge

                Skills
                Acrobatics 2 (+6), Athletics 4 (+6), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+4), Perception 8 (+12), Persuasion 4 (+6), Stealth 4 (+8)

                Powers
                Animal Senses: Senses 5 (Acute: olfactory, Darkvision, Tracking: olfactory 1: -1 speed rank, Ultra-hearing)
                Animal Swiftness
                . . Leaping 1 (Leap 15 feet at 4 miles/hour)
                . . Speed 5 (Speed: 60 miles/hour, 900 feet/round)
                Hard to Kill: Regeneration 2 (Every 5 rounds)
                Spirit Eyes: Senses 4 (Counters Concealment: Illusion, Counters Illusion: visual)
                Step Sideway: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
                Trickster Gifts
                . . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
                . . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
                . . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
                . . Without a Trace
                . . . . Concealment 10 (All Senses; Precise; Passive)
                . . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

                Offense
                Initiative +8
                Confusion: Affliction 9 (DC Will 19)
                Grab, +2 (DC Spec 12)
                Throw, +2 (DC 17)
                Unarmed, +2 (DC 17)

                Languages
                English, Native Language: Japanese

                Defense
                Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

                Power Points
                Abilities 40 + Powers 48 + Advantages 15 + Skills 23 (46 ranks) + Defenses 24 = 150

                --------------------

                Fox Form - PL 9
                Strength -2, Stamina 4, Agility 4, Dexterity 0, Fighting 0, Intellect 0, Awareness 4, Presence 2

                Advantages
                Attractive, Defensive Roll 4, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Languages 1, Luck 2, Uncanny Dodge

                Skills
                Acrobatics 4 (+8), Athletics 6 (+4), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+0), Perception 8 (+12), Persuasion 4 (+6), Sleight of Hand 4 (+4), Stealth 4 (+16)

                Powers
                Animal Senses: Senses 6 (Darkvision, Extended: visual 2: x100, Extended: audio 2: x100)
                Animal Swiftness
                . . Leaping 1 (Leap 15 feet at 4 miles/hour)
                . . Speed 3 (Speed: 16 miles/hour, 250 feet/round)
                Hard to kill: Regeneration 2 (Every 5 rounds)
                Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)
                Spirit Eyes: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
                Step Sideways: Movement 1 (Dimensional: Choose Dimension 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
                Trickster Gifts
                . . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
                . . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
                . . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
                . . Without a Trace
                . . . . Concealment 10 (All Senses; Precise; Passive)
                . . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

                Offense
                Initiative +8
                Confusion: Affliction 9 (DC Will 19)
                Grab, +0 (DC Spec 8)
                Throw, +0 (DC 13)
                Unarmed, +0 (DC 13)

                Languages
                English, Native Language: Japanese

                Defense
                Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

                Power Points
                Abilities 28 + Powers 63 + Advantages 14 + Skills 27 (54 ranks) + Defenses 18 = 150

                --------------------

                Okami - PL 9
                Strength 6, Stamina 6, Agility 2, Dexterity 1, Fighting 8, Intellect 0, Awareness 4, Presence 2

                Advantages
                Fearless, Improved Defense, Improved Trip, Languages 1, Luck 2, Power Attack, Startle, Takedown

                Skills
                Acrobatics 2 (+4), Athletics 2 (+8), Deception 4 (+6), Expertise: Streetwise 4 (+4), Insight 6 (+10), Intimidation 12 (+16), Perception 4 (+8), Persuasion 2 (+4), Stealth 6 (+4)

                Powers
                Animal Physiology: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
                Animal Senses: Senses 5 (Acute: olfactory, Darkvision, Tracking: olfactory 1: -1 speed rank, Ultra-hearing)
                Bite: Strength-based Damage 4 (DC 25)
                Hard to Kill: Regeneration 2 (Every 5 rounds)
                Human Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
                Large Size: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
                Spirit Eye: Senses 4 (Counters Concealment: illusion, Counters Illusion: visual)
                Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
                Tough Hide
                . . Immunity 1 (Environmental Condition: Cold)
                . . Tough Hide: Protection 4 (+4 Toughness)
                Trickster Gifts
                . . Confusion: Affliction 6 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 16; Extra Condition, Increased Range 2: perception; Limited Degree)
                . . Glamour: Illusion 6 (Affects: Three Sense Types - audio and visual, Area: 60 cft., DC 16)
                . . Without a Trace
                . . . . Concealment 10 (All Senses; Passive)
                . . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)

                Offense
                Initiative +2
                Bite: Strength-based Damage 4, +8 (DC 25)
                Confusion: Affliction 6 (DC Will 16)
                Grab, +8 (DC Spec 16)
                Throw, +1 (DC 21)
                Unarmed, +8 (DC 21)

                Languages
                English, Native Language: Japanese

                Defense
                Dodge 8, Parry 8, Fortitude 8, Toughness 10, Will 10

                Power Points
                Abilities 42 + Powers 60 + Advantages 9 + Skills 21 (42 ranks) + Defenses 18 = 150

                --------------------

                Raven Form - PL 9
                Strength -2, Stamina 4, Agility 4, Dexterity 2, Fighting 0, Intellect 0, Awareness 4, Presence 2

                Advantages
                Attractive, Defensive Roll 4, Hide in Plain Sight, Improved Defense, Improved Initiative, Languages 1, Luck 2, Uncanny Dodge

                Skills
                Acrobatics 2 (+6), Athletics 2 (+0), Deception 10 (+12), Expertise: Streetwise 4 (+4), Insight 8 (+12), Intimidation 2 (+0), Perception 8 (+12), Persuasion 4 (+6), Sleight of Hand 2 (+4), Stealth 4 (+16)

                Powers
                Animal Senses: Senses 4 (Darkvision, Extended: visual 2: x100)
                Hard to Kill: Regeneration 2 (Every 5 rounds)
                Small Size: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)
                Spirit Eyes: Senses 4 (Counters Concealment: Illusion, Counters Illusion: visual)
                Step Sideways: Movement 1 (Dimensional: Umbra 1: one dimension, 50 lbs.; Quirk: Requires reflective surface)
                Trickster Gifts
                . . Confusion: Affliction 9 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree)
                . . Glamour: Illusion 9 (Affects: Three Sense Types - audio and visual, Area: 500 cft., DC 19)
                . . Sheep's Clothing: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph 3)
                . . Without a Trace
                . . . . Concealment 10 (All Senses; Precise; Passive)
                . . . . Movement 4 (Trackless: auditory, olfactory, tactile, visual 4)
                Winged Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

                Offense
                Initiative +8
                Confusion: Affliction 9 (DC Will 19)
                Grab, +0 (DC Spec 8)
                Throw, +2 (DC 13)
                Unarmed, +0 (DC 13)

                Languages
                English, Native Language: Japanese

                Defense
                Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 10

                Power Points
                Abilities 32 + Powers 65 + Advantages 12 + Skills 23 (46 ranks) + Defenses 18 = 150
                Last edited by kenseido; 07-14-2017, 09:54 AM.
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                • #9
                  Justin Tempest


                  PL: 10
                  Concept: Occult Investigator
                  Occupation: Drifter
                  Place of Birth: London
                  Marital Status: Single
                  Height: 6 ft. 0 in.
                  Weight: 183 lbs.
                  Eyes: Hazel
                  Hair: Blonde

                  ABILITIES
                  Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 4, Intellect 3, Awareness 5, Presence 5

                  SKILLS
                  Athletics 6 (+9), Deception 6 (+11), Expertise: Current Events 4 (+7), Expertise: Magic 9 (+12),
                  Expertise: Streetwise 6 (+9), Insight 6 (+11), Intimidation 6 (+11), Investigation 7 (+10),
                  Perception 6 (+11), Persuasion 8 (+13), Ranged Combat: Magic 7 (+10), Stealth 4 (+7)

                  ADVANTAGES
                  Attractive, Equipment 2, Fearless, Jack of All Trades, Languages 4 (Celtic, French, Gaelic, German, Italian, Latin, Greek, Spanish, Swiss [English is native]), Ritualist, Trance

                  POWERS
                  Magic Spells: Array (22 points)
                  AP: Mystic Bolt: Ranged Damage 10 (Affects Insubstantial 2); 22 pts
                  AP: Telekinesis: Move Object 10 (Precise, Subtle); 1pt

                  Magic Senses: Array (5 points)
                  AP: Soulgaze: Mind Reading 10 (Flaw: Sense Dependent [Eye Contact], Distracting); 5 pts
                  AP: Magic Sight: Senses 5 (Detect Magic [ranged, acute], Magical Awareness [visual]); 1 pt

                  Shield Bracelet: Array (14 points); Removable; 12 pts
                  AP: Personal Shield: Enhanced Traits (Parry +2, Dodge +2, Improved Defense, Interpose), Protection 8; 14 pts
                  AP: Large Shield: Create 8 (Flaw: Close Range); 1 pt

                  Silver Pendant; Removable; 2pts
                  Enhanced Advantages (Second Chance [Mind Control], Ultimate Will)

                  EQUIPMENT
                  Ghost Shirt: Protection 4; 4 pts
                  Magic Kit: Feature 1 (Spell casting paraphernalia); 1 pt
                  Silver Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts

                  OFFENSE
                  Initiative +3
                  Mystic Bolt +10 (Ranged, DC 25)
                  Tekekinesis +10 (Ranged, DC 20)
                  Unarmed +4 (Close, Damage 3)

                  DEFENSE
                  Dodge 6/8*, Parry 6/8*, Toughness 4/12*/8**
                  Fortitude 9, Will 11
                  *w/personal shield
                  **w/ghost shirt

                  POWER POINTS
                  Abilities 58 + Advantages 11 + Defenses 17 + Powers 43 + Skills 24 = 153

                  COMPLICATIONS
                  Power Loss: Justin must speak and gesture to cast his magic spells.
                  Enemy: As a member of the Vandaleur clan, Justin is a chess piece in the rest of the family's machinations.
                  Motivation: Justice: Tired of the crimes the rest of his family commits, Justin is pretty determined to seek justice, especially for the "little" guy.
                  Reputation: Most magi assume Justin is just like the rest of his family, and his "white sheep" routine is just an act.

                  BACKGROUND
                  Justin was born into the Vandaleur clan, a long standing family of powerful mystics, mostly in Europe. Vandaleurs have long sought to dominate the mystic community and world and have been long opponents of the standing Master Mage. Justin is the not so stereotypical "white sheep" of the family. Refusing to play their games, Justin had most of his powers bound and dropped in America with no resources.

                  He has been wandering from place to place helping people where he can and avoiding the family politics as much as possible. His travels around to avoid his family's machinations. Despite this, he still regularly deals with agents of Patricia Torrance, who is out of New York and the head of the North America branch who wants Justin as a consort for her daughter Celeste and Claude and Roderick Vandaleur who are rivals for Celeste.
                  Last edited by kenseido; 12-15-2018, 11:40 PM.
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                  • #10
                    Photon (Kent Miller)


                    Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)

                    Skills: Bluff 8 (+10), Kn [Pop Culture] 4 (+4), Kn (Streetwise) 4 (+4), Notice 6 (+8),
                    Pro (Gambler) 6 (+6), Sense Motive 8 (+10), Sleight of Hand 8 (+9)

                    Feats: Attack Spec. [Light Control Array] 2, Attractive, Dodge Focus 4, Luck, Move-By Action, Power Attack

                    Powers: Light Control 15 (PF: Precise; Dynamic) (42pp)
                    -DAP: Blast 12 (PF: Improved Critical 2, Precise, Riccochet 3)
                    -DAP: Dazzle 12 (visual; PF: Improved Critical 2, Precise, Riccochet 3)
                    -DAP: Dazzle 10 (visual; E: Area [Burst]; F: Touch Range)
                    -DAP: Flight +10
                    -DAP: Invisibility 4 (all visual senses) & Insubstantial 3 (light)

                    Flight 10 (20pp)
                    Force Field 11 (11pp)
                    Immunity 10 (Light effects) (10pp)

                    Combat: Attack +4, Light Control Array +8
                    Defense +8 (+2 flat-footed)
                    Initiative +1

                    Saves: Toughness +12/+1, Fort +8, Ref +8, Will +7

                    Abilities 14 + Skills 11 + Feats 10 + Powers 83 + Combat 16 + Saves 19 = 153

                    Complications: Criminal Record: Kent has a record of criminal misdemeanors.
                    Fast as light: When using his flight over rank 5, he has a tendency to overshoot his target destination.
                    Motivation- Thrills: Kent is looking to have a good time with his powers.

                    Background: Kent Miller is college dropout who was running a shell game on Yellow Brick Road when the Silver Storm changed his life forever.
                    Last edited by kenseido; 07-14-2017, 09:57 AM.
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                    • #11
                      Maven (Troy Alexander)


                      PL 10
                      Strength 2, Stamina 2, Agility 4, Dexterity 2, Fighting 4, Intellect 2, Awareness 2, Presence 0

                      Advantages
                      Attractive, Improvised Tools, Inventor, Luck 2
                      Combat Suit: All-out Attack, Improved Aim, Improved Critical 2 (Masers), Precise Attack (Ranged, Concealment and Cover)

                      Skills
                      Insight 5 (+7), Perception 6 (+8), Ranged Combat: Armor Weapons 4 (+6), Technology 6 (+18/+8), Vehicles 3 (+5)

                      Powers
                      Combat Suit (Removable)
                      . . Armor: Protection 10 (+10 Toughness)
                      . . Combat Computer: Enhanced Trait 4 (Advantages: All-out Attack, Improved Aim, Precise Attack (Ranged, Concealment and Cover))
                      . . Enhanced Visuals: Senses 4 (Extended: Vision 1: x10, Infravision, Low-light Vision, Ultravision)
                      . . Pulse Flight System: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
                      . . Radio: Senses 1 (Radio)
                      . . Weapon System
                      . . . . Masers: Damage 8 (DC 23, Advantages: Improved Critical 2; Accurate 3: +6, Increased Range: ranged, Precise, Split: 2 targets)
                      . . . . Pulse Lasers: Damage 7 (DC 22; Accurate 3: +6, Increased Range: ranged, Multiattack; Diminished Range)
                      . . . . Tractor Beam: Move Object 8 (6 tons; Accurate 3: +6, Precise, Split: 2 targets)

                      Technopath
                      . . Control Technology: Cumulative Affliction 9 (3rd degree: Controlled, Resisted by: Fortitude, DC 19; Affects Objects Only, Cumulative, Increased Range 2: perception; Limited: Technology, Limited Degree (third only))
                      . . . . Assemble: Transform 6 (Alternate; Affects: 1 Thing > 1 Thing - Parts Into Finished Machine, Transforms: 50 lbs., DC 16; Increased Duration: continuous)
                      . . . . Disassemble: Transform 6 (Alternate; Affects: 1 Thing > 1 Thing - Assembled to Disassembled, Transforms: 50 lbs., DC 16; Increased Duration: continuous)
                      . . . . Manipulate Technology: Move Object 8 (Alternate; 6 tons; Increased Range: perception, Precise, Subtle: subtle; Limited: Technology)
                      . . . . Repair: Healing 10 (Alternate; Affects Objects Only; Limited: Technology)
                      . . Interface: Comprehend 2 (Machines / Electronics)
                      . . Tech Savant: Enhanced Trait 5 (Traits: Technology +10 (+18))

                      Offense
                      Initiative +4
                      Assemble: Transform 6, +4 (DC Dog 16)
                      Control Technology: Cumulative Affliction 9 (DC Fort 19)
                      Deactivate Technology: Nullify 4 (DC Will 14)
                      Disassemble: Transform 6, +4 (DC Dog 16)
                      Grab, +4 (DC Spec 12)
                      Manipulate Technology: Move Object 8 (DC 18)
                      Masers: Damage 8, +12 (DC 23)
                      Pulse Lasers: Damage 7, +12 (DC 22)
                      Throw, +2 (DC 17)
                      Tractor Beam: Move Object 8, +12 (DC 18)
                      Unarmed, +4 (DC 17)

                      Defense
                      Dodge 8, Parry 8, Fortitude 8, Toughness 12/2, Will 8

                      Power Points
                      Abilities 36 + Powers 77 + Advantages 5 + Skills 12 (24 ranks) + Defenses 20 = 150

                      Complications:
                      Motivation- Doing Good: Having grown up in a small town, Troy has some old fashioned attitudes about right and wrong.
                      Look at the time: When interfacing with machines, Troy tends to lose track of time and may often forget the original task.
                      Who?: Troy grew up in a little town with no TV and little contact with the outside world. He spent four years in college trying to catch up, but he is still missing a lot of details about the big world.
                      What?: Troy's suit has an AI, but it is damaged and speaks an alien language. It is constantly throwing things in his visual field that he doesn't understand. This can sometimes be distracting.

                      Background:
                      Troy grew up in a little town in West Texas. His parents were fed up with the big city life, so they moved there to get away from it all. They refused to let a TV or radio in the house. While his fellow schoolmates were playing video games and watching DVDs, Troy was listening to classical music and reading books. His parents taught him classic 50's values and homeschooled him, leaving him very ill-prepared for leaving his hometown to go to college.

                      After years of pleading with his parents, they finally let Troy attend public school his senior year. On a field trip to a college in Dallas, Troy encounter with the computer lab. Troy immediately passed out as his powers activated for the first time. For seven minutes, Troy was connected to the Internet and learned about the world outside his hometown. Despite his parents protests, Troy earned a college scholarship and went off to the big city to find his fortune. College life would have eaten him alive if not for his roomate Gary, who took the naive Troy under his wing and guided him through the maze.

                      Shortly after graduating, he experienced his first superhero fight, and Troy knew what he wanted to do. Not long after that, he encountered a dead alien wearing a advanced tech suit. The suit was badly damaged. Troy found the suit to be way more advanced than what he knows and the computer, despite Troy's abilities, is speaking to him in an alien tongue. Either that or it's language files are corrupted. Either way, Troy has repaired the suit enough to go out on his first mission as a superhero, Maven.

                      Last edited by kenseido; 07-14-2017, 10:25 AM.
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                      • #12
                        Gladiator (Liam Taggert)


                        ST 10/20 (+5), DEX 10/20 (+5), CON 10/20 (+5), INT 18 (+4), WIS 14 (+2), CHA 12 (+1)

                        Skills:
                        Bluff 6 (+7), Cr (Mechanical) 12 (+16), Disable Device 6 (+10), Drive 8 (+13), Intimidate 10 (+11),
                        Kn (Physical Sciences) 4 (+10), Kn (Technology) 6 (+12), Notice 4 (+6), Pilot 4 (+9), Sense Motive 4 (+6)

                        Feats:
                        All Out Attack, Attack Focus (Melee) 2, Attack Specialist (unarmed), Attractive, Dodge Focus 2, Equipment 4, Improved Block,
                        Improved Disarm, Improvised Tools, Luck 2, Power Attack, Takedown Attack

                        Powers:
                        Enhancement Formula 7 (35pp)
                        -Enhanced Abilities (STR 10, DEX 10, CON 10)
                        -Immunity (Disease, Poison; F: Limited)
                        -Regeneration (Staggered/Disabled 1 hr; PF: Diehard)

                        Device 3 (Armored Suit; Hard to Lose) (12pp)
                        -Immunity 2 (Suffocation)
                        -Protection 4 (E: Impervious)
                        -Strike 2 (PF: Mighty)
                        -Super-senses 2 (IR Vision, UV Vision)

                        Device 4 (Hi-Tech Impervium Sword; Easy to Lose; PF: Indestructible) (13pp)
                        -Lightning Bolt - Damage 8 (E: Area Line)
                        -Pulse Discharge - Blast 8
                        -Monoblade - Strike 4 (PF: Improved Crit 2, Mighty; Linked Drain TOU 9 [Affects Objects, Instant Recovery])
                        -Static Discharge - Paralyze 8
                        -Static Pulse - Nullify 8 (Electrical Devices)

                        Equipment:
                        Hidden Lair (10ep)
                        Size: Medium, TOU 10; Features: Communications, Concealed, Garage, Gym, Living Space,
                        Power System, Security System, Workshop

                        Combat:
                        Attack +7, Melee +9, Unarmed +11; Grapple +14;
                        Damage: Unarmed +5/+7, Sword +9, Blast/Paralyze/Nullify +8;
                        Defense +9 (+4 flat-footed), Initiative +5

                        Saves:
                        Toughness +5/+9, Fortitude +9, Reflex +9, Will +8

                        Abilities 14 + Skills 16 + Feats 18 + Powers 60 + Combat 28 + Saves 14 = 150

                        Complications:
                        Enemies: The heroic Gladiator's allies want to take Liam out as revenge for betraying his father and for ruining the Gladiator's reputation.
                        Reputation: Liam's identity as the son of the hero Gladiator is well known.
                        Motivation- Doing Evil: As Gladiator, Liam is trying to smear the good name of his father by committing the most heinous acts in his name.

                        Background:
                        Liam on Anti-Earth grew strong resentment over his condition. It grew stronger still by his father's heroic efforts as Gladiator causing him no end of problems. Constantly being used as bait to draw Gladiator out, Liam grew to hate his father and blame him for everything. When the Protectorate came to him and offered him a deal to betray his father, Liam whole heartily agreed. The next time Liam saw him, his father had developed a cure for his condition. Letting his father cure him, his first act out of the wheelchair was to stab his Dad in the back with his own sword. Taking his father's costume and gear, he joined the Protectorate. What drives him now is committing more and more heinous acts to further ruin the reputation his father worked so hard to build up.
                        Last edited by kenseido; 07-14-2017, 10:25 AM.
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                        • #13
                          Rin Trigonsget


                          Strength 2, Stamina 7/2, Agility 2, Dexterity 2, Fighting 2, Intellect 3, Awareness 5, Presence 2

                          Advantages
                          All-out Attack, Artificer, Luck (Improve Roll) 2, Power Attack, Ritualist

                          Skills
                          Acrobatics 2 (+4), Athletics 2 (+4), Deception 8 (+10), Expertise: Magic 8 (+11), Insight 2 (+7),
                          Investigation 2 (+5), Perception 2 (+7), Persuasion 4 (+6), Ranged Combat: Magic 6 (+8), Stealth 4 (+6)

                          Powers
                          Amulet of Protection (Removable)
                          . . Immunity 2 (Critical Hits, Advantages: Ultimate Toughness)
                          . . Protection 5 (+5 Toughness)

                          Magic
                          . . Blink: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout)
                          . . Eldritch Bolt: Ranged Damage 12 (DC 27; Variable Descriptor: concussion/fire)
                          . . Glamour: Illusion 5 (Affects: All Sense Types, Area: 30 cft., DC 15)
                          . . Mage Hand: Move Object 8 (6 tons; Perception Range, Precise)
                          . . Vanish: Concealment 10 (All Senses; Precise)

                          Magical Awareness: Senses 2 (Magical Awareness, acute, mental)
                          Minor Rituals: Variable 1 (Activation: move action)

                          Trigonsget
                          . . Enhanced Trait 12 (Traits: Stamina +5 (+7), Advantages: Diehard, Fearless)
                          . . Immunity 13 (Aging, Disease, Fire/Heat Effects, Poison; Limited - Half Effect)
                          . . Infernal Awareness: Senses 2 (Infernal Awareness, radius, mental)

                          Offense
                          Initiative +2
                          Eldritch Bolt: Damage 12, +8 (DC 27)
                          Grab, +2 (DC Spec 12)
                          Mage Hand: Move Object 8 (DC 18)
                          Throw, +2 (DC 17)
                          Unarmed, +2 (DC 17)

                          Defense
                          Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

                          Power Points
                          Abilities 40 + Powers 64 + Advantages 6 + Skills 20 (40 ranks) + Defenses 20 = 150

                          Complications
                          Motivation: Acceptance: Rin is just looking to be accepted as he is, and not be forced to be the heroic Rin that everyone knows.
                          Prejudice: Rin is half demon, and the son of Trigon, making him not popular amongst most magical circles.
                          Reset: Rin was regressed back to a time before he arrived on Earth. He has enemies and friends popping out of the woodwork, and he has no idea who any of them are.

                          Background
                          Rin was sucked through the dimensional vortex at the SA Avengers compound to Trigon's realm, along with Kir Avon. Trigon reverted Rin to the time before he came to Earth and became a hero, thinking he would be easier to control. Unfortunately for Trigon, Rin was much more rebellious on Xeron and immediately bucked against Trigon's demands. Fleeing with Kir Avon back to Earth, he has chosen to stay in San Antonio, away from all the people who "know" him and expect him to be someone he isn't.
                          Last edited by kenseido; 07-14-2017, 10:27 AM.
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                          • #14
                            Hi Tech (Mitchell Stone)


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

                            Advantages
                            Inventor, Luck 2, Power Attack, Teamwork

                            Skills
                            Deception 6 (+7), Expertise: Cars 3 (+9), Expertise: Engineering 9 (+15), Insight 3 (+5), Intimidation 3 (+4), Perception 6 (+8), Ranged Combat: Armor Weaponry 4 (+7), Technology 9 (+15), Vehicles 3 (+6)

                            Powers
                            Armored Suit (Removable)
                            . . Aerowing Flight System: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
                            . . Armored Exoskeleton
                            . . . . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
                            . . . . Protection 7 (+7 Toughness; Impervious)
                            . . Combat Computer: Enhanced Trait 12 (Traits: Dodge +4 (+10), Parry +4 (+10), Advantages: Improved Aim, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack)
                            . . Sealed Systems: Immunity 4 (Environmental Condition: Cold, Environmental Condition: Heat, Suffocation (All))
                            . . Toolkit: Feature 1
                            . . Visor: Senses 1 (Low-light Vision)
                            . . Weapon System
                            . . . . Electrolasers: Damage 8 (DC 23, Advantages: Improved Critical 2; Accurate 2: +4, Increased Range: ranged, Precise, Split: 2 targets)
                            . . . . Flare: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative, Increased Range: ranged, Precise, Split: 2 targets; Limited: vision)
                            . . . . Power to Exoskeleton
                            . . . . . . Enhanced Strength 7 (+7 STR)
                            . . . . . . Power-Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)
                            . . . . Pulse Lasers: Damage 7 (DC 22; Accurate 2: +4, Increased Range: ranged, Multiattack; Diminished Range)
                            . . . . Tractor Beam: Move Object 8 (6 tons; Accurate 2: +4, Precise, Split: 2 targets)

                            Offense
                            Initiative +3
                            Electrolasers: Damage 8, +12 (DC 23)
                            Flare: Cumulative Affliction 8, +12 (DC Fort 18)
                            Grab, +6 (DC Spec 13)
                            Pulse Lasers: Damage 7, +12 (DC 22)
                            Throw, +4 (DC 18)
                            Tractor Beam: Move Object 8, +12 (DC 18)
                            Unarmed, +6 (DC 18)

                            Defense
                            Dodge 10/6, Parry 10/6, Fortitude 8, Toughness 10, Will 8

                            Power Points
                            Abilities 54 + Powers 54 + Advantages 5 + Skills 23 (46 ranks) + Defenses 14 = 150

                            Complications
                            From somewhere else: Mitchell is from another dimension, and his identity is manufactured.
                            Motivation: Redemption: Wants to make up for his crimes on his world, and for his role in its destruction.
                            Relationship: Mitchell is dating an exotic dancer named Amber. He also feels beholden to Chuck, who owns the shop where he works part-time, for being one of the first people to help him out when he arrived in this dimension.

                            Background
                            Mitchell Stone was the best friend of the most dangerous man in the world. Ryan hadn't started out that way; he was just the smartest person in the room. Always. When Ryan discovered that Omega was going to destroy the world, he knew he had to act. When others told him he was crazy, Ryan started a quest to save the world - from themselves.

                            Mitchell followed Ryan on his mad quest; not as smart as Ryan, Mitchell was a fairly able assistant until Omega came to his world. Ryan tried to stop him, unfortunately he had spent so much time trying to dominate the world; he was unprepared for the Lord of Entropy. In addition, Ryan had beat down the heroes of his world, they were also unable to aid against for Omega's attack.

                            As the end game, Mitchell suddenly found himself on another world. A failsafe in some of the equipment provided by Ryan shifted him to a new world. On this new world, Mitchell decided to start fresh and become a hero.
                            Last edited by kenseido; 07-14-2017, 10:29 AM.
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                            • #15
                              Ferrous (Mace Ford)


                              Ferrous (Mace Ford)
                              Strength 0, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 1, Awareness 2, Presence 3

                              Advantages
                              Accurate Attack, Attractive, Fearless, Improved Disarm, Luck (Improve Roll) 2, Precise Attack (Ranged, Cover), Taunt

                              Skills
                              Deception 9 (+12), Expertise (Pop Culture) 4 (+5), Insight 10 (+12), Perception 5 (+7), Persuasion 9 (+12),
                              Ranged Attack: Magnetic Control 5 (+8)

                              Powers
                              Flight 7 (Speed: 250 miles/hour, 0.5 miles/round) (14)

                              Magnetic Control
                              . . EM Blast: Damage 12 (DC 27; Ranged, Indirect 4, Precise)
                              . . Energy Burst: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
                              . . Magnetic Constructs: Create 10 (Volume: 1000 cft., DC 20; Movable)
                              . . Magnokinesis I: Move Object 10 (200 tons; Increased Mass 3, Range Perception, Indirect 4, Precise; Limited Material: metal only)
                              . . Magnokinesis II: Move Object 12 (100 tons; Indirect 4, Precise)
                              . . Snare: Cumulative Affliction 10 (Hindered and Vulnerable/Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand Cumulative, Extra Condition, Ranged; Limited Degree)

                              Magnetic Force Field (27)
                              . . Enhanced Trait 7 (Traits: Dodge +3 (+7), Parry +3 (+7), Advantages: Ultimate Effort: Toughness)
                              . . Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)

                              Magnetic Sense: Senses 2 (Magnetic Awareness, Direction Sense) (2)

                              Offense
                              Initiative +3
                              EM Blast: Damage 12, +8 (DC 27)
                              Energy Burst: Burst Area Damage 10 (DC 25)
                              Grab, +3 (DC Spec 10)
                              Magnokinesis I: Move Object 10, (DC 20)
                              Magnokinesis II: Move Object 12, +8 (DC 22)
                              Snare: Cumulative Affliction 10, +8 (DC Fort/Will 20)
                              Throw, +2 (DC 15)
                              Unarmed, +2 (DC 15)

                              Defense
                              Dodge 7/4, Parry 7/4, Fortitude 8, Toughness 13/3, Will 8

                              Power Points
                              Abilities 36 + Powers 78 + Advantages 8 + Skills 21 + Defenses 13 = 156

                              Complications
                              Enemy: Ember is a villainess changed in the same accident that changed Mace. She and Mace had a relationship during his time as a villain; Ember sees his return to sanity and quest for redemption as a betrayal; sometimes she wants revenge and others she just wants him back.
                              Motivation- Redemption: Mace's sanity was returned to him by the heroine Afterthought. Angry over her death and no longer wanting to be involved with criminals like the one who set him up, he has chosen a life of heroics.
                              Reputation: Mace has a reputation as the dangerous and unstable villain, Flux.

                              Background
                              Mace was a rising star in the criminal world. He was quite the grifter and con-man, and many higher ups in the underworld were starting to take notice. Unfortunately, he was a little too friendly one day, and some harmless flirting with a crime boss' mistress cost him. He sent Mace on an assignment to get into a lab with a group of other criminals (who had secretly robbed the same crime boss, though they thought he didn't know) to steal some new hi tech gizmo. He arranged to have the device sabotaged ahead of time so it would go off as soon as the group tried to move it. He expected they would all be disintegrated by the device.

                              And he was mostly right. Only Mace and a lab assistant, Kelly Winters, survived. They more than survived, they were transformed. The energy from the device gave them powers, but also left them mentally unstable. The two of them teamed up for revenge against the crime boss. Their rampage brought down the crime boss' entire operation, and left him paralyzed and burned over most of his body.

                              However, this did not satisfy the duo; they continued their mad rampage until they went up against Sentinels in Baycity, when the telepathic hero Afterthought was able to restore Mace's sanity while Kelly, known as Ember, escaped.

                              Mace spent some time incarcerated in Super-Alcatraz, until a breakout occurred and he saved several guards from some cons looking for revenge. Afterthought made some efforts to secure his release, but they were interrupted by her untimely death. Troy Alexander finally secured his release, and Mace chose to join the Avengers to honor Afterthought.
                              Last edited by kenseido; 07-14-2017, 10:29 AM.
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