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  • #16
    Esselour Nimblefoot [3e]

    Esselour Nimblefoot


    PL 8

    Abilities 4 pts
    Strength 1 (0 when Tiny)
    Stamina 2
    Agility 3
    Dexterity 0
    Fighting 0
    Intellect 0
    Awareness 0
    Presence 0

    Advantages 4 pts
    Evasion 2
    Fearless
    Hide in Plain Sight
    Improved Critical 2: Mind Daggers: Damage 7
    Improved Critical 2: Throw Mind Daggers: Damage 7
    Improved Initiative 3 3 pts
    Luck
    Precise Attack (All) 4
    Quick Draw 1 pt
    Ranged Attack 3
    Uncanny Dodge

    Skills 18 pts
    Acrobatics 11
    Athletics 9 (8 when Tiny)
    Deception 8
    Intimidation -2 (-4 when Tiny)
    Sleight of Hand 11
    Stealth 14 (18 when Tiny)
    Technology 16 (Security uses only)

    Powers 105 pts
    Arms of Nyr 10 pts
    . . Ranged Attack 2
    . . Enhanced Agility 2
    . . . . Permanent
    . . Enhanced Strength 2
    . . . . Permanent
    Boots of Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round) 1 pt
    . . Permanent
    Greater Collar of Umbral Metamorphosis 7 pts
    . . Hide in Plain Sight
    . . Enhanced Trait 3
    . . . . Stealth +6
    . . Senses 3
    . . . . Darkvision
    . . . . Low-light Vision
    Halfling traits 19 pts
    . . Halfling Racial Traits: Enhanced Trait 9
    . . . . Agility +1
    . . . . Dodge +1
    . . . . Fortitude +1
    . . . . Parry +1
    . . . . Will +1
    . . . . Fearless
    . . . . Luck
    . . . . Ranged Attack
    . . . . Innate
    . . . . Permanent
    . . Halfling Size: Shrinking 4
    . . . . Innate
    . . . . Permanent
    Leather Armor: Protection 4 4 pts
    Ring of Reduction: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category) 11 pts
    . . Increased Duration: continuous
    . . Activation: move action
    Rogue traits 11 pts
    . . Evasion 2
    . . Precise Attack (All) 4
    . . Uncanny Dodge
    . . Enhanced Trait 8
    . . . . Technology +16
    . . . . Limited: Security uses only
    . . . . Permanent
    Third Eye Conceal: Immunity 15 15 pts
    . . Common Descriptor: Mental
    . . Emotion Effects
    Throw Mind Daggers: Damage 7 (DC 22) 25 pts
    . . Improved Critical 2
    . . Accurate 3: +6
    . . Increased Range: ranged
    . . Multiattack
    . . Diminished Range 2
    . . Mind Daggers: Damage 7 (Alternate; DC 22)
    . . . . Improved Critical 2
    . . . . Accurate 4: +8
    . . . . Split: 2 targets
    Travel Cloak 2 pts
    . . Immunity: Immunity 2
    . . . . Sleep
    . . . . Starvation & Thirst

    Offense
    Initiative +15
    Grab, +0 (DC Spec 11)
    Mind Daggers: Damage 7, +8 (DC 22)
    Throw, +3 (DC 16)
    Throw Mind Daggers: Damage 7, +9 (DC 22)
    Unarmed, +0 (DC 16)

    Complications
    Motivation: Greed: He likes nice (shiny/neat/pretty much any-) things and has a VERY poor grasp of personal property rights. He's as likely to leave something in someone elses bag/pockets as he is to take something.
    Motivation: Thrills: He enjoys "adventuring" as he calls it and is always looking for some new "quest"
    Power Loss: Most of his abilities have a "magic feather" effect that when the item they are based on is taken from him, he loses his abilities. Given enough time he will eventually "find" another item. In reality he is a powerful psychic and the newfound item has been created by his mind powers. Abilities not affected: Arms of Nyr, Halfling traits, Mind Daggers powers, and Rogue traits
    Quirk: He thinks he's really in a fantasy world and this world is all illusion
    Enemy: Unknown to him, he was created in a lab and escaped. The people that created him are looking for him and knew he was on the prison ship

    Languages
    Common(English)
    Halfling(Gibberish, but he insists it's a real language)

    Defense 19 pts
    Dodge 8 (10 when Tiny)
    Parry 8 (10 when Tiny)
    Fortitude 8
    Toughness 6
    Will 8

    Power Points
    Abilities 4 + Powers 105 + Advantages 4 + Skills 18 (36 ranks) + Defenses 19 = 150

    Background still in the works. Here's a basic outline:
    Powerful Psychic
    VERY out of touch with what is real and what isn't
    Thinks he's a Halfling Rogue
    His body and all his magic items are really extensions of his own power, in reality he's a brain in a jar.
    Created being
    Escaped test subject of illegal genetic and psychic experimentation
    Creators looking for him

    History
    Powerful Psychokinetic
    Thinks he's a Halfling Rogue
    His body and all his "magic items" are really extensions of his own power, in reality he's a brain in a jar (minus the jar)
    Escaped test subject of illegal genetic and psychic experimentation
    His creators are looking for him

    Lab Report excerpts:
    Subject: BrPs-135
    Day 343:
    Subject is developing according to expected schedule.
    Physical size and structure is human normal.
    Dr. James noticed potential abnormalities in the musculoskeletal development in the subjects limbs.
    Biopsies taken.

    Day 350:
    Biopsy results returned.
    The cell samples are cancerous, just like the previous 100 subjects that have made it to full systemic development.
    Nervous system development seems unaffected.
    Termination plans discussed.

    Day 372:
    Central nervous system development still progressing unimpeded.
    Musculoskeletal cancers are metastasizing in the limbs.
    No cancerous cells detected in the cerebrospinal fluid.

    Day 380:
    All subjects limbs have been amputated to attempt to prevent the cancer from spreading to the torso or central nervous system.
    Personnel note: Dr. James’ lab assistants again had to be reprimanded for bringing in their “gaming” books.

    Day 400:
    Cancerous cells found in the major organs.
    Central nervous system development appears to be speeding up.

    Day 407:
    The decision has been made to see how far the central nervous system will develop before the major organs shut down from the cancer.
    No treatments for the cancer authorized at this time.

    Day 414:
    Cancer has spread to the skin and bone of subjects head.
    Brainwave readings indicate subject may be conscious.
    Still no cancer treatments authorized.

    Day 427:
    Psychic confirmation that subject is conscious has been achieved.
    No contact with subject mentality achieved yet.
    Cancerous cells have taken over some of the minor organs completely and have mostly replaced the major organs.
    We currently have no explanation as to how the subject is still alive, if alive is even the appropriate word with less than 10% lung and heart function.
    Personnel note: Dr. James’ lab assistants “gaming” books were found in the subjects lab. They have been officially reprimanded and moved to another department

    Day 450:
    Dr. James’ former lab assistants were found unconscious in the subjects lab this morning.
    No central nervous activity or other vital signs noted in subject.
    Subjects remains sent off for autopsy and sample collection.

    Day 451:
    Dr. James’ former lab assistants have still not regained consciousness.
    Their presence in the subjects lab is still unexplained.
    Subject post mortem results returned.
    Subjects central nervous system was absent.
    No signs of surgical removal.
    Cellular structures surrounding the CNS indicate potential structural malformations of subjects CNS not previously noted on scans.
    Cellular and genetic analysis of remaining tissues still in progress.

    Day 464:
    Dr. James’ former lab assistants have regained consciousness.
    They both claim in independent interrogations that they were instantly transported from their quarters to the lab.
    They both claim in independent interrogations that once they arrived in the lab there was what appeared to be a malformed human brain hovering above the subject.
    They both claim in independent interrogations that the last thing they experienced was a mental intrusion far stronger than the company psychics have ever used on them.
    They both claim in independent interrogations that the overriding impulse behind the mental intrusion was escape.
    Security footage confirms the physical facts of their stories.

    Day 465:
    Dr. James and his former lab assistants have been silenced.
    Their possessions have been destroyed or stored.
    The “gaming” books of the two lab assistants proved resistant to destruction.
    They have been sent for further analysis as purchased copies of these books have shown no signs of resistance to damage.
    Assets have been put in place to track and retrieve the subject.

    Notes:
    See tissue sample analyses BrPs-135-pm1 through BrPs-135-pm175 for more information
    See genetic design document GDG-BrPs-135-rev2 and GDG-BrPs-135-pm1 for more information

    Whoah! What a headache! Where was I last night? What was I doing? What have I got in my pocket? Oh neat! What a pretty shiny bracelet. I’ve always wanted something like this. Now to figure out where I am. Hrmm...don’t recognize any of the folk around here. They appear mostly human (whats new there) though I see a few of what I assume are golems of some sort and I don't recognize any of the monstrous races. I'll have to find a tavern and see if I can gather any local info. Everyone seems to be a wizard or sorcerer of some sort. Either that or they are all insane and talking to themselves and I’m hallucinating the glowing figures in front of their faces. Nah, it wasn’t that kind of night. I’d remember more if it was. Well off to find some of the hair of the dog that bit me as it were.
    Last edited by Aerlock; 05-21-2014, 02:31 PM.
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    • #17
      Leviathan [3e]

      Leviathan
      Image
      Headshot
      Image
      In Flight
      PL 11

      Abilities 38 pts
      Strength 11
      Stamina 8
      Agility 6
      Dexterity 0
      Fighting 6
      Intellect 0
      Awareness 0
      Presence 0

      Advantages 16 pts
      All-out Attack
      Daze (Intimidation)
      Diehard
      Extraordinary Effort
      Fast Grab
      Favored Environment: Space
      Fearless
      Improved Grab
      Improved Hold
      Improvised Weapon
      Interpose
      Language: Leviathan
      Luck
      Move-by Action
      Prone Fighting
      Startle

      Skills 20 pts
      Acrobatics 16
      Athletics 17
      Close Combat: Unarmed 11
      Intimidation 21
      Stealth 2

      Powers 65 pts
      Communication: Radio Area Communication 2 11 pts
      . . Area
      . . Subtle: encrypted
      Feature: Storage compartments 1 pt
      . . Up to the size of a basketball
      Growth: Growth 4 9 pts
      . . Innate
      . . Permanent
      Hull plating: Protection 4 3 pts
      . . Noticeable: Leviathan Hull Plating
      Immunity: Immunity 10 10 pts
      . . Critical Hits
      . . Environmental Conditions (All)
      . . Starvation & Thirst
      . . Suffocation (All)
      Micro-DRDs: Regeneration 2 (Every 5 rounds) 2 pts
      Phase 1 [No Cost]
      . . Enhanced Stamina 2
      . . . . Permanent
      . . Enhanced Strength 2
      . . . . Permanent
      . . Power-lifting 1
      . . . . Permanent
      Senses: Senses 9 9 pts
      . . Analytical: Radio
      . . Darkvision
      . . Infravision
      . . Low-light Vision
      . . Radio
      . . Radius (Type): Visual
      . . Ultravision
      Speed 1 1 pt
      Starburst 19 pts
      . . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round) 18 pts
      . . Starburst Attack (Alternate) 1 pt
      . . . . Damage: Damage 11 (Linked; DC 26)
      . . . . . . Grab-based
      . . . . Flight: Flight 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
      . . . . . . Quirk: Undirected Flight
      . . . . Teleport: Teleport Attack 11 (Linked; 8 miles in a move action, carrying 50 lbs., DC 21)
      . . . . . . Attack: Parry
      . . . . . . Grab-based
      . . . . . . Tiring
      . . . . . . Unreliable (roll)

      Equipment

      Offense
      Initiative +6
      Grab, +6 (DC Spec 21)
      Throw, +0 (DC 26)
      Unarmed, +11 (DC 26)

      Complications
      Disability: Mute without a radio receiver nearby.
      Motivation: Patriotism: Loves his planet and will give every last ounce of his power and abilities to save the planet
      Prejudice: Alien appearance. He has no real face and just a lump of flesh and hull plating that blend into his neck and back where his head should be. He is completely hairless with raised lines in various whorls and patterns all across his skin. He has no need of clothes, all his externally visible human characteristics have been subsumed in the hull plating that has grown across his body. He is still bipedal with five digits at the end of each limb.
      Responsibility: Justice Legion
      Weaknesses: Clorium: An atmospherically induced isotope of twinium. This element numbs Leviathans and could be used as an anesthetic.
      Relationship: He still hopes to get to St. Louis and/or get word of his Fiance

      Languages
      English
      Leviathan

      Defense 26 pts
      Dodge 10
      Parry 10
      Fortitude 12
      Toughness 12
      Will 10

      Power Points
      Abilities 38 + Powers 65 + Advantages 16 + Skills 20 (40 ranks) + Defenses 26 = 165

      Background
      Levi Jacobs
      Age - 26
      Height - 14’ 10”
      Weight - 11,530 lbs
      Hair/Eyes - None
      Skin: Golden and ridged

      History
      Levi was an up and coming football tackle back in 2004. He had his life on track. He had a fiance he was about to get married to. He was doing good in school on his way to an accounting degree. He was on the college football team and was widely regarded as prime NFL material with another season or two of college ball under his belt. Then the aliens showed up. He almost had to cancel his wedding because of all the hubbub in St Louis about the alien landing. Luckily he and his fiance were able to find a different venue on the outskirts of town that wasn’t going to be largely impeded by the ruckus. He and his groomsmen were on their way back from Vegas on the day of the attacks. The first thing he knew about it was his flight getting re-routed and grounded in Denver. Joseph, his best man (and younger brother) and the rest of his groomsmen all frantically tried to get through to their friends and loved ones. It quickly became apparent that St. Louis didn’t exist any more, not as the home town they knew. Levi and Joseph quickly lost hope of ever seeing their family again. The next day, once it was clear that this was no accident, they both were quickly overtaken with rage and a desire for revenge. Together they went and signed up for the military. Levi joined the infantry looking to put his size and strength to good use. Joseph, being the brainier of the two brothers, joined the navy to get into their nuclear program.

      Levi had a successful career in the Army, keeping in touch with his brother as best they both could. In 2012, when rumors of an enhancement program started making their way through the grapevine, Levi jumped at the chance to take the fight to the aliens. He pulled in every favor and mark that he had accumulated over the previous 8 years to get into the first round of volunteers.

      A big guy to begin with, Levi bulked up on muscle even more and became much more durable during the Phase 1 process. He found that after Phase 1 he was able to take a shot from all but the highest caliber weapons when he was wearing only a standard issue bulletproof vest. When he was fully armored in standard, front-line military armor he was nigh unstoppable in all the live fire exercises he went through. Eager to get back to the front lines and use some of his newfound strength and durability against the invaders, and trying to get an early discharge from the program, he was told about Phase 2. He jumped at the chance for even more power. He wasn’t told specifics about the alien race his serum came from, just that they had high hopes that it could provide tactical and strategic mobility advantages. Understanding the need for both of those he had no qualms about taking the Phase 2 shots.

      Two weeks later he woke up in a large room surrounded by tiny people and tiny equipment. His senses were all out of whack and when he tried to close his eyes and clear his vision he found he couldn’t. He face didn’t feel right any more. Reaching up to see if he could feel something wrong with his face he found his arms were wrapped in chains and bolted to the floor. His arms also seemed to be encased in some kind of armor. Confused, he pulled against the chains and found with a bit of effort he was able to snap them. Still not able to get his vision under control he tried to cover his eyes and maybe wipe away whatever was causing the problem. He found he had no face. He screamed and found that he made no noise, except inside his head.

      That was when the lights went out. He could finally see almost like normal except he had an unusually wide range of vision and everyone and most of the machines had oddly colored glows around them. This helped bring him to the awareness that the tiny people were shouting his name and asking him to calm down.

      Focusing on the people for the first time he recognized some of the scientists and doctors from the Phase 2 preliminaries. Dr. Greene was the closest to him and the loudest in shouting his name and instructions to calm down and to hold still. Trusting Dr. Greene, Levi stopped moving. He tried speaking again, ~Dr. Greene what's going on? Did I grow larger while I was out?~ He noticed that Dr. Greene didn't seem to have the same glow as everyone else.

      A sergeant in a security officers uniform opens a door across the huge room and yells for Dr.Greene, "Doctor, are you in here? We're getting some weird interference on the security radios. Your name came through as the only intelligible thing in the interference."

      Turning back to him, Levi notices a thoughtful look on Dr. Greenes reptilian face. She quickly tells for the lights to be turned back on and for some radio receiving equipment to be brought in. "Levi I think you got an interesting collection of powers from your graft. Let's see what we can do to work out exactly what's in that collection."
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      • #18
        Xex [3e]

        Xex
        Verpine Force Adept
        Image
        PL6

        Abilities: 16pp
        Str: 0
        Sta: 2
        Agl: 0
        Dex: 0
        Fgt: 0
        Int: 6
        Awe: 0
        Pre: 0

        Defenses: 19pp
        Dodge: 5
        Parry: 5
        Fort: 5
        Tough: 6 (2 fades with damage)
        Will: 6

        Skills: 21pp
        Acrobatics 0
        Athletics 0
        Close Combat (Lightsaber) 6
        Expertise (Weapon Design) 10
        Expertise (Shielding Tech) 10
        Expertise (Technology) 10
        Insight 0
        Perception 8
        Ranged Combat (Shatter Gun) 6
        Stealth 0
        Technology 16

        Advantages: 7pp
        Eidetic Memory
        Equipment 3
        Improvised Tools
        Inventor
        Speed of Thought
        Force Assessment
        Improved Initiative
        Luck
        Uncanny Dodge

        Powers: 27pp
        Verpine Carapace 1pp
        . Protection 2
        . Noticeable
        Compound Eyes 2pp
        . Danger Sense (Visual)
        . Microscopic Vision 1
        Verpine Antenna 9pp
        . Communication
        . . Radio 2
        . . Subtle
        Force-Sensitivity: 4pp
        . Enhanced Advantages 3 pp
        . . Improved Initiative
        . . Luck
        . . Uncanny Dodge
        . Senses 1pp
        . . Force Awareness
        Force Sense: 8pp
        . Enhanced Advantages 1pp
        . . Force Assessment
        . Senses 6pp
        . . Precognition
        . . Ranged Detect Force
        . . Sustained
        . TK (Alternate Power) 1pp
        . . Extra Limbs 3 6pp
        . . . Projection
        . . Elongation 2 1pp
        . . . Limited to Extra Limbs only
        Lightsaber 3pp
        . Damage 5
        . Easily Removable (-2 points)
        Equipment: 15ep
        Commlink 1ep
        Verpine Shatter Gun: Ranged Damage 5 (Custom Extra: +2 to difficulty for lightsaber deflection, Subtle 1) 12ep
        Verpine Shield: Forcefield 2 (Extra: Continuous, Flaw: Fades with damage) 2ep

        Complications:
        Insufficient Grasp of Basic: Speak in short thoughts and broken sentences and can change subject rapidly in mid-sentence. Can make it more difficult to be persuasive or even understood sometimes.
        Motivation: New experiences to try out or inspire new inventions
        Motivation: Greed
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        • #19
          Splatter [2e]

          Quick summary of his powerset:
          Basically he's a non-standard Brick. He can take a lot of damage but only dishes it out like a normal human. The virus has him trapped in a very durable liquid flesh state. With practice and concentration he has been able to hold himself in a solid form as long as he's awake. If he's knocked unconscious or goes to sleep he loses his grip and reverts to a puddle of flesh. He's got regeneration but it only works when he's unconscious/asleep. Any explosions or area physical powers (concussion grenades, explosions, sprays of wind/water, etc.) will break him up into pieces that he still controls. Also he's able to reshape his body with enough concentration.

          Robert “Splatter” Samuels
          PL8
          Image

          Abilities: 16 pts
          - STR: 0 (10)
          - DEX: +2 (14)
          - CON: +2 (14)
          - INT: +2 (14)
          - WIS: 2 (14)
          - CHA: 0 (10)

          Skills: 28 pts
          - Acrobatics -
          - Bluff 0
          - Climb +10
          - Computers +4
          - Concentration +6
          - Diplomacy 0
          - Disable Device -
          - Disguise +15
          - Drive +6
          - Escape Artist +2
          - Gather Information +4
          - Handle Animal -
          - Intimidate +8
          - Investigate -
          - Knowledge (Behavioral Science) +5
          - Knowledge (Civics) +6
          - Knowledge (Current Events) +4
          - Knowledge (Streetwise) +6
          - Knowledge (Tactics) +6
          - Medicine -
          - Notice +12
          - Perform -
          - Pilot -
          - Profession (Government Agent) +5
          - Profession (Soldier) +8
          - Ride -
          - Search +14
          - Sense Motive +10
          - Sleight of Hand -
          - Stealth +10
          - Survival +10
          - Swim 0

          Feats: 2 pts
          - Diehard
          - Instant Up
          - Evasion 2 (from power)

          Powers: 39 pts
          - Anatomic Separation 6 1 pt
          - - Action (Full)
          - - Involuntary Transformation: Area Physical powers trigger the separation which takes a full round
          - - One-Way Transformation: Needs rest to rejoin pieces
          - Strength Affects Corporeal 10 5 pts
          - - Limited: Lifting/Manipulation only, No Damage
          - Enhanced Feat 1 pt
          - - Evasion 2 (Limited to Physical Area Attacks only)
          - Immunity 4 pts
          - - Critical Hits
          - - Suffocation (All)
          - Insubstantial 2 8 pts
          - - Quirk: Near gaseous state - cannot pass through watertight seals
          - - One Way Transformation: Needs rest to recover solidity
          - - Permanent - Sustained action to retain solidity
          - Morph 3 1 pt
          - - Broad Group: Humans
          - - Full-Round Action
          - Protection 8 8 pts
          - Regeneration 12 8 pts
          - - Recovery Bonus 7
          - - Recovery Rate (Disabled) 2 (1/hour)
          - - Recovery Rate (Injured) 1 (1/hour)
          - - Resurrection 2 (Complete destruction of corpse prevents resurrection) (1 day)
          - - Source: Unconsciousness/Sleep
          - - Persistent
          - - Regrowth
          - Speed 2 1 pt
          - - Limited: Only when liquid
          - Super Movement 2 pts
          - - Slithering
          - - Slow Fall
          - - Limited: Only when liquid

          Combat: 20 pts
          - Initiative: +2
          - Attack Bonus +6
          - Melee: +6
          - Ranged: +6
          - Grapple: +7
          - Defense: +4
          - Flat-footed: +2
          - Knockback: -5

          Saves: 20 pts
          - Tough: +10
          - Fort: +10
          - Ref: +8
          - Will: +8

          Attacks:
          - Light Pistol +6 (DC 18)
          - Stun Gun +6 (DC Fort 17)
          - Unarmed Attack +6 (DC 15)

          Equipment:
          - Commlink
          - Handcuffs
          - Light Pistol
          - Stun Gun

          Drawbacks:
          Vulnerablility (Cold): Common, Minor (DC+1) 2 pts
          Vulnerablility (Electricity): Common, Minor (DC+1) 2 pts
          Vulnerablility (Chemical): Uncommon, Minor (DC+1) 1 pt

          Complications:
          Joker/Ace: He's been twisted by the Wild Card virus. When he's in his liquid flesh form it turns some folks stomachs and makes it hard for him to talk to them in the future.
          Temper: Ever since he caught the Wild Card he's been angry at the world. He's usually able to keep it in control but Intelligence pukes (CIA, NSA, etc.) especially tick him off.
          Patriot: He's very much a patriot of the US. This is to the country in general and not necessarily to the leadership of the country.
          Responsibility: Family. He's close to his Dad and a couple of cousins that are still in the service.
          Enemy: Jorge Del Olmo was never caught and Robert would love a chance to take him down. Jorge feels the same way about Rob having identified Rob as a result of the Wild Card he had been working with in South America.

          Languages:
          - English

          Abilities 16 + Skills 28 (112 ranks) + Feats 2 + Powers 39 + Combat 20 + Saves 20 - Drawbacks 5 = 120

          Background:
          Robert Samuels
          Age - 32
          Height - Varies between 5' and 7' usually 6' 2"
          Weight - 210
          Hair - Varies usually Black
          Eyes - Varies usually Brown
          Skin - Varies usually Light Brown

          History:
          Robs card turned while on a joint DEA/Army mission in South America. He was part of a squad that was assigned to assist in tracking down a drug lord that had been trying to get a hold of some live Wild Card virus. All the intel on the mission said Jorge Del Olmo had been unsuccessful in getting a sample of the virus. They were wrong.

          Rob and his team were clearing a lab when they came across one of Jorges lieutenants holding a canister of something in one hand, a pistol in the other and waving both threateningly. Rob had a chance to note that all the scientists in the room had been shot before the lieutenant dropped the gun and opened the canister. The lieutenant immediately melted as if he were wax. All of Robs teammates immediately started to transform into various shapes and materials. Rob and his best buddy on the team were the only two not immediately transforming. They called in the Wild Card outbreak over their radios and got told to stay put and not risk releasing the outbreak. After repeated request for extraction and getting told to "Stand By", Robs buddy got increasingly angry at getting hung out to dry. As he got madder and madder his skin started to turn red and he started to swell. Rob was able to calm the guy down a bit which helped but the longer they waited the less the guy was able to control it.

          Eventually the mission controllers came on the line and told them both that they were going to sterilize the site with a Fuel-Air-Bomb and that they weren't going to be extracted. As they got this news Robs buddy lost it, turned bright read and exploded. Rob was standing next to him when he did. The next thing Rob knew he was waking up in a body bag and it was days later. Once the security detail believed him and allowed him some knowledge of what had happened, he discovered the former drug lords base was now the site of a WHO/NATO eco-disaster clean up and he had actually survived the Wild Card, his buddies Wild Card explosion and the Fuel-Air-Bomb explosion.

          Once he got back to the states, he got his death officially reversed and medically discharged from the army. Hearing about the FBI's Ace Agent program and still wanting to serve his country he signed up with the FBI.
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          • #20
            Alternate Splatter [2e]

            I love the Wild Cards universe! I'm in. I even have a character already rolled up from another Wild Cards game I didn't get into that I just need to tweak. It'll be as below but with maybe an Unreliable on the Morph or a Concentration on the retaining solidity on the Insubstantial. Maybe even up the Frequency/Intensity of the Involuntary Transformation drawbacks to ANY kind of physical contact stronger than a caress. i.e. slap him in the face and his head falls off, bump into him in the street and his arm (maybe even part of his torso) falls to the ground, trip him and he falls apart like Goldie Hawn and Meryl Streep at the end of Death Becomes Her only he's in control of all the parts. I'm also thinking about making his default appearance like this:
            Image

            I'll also obviously tweak the complications/background to make him fit the game better. If any points get freed up I'll add some equipment and probly add some feats or skills.

            Let me know if you think he'd fit the game.

            - Aerlock

            Quick summary of his powerset:
            Basically he's a non-standard Brick. He can take a lot of damage but only dishes it out like a normal human. The virus has him trapped in a very durable liquid flesh state. With practice and concentration he has been able to hold himself in a solid form as long as he's awake. If he's knocked unconscious or goes to sleep he loses his grip and reverts to a puddle of flesh. He's got regeneration but it only works when he's unconscious/asleep. Any explosions or area physical powers (concussion grenades, explosions, sprays of wind/water, etc.) will break him up into pieces that he still controls. Also he's able to reshape his body with enough concentration.

            Robert “Splatter” Samuels
            PL8
            Image

            Abilities: 16 pts
            - STR: 0 (10)
            - DEX: +2 (14)
            - CON: +2 (14)
            - INT: +2 (14)
            - WIS: 2 (14)
            - CHA: 0 (10)

            Skills: 28 pts
            - Acrobatics -
            - Bluff 0
            - Climb +10
            - Computers +4
            - Concentration +6
            - Diplomacy 0
            - Disable Device -
            - Disguise +15
            - Drive +6
            - Escape Artist +2
            - Gather Information +4
            - Handle Animal -
            - Intimidate +8
            - Investigate -
            - Knowledge (Behavioral Science) +5
            - Knowledge (Civics) +6
            - Knowledge (Current Events) +4
            - Knowledge (Streetwise) +6
            - Knowledge (Tactics) +6
            - Medicine -
            - Notice +12
            - Perform -
            - Pilot -
            - Profession (Government Agent) +5
            - Profession (Soldier) +8
            - Ride -
            - Search +14
            - Sense Motive +10
            - Sleight of Hand -
            - Stealth +10
            - Survival +10
            - Swim 0

            Feats: 2 pts
            - Diehard
            - Instant Up
            - Evasion 2 (from power)

            Powers: 39 pts
            - Anatomic Separation 6 1 pt
            - - Action (Full)
            - - Involuntary Transformation: Area Physical powers trigger the separation which takes a full round
            - - One-Way Transformation: Needs rest to rejoin pieces
            - Strength Affects Corporeal 10 5 pts
            - - Limited: Lifting/Manipulation only, No Damage
            - Enhanced Feat 1 pt
            - - Evasion 2 (Limited to Physical Area Attacks only)
            - Immunity 4 pts
            - - Critical Hits
            - - Suffocation (All)
            - Insubstantial 2 8 pts
            - - Quirk: Near gaseous state - cannot pass through watertight seals
            - - One Way Transformation: Needs rest to recover solidity
            - - Permanent - Sustained action to retain solidity
            - Morph 3 1 pt
            - - Broad Group: Humans
            - - Full-Round Action
            - Protection 8 8 pts
            - Regeneration 12 8 pts
            - - Recovery Bonus 7
            - - Recovery Rate (Disabled) 2 (1/hour)
            - - Recovery Rate (Injured) 1 (1/hour)
            - - Resurrection 2 (Complete destruction of corpse prevents resurrection) (1 day)
            - - Source: Unconsciousness/Sleep
            - - Persistent
            - - Regrowth
            - Speed 2 1 pt
            - - Limited: Only when liquid
            - Super Movement 2 pts
            - - Slithering
            - - Slow Fall
            - - Limited: Only when liquid

            Combat: 20 pts
            - Initiative: +2
            - Attack Bonus +6
            - Melee: +6
            - Ranged: +6
            - Grapple: +7
            - Defense: +4
            - Flat-footed: +2
            - Knockback: -5

            Saves: 20 pts
            - Tough: +10
            - Fort: +10
            - Ref: +8
            - Will: +8

            Attacks:
            - Light Pistol +6 (DC 18)
            - Stun Gun +6 (DC Fort 17)
            - Unarmed Attack +6 (DC 15)

            Equipment:
            - Commlink
            - Handcuffs
            - Light Pistol
            - Stun Gun

            Drawbacks:
            Vulnerablility (Cold): Common, Minor (DC+1) 2 pts
            Vulnerablility (Electricity): Common, Minor (DC+1) 2 pts
            Vulnerablility (Chemical): Uncommon, Minor (DC+1) 1 pt

            Complications:
            Joker/Ace: He's been twisted by the Wild Card virus. When he's in his liquid flesh form it turns some folks stomachs and makes it hard for him to talk to them in the future.
            Temper: Ever since he caught the Wild Card he's been angry at the world. He's usually able to keep it in control but Intelligence pukes (CIA, NSA, etc.) especially tick him off.
            Patriot: He's very much a patriot of the US. This is to the country in general and not necessarily to the leadership of the country.
            Responsibility: Family. He's close to his Dad and a couple of cousins that are still in the service.
            Enemy: Jorge Del Olmo was never caught and Robert would love a chance to take him down. Jorge feels the same way about Rob having identified Rob as a result of the Wild Card he had been working with in South America.

            Languages:
            - English

            Abilities 16 + Skills 28 (112 ranks) + Feats 2 + Powers 39 + Combat 20 + Saves 20 - Drawbacks 5 = 120

            Background:
            Robert Samuels
            Age - 32
            Height - Varies between 5' and 7' usually 6' 2"
            Weight - 210
            Hair - Varies usually Black
            Eyes - Varies usually Brown
            Skin - Varies usually Light Brown

            History:
            Robs card turned while on a joint DEA/Army mission in South America. He was part of a squad that was assigned to assist in tracking down a drug lord that had been trying to get a hold of some live Wild Card virus. All the intel on the mission said Jorge Del Olmo had been unsuccessful in getting a sample of the virus. They were wrong.

            Rob and his team were clearing a lab when they came across one of Jorges lieutenants holding a canister of something in one hand, a pistol in the other and waving both threateningly. Rob had a chance to note that all the scientists in the room had been shot before the lieutenant dropped the gun and opened the canister. The lieutenant immediately melted as if he were wax. All of Robs teammates immediately started to transform into various shapes and materials. Rob and his best buddy on the team were the only two not immediately transforming. They called in the Wild Card outbreak over their radios and got told to stay put and not risk releasing the outbreak. After repeated request for extraction and getting told to "Stand By", Robs buddy got increasingly angry at getting hung out to dry. As he got madder and madder his skin started to turn red and he started to swell. Rob was able to calm the guy down a bit which helped but the longer they waited the less the guy was able to control it.

            Eventually the mission controllers came on the line and told them both that they were going to sterilize the site with a Fuel-Air-Bomb and that they weren't going to be extracted. As they got this news Robs buddy lost it, turned bright read and exploded. Rob was standing next to him when he did. The next thing Rob knew he was waking up in a body bag and it was days later. Once the security detail believed him and allowed him some knowledge of what had happened, he discovered the former drug lords base was now the site of a WHO/NATO eco-disaster clean up and he had actually survived the Wild Card, his buddies Wild Card explosion and the Fuel-Air-Bomb explosion.

            Once he got back to the states, he got his death officially reversed and medically discharged from the army.
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            • #21
              Hark [3e]

              Well I got the first round of the mechanics banged out. I'm still working on the background. I've also got to write up his minion and a few powers for his Library. I'm also going to put a powers explanation in too that I need to write up. This will all most likely not get done over the weekend. Let me know if you have any questions about the build.

              EDIT 1: Tweaked a couple powers, added a background, description, and power design notes. Minion and Power Library still to come.
              EDIT 2: Added the Minion. Still working on a Ritual Library. Not got much of anything for it right now other than variations on what he can already do.

              - Aerlock

              Hark - PL 6

              Abilities 6 pts
              Strength -2
              Stamina 6
              Agility 0
              Dexterity -1
              Fighting 0
              Intellect 2
              Awareness 0
              Presence -2

              Advantages 2 pts
              Favored Environment: Dark/Shadow/Night
              Ritualist

              Skills 10 pts
              Athletics 0 (-2)
              Deception 0 (-2)
              Expertise: Magic 10 (+12)
              Insight 0 (+0)
              Intimidation 0 (-2)
              Perception 10 (+10)
              Persuasion 0 (-2)
              Stealth 0 (+0)

              Powers 54 pts
              Shadow Form: Insubstantial 3 (Energy; Precise; Permanent) 16 pts
              Shadow Powers 25 pts (21 pt Array, 4 Alts)
              . . Blinding Shadows: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 16; Alternate Resistance (Dodge), Increased Range 2: perception, Indirect 4: any point, any direction; Quirk: Target needs to have a shadow)
              . . AE: Shadow Constructs: Create 6 (Volume: 60 cft., DC 16)
              . . AE: Shadow Tricks
              . . . . Darkvision: Senses 2 (Darkvision)
              . . . . Shadow Decoys: Concealment 4 (All Visual Senses; Limited: Creating Shadow Decoys only)
              . . . . Shadow Swap: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Subtle: subtle; Custom: Only to Swap with a Decoy, Medium: Decoys)
              . . . . Shadow Wings: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)
              . . . . Shadows Fall: Environment 3 (Visibility (-5), Radius: 120 feet)
              . . AE: Shadows Fist: Move Object 6 (3200 lbs., DC 21; Damaging, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)
              . . AE: Summon Shadow: Summon 6 (Active, Mental Link)
              Surrounding Shadows 13 pts
              . . Shadow Crawl: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Permanent) 1 pt
              . . Shadow Fade: Concealment 4 (All Visual Senses; Blending, Limited: Darkness/Shadows, Permanent, Quirk: When not thinking about it his form shifts slightly as the shadows swirl around his body) 1 pt
              . . Shadow Servants: Feature 1 (as personnel feature of hq) 1 pt
              . . Shadows Grip: Move Object 2 (200 lbs., DC 17; Custom: Tether, Damaging, Increased Duration: continuous, Increased Range: perception, Precise; Limited Material: Darkness/Shadows) 10 pts

              Offense
              Initiative +0
              Blinding Shadows: Affliction 6 (DC Dog/Fort/Will 16)
              Grab, +0 (DC Spec 8 )
              Shadows Fist: Move Object 6 (DC 21)
              Shadows Grip: Move Object 2 (DC 17)
              Throw, -1 (DC 13)
              Unarmed, +0 (DC 13)

              Complications
              Enemy: The Demon that helped him gain his powers doesn't like what he's done with it but cannot take it back so is trying to take him out.
              Motivation: Acceptance: Hark knows the Twili are not well respected in Hyrule so is doing his best to change that perception.
              Power Loss: In areas of very bright light/sunlight, such that there are no more shadows, Hark loses all but his Shadow Form power and that becomes Concentration duration.

              Languages
              Hyrulian

              Defense 18 pts
              Dodge 6
              Parry 6
              Fortitude 6
              Toughness 6
              Will 6

              Power Points
              Abilities 6 + Powers 54 + Advantages 2 + Skills 10 (20 ranks) + Defenses 18 = 90

              Background:
              Age - 60
              Height - Varies from 4’ - 7’
              Weight - Varies from 100 lbs to 200 lbs
              Hair - Red/None
              Eyes - Red/Orange/Yellow

              Description:
              He is now a being of living shadow. His form is constantly shifting in and out of shadow. As it does, his features are subtly different each time. He is always recognizable as himself but he never looks the same twice.

              History:
              Hark was a Twili considered odd by his kin. He wanted to try and redeem his race for their ancient attempt to claim the Triforce. He spent many years researching the most abundant source of magic available to him, the Twilight itself. After several decades of research on how to restore the Twili race to their former status he grew increasingly frustrated and bitter. After a particularly frustrating research project failed spectacularly in his lab he flew into a rage and destroyed everything he could get his hands on. At the end of his outburst he was approached by a Demon masquerading as a Spirit. The Demon offered Hark a source of power that he claimed was unparalleled and would easily enable him to reach his goal. Unknown to Hark, the Demon was hoping that the power would corrupt Hark and transform him into an evil monster that it could then use as a power play in the demon world to claim the title of Demon King. Following the demons instructions, Hark found what appeared to be a small sliver of solid shadows. When he touched the sliver, the shadows dispersed in a large explosion of darkness and he found himself holding a small sliver of stone. As he saw this, the shadows came pouring back and into Hark and he was transformed by this infusion of shadows. His body became one with the shadows he wore and he found himself surrounded by a cloud of semisolid shadow. Looking around for his guide he found himself alone.

              Hark returned to his lab and furiously researched the small sliver of shadow stone he had found. He was able to determine that is was a chip of the Fused Shadows, the embodiment of all his races ancient power. Experimenting with his new powers and going back through his spellbooks, Hark was able to master the shadows that constantly surrounded him and use them to power magics beyond his previous accomplishments. These experiments and the research he did on the Fused Shadows led him to the knowledge of the other fragments of the Fused Shadows in Hyrule and the Mirror of Twilight as a way to reach Hyrule. Upon entering Hyrule he discovers the rumors of Drakus’s death and the likely invasion. Knowing that his race had a debt to be repaid and that the invasion would cause havoc with his plans to find and reunite the Fused Shadows, Hark has presented himself to those in power as a combatant in the coming battles.

              Power Design Notes:
              Shadow Form - Straight up Permanent Insubstantial 3 with the Precise Extra. The Precise is pretty much always in effect leaving him with some part of his natural form showing unless he turns it off and becomes a complete shadow.

              Shadow Powers - This is the collection of learned “spells” that Hark has at his command
              . . Blinding Shadows - Perception ranged Blinding attack. The Indirect and the Quirk is to account for the descriptor of the targets shadow coming to “life” and blinding them. If the target has no shadow for some reason (flight, surrounded by bright light, etc.) then they cannot be targeted with this attack.
              . . Shadow Constructs - What it says on the tin, Create items out of solid shadows
              . . Shadow Tricks - Default array option. Collection of minor shadow related abilities
              . . . . Darkvision - So he can see in the darkness he creates/summons
              . . . . Shadow Decoys - Combined with Shadow Swap to emulate the D&D Mirror Image spell
              . . . . Shadow Swap - Combined with Shadow Decoys to emulate the D&D Mirror Image spell. 120’ range, has to be consciously used, its not automatic.
              . . . . Shadow Wings - Winged flight. Everyone needs some form of fast movement and forming solid shadow wings seemed completely in character.
              . . . . Shadows Fall - He can make it dark in the area around him. This is mainly to be used when theres a lot of allys or something in the area that need to be concealed. Otherwise he’s going to stick to the Shadow Decoys power
              . . Shadows Fist - Precise, Damaging, Perception Ranged Move Object. He punches people he sees and can also manipulate items up to 1.5 tons as easily as if he had hands.
              . . Summon Shadow - Everyone needs a friend! Harks just happens to be more of a guided missile type than a conversationalist type

              Surrounding Shadows - This is what the cloud of shadows that constantly surrounds him grants him
              . . Shadow Crawl - When he wants to the shadows can really haul
              . . Shadow Fade - As long as hes relatively still/slow in a dark area he can’t be seen
              . . Shadow Servants - Think Doc Ock’s tentacles. The shadows are semi-independent and constantly in motion and carrying/doing things for him.
              . . Shadows Grip - Shadow arms directly under his control.Continuous is to indicate that there are multiple arms (how many needs to get the GM ok on) Tether is to indicate that they are attached to him and he can be moved by grabbing something that he’s also grabbed. Precise is so he can use his shadows as hands.

              Minion:
              Shadow Creature - PL 6

              Abilities
              Strength -
              Stamina -
              Agility 0
              Dexterity -
              Fighting 0
              Intellect -
              Awareness 0
              Presence -

              Advantages
              Improved Initiative 3

              Powers
              Damage Aura: Damage 6 (DC 21; Reaction 3: reaction)
              Immunity: Immunity 62
              . . Fortitude Effects
              . . Uncommon Descriptor: Darkness/Shadow
              . . Will Effects
              Shadow Form
              . . Concealment: Concealment 4 (All Visual Senses; Limited: Darkness/Shadow)
              . . Insubstantial: Insubstantial 3 (Energy)
              . . Movement: Movement 3 (Slithering, Wall-crawling 2: full speed)
              Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

              Offense
              Initiative +12
              Damage: Damage 6, +0 (DC 21)
              Grab, +0 (DC Spec 10)
              Throw, +0 (DC 15)
              Unarmed, +0 (DC 15)

              Defense
              Dodge 9, Parry 9, Fortitude Immune, Toughness 0, Will Immune

              Power Points
              Abilities -50 + Powers 113 + Advantages 3 + Skills 0 (0 ranks) + Defenses 18 = 84

              Minion Design Notes:
              This guys is pretty much nothing more than a guided missile. Anything that touches him or that he touches gets hurt. That's all he can do. He has no Strength, Stamina, or Dexterity so he can't be affected nor can he affect anything physically. He has no Intellect or Presence so he can't reason or be reasoned with. He gets a target from Hark and goes straight towards it. That's it.
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              • #22
                Curiosity [3e]

                Here's my PsiForged Psion/Soulknife. This is just the first pass. I have a lot of cleanup to do and I know I need to add the point costs here. I don't have the background completely together yet, but she's a ravenous sponge for knowledge. She'll go over, around, or under anyone that's standing between her and a new book/scroll/map. She has no memory before being "awoken" in the Mournlands by scavengers.

                @Karma: I know you asked us not to use Variable but I couldn't think of any way to try and replicate the Minor Metamorphosis power from Pathfinder. I'm only going to use the Variable for adding things like 1 or 2 ranks of Speed/Swimming/Winged Flight, Wall-Crawling, Boosted STR for Grab/Unarmed, etc. I'll even put together a library of options if you ok my use of the power. If you want it gone that's fine too.

                EDIT 1: Added a background, description and Minor Metamorphosis power library
                EDIT 2: Changed Body Adjustment from Stabilize to Persistent. Added Quirk and Diehard

                - Aerlock

                Curiosity - PL 7


                Abilities 28 pts
                Strength -1
                Stamina 2
                Agility 2
                Dexterity 2
                Fighting 2
                Intellect 5
                Awareness 2
                Presence -1

                Advantages 9 pts
                Beginner's Luck
                Benefit, Ambidexterity
                Diehard
                Eidetic Memory
                Great Endurance
                Improved Critical 3: Mind Blade
                Jack-of-all-trades
                Luck 2
                Second Chance: Fatigue Checks
                Trance

                Skills 7 pts
                Acrobatics +2
                Athletics -1
                Deception -1
                Expertise (Psionics) +10
                Insight +2
                Intimidation -3
                Investigation +10
                Perception +2
                Persuasion -1
                Sleight of Hand +2
                Stealth +10
                Technology +5
                Treatment +5
                Vehicles +2

                Powers 47 pts
                Mind Powers
                . . Body Adjustment: Healing 10
                . . . . Persistent
                . . . . Limited: Self Only
                . . . . Unreliable (5 uses)
                . . Energy Ray: Blast 6 (DC 21)
                . . . . Accurate 3: +6
                . . . . Variable Descriptor: close group - Energy types
                . . . . Unreliable (5 uses)
                . . Mind Blade: Damage 6 (DC 21)
                . . . . Advantages: Improved Critical 3
                . . . . Accurate 3: +6
                . . . . Noticeable: Glowing Blade
                . . Minor Metamorphosis
                . . . . Morph: Morph 2
                . . . . . . Narrow group
                . . . . . . Limited: Only +10 on checks to Disguise
                . . . . . . Unreliable (5 uses)
                . . . . Variable: Variable 1
                . . . . . . Limited 2: Physical changes only
                . . . . . . Unreliable (5 uses)
                . . Natural Linguist: Comprehend 2
                . . . . Languages - Speak All
                . . . . Languages - Understand All
                . . . . Unreliable (5 uses)
                . . Telekinesis: Move Object 3 (400 lbs., DC 18)
                . . . . Damaging
                . . . . Unreliable (5 uses)
                . . Telepathy: Mental Communication 2
                . . . . Subtle 2: undetectable
                . . . . Unreliable (5 uses)
                Mind Shield: Force Field 3 (+3 Toughness)
                Warforged Scout
                . . Advantages: Diehard
                . . Immunity: Immunity 16
                . . . . Aging
                . . . . Critical Hits
                . . . . Disease
                . . . . Environmental Conditions (All)
                . . . . Poison
                . . . . Rare Descriptor: Paralysis
                . . . . Rare Descriptor: Nausea
                . . . . Sleep
                . . . . Starvation & Thirst
                . . . . Suffocation (All)
                . . Mithril Plating: Protection 2 (+2 Toughness)
                . . . . Innate
                . . . . Noticeable: Mithril Plates
                . . Quirk: Can't heal naturally. Needs Magic or repairs with the Technology skill. Treatment doesn't work.
                . . Shrinking: Shrinking 4
                . . . . Innate
                . . . . Permanent

                Offense
                Initiative +2
                Energy Ray: Blast 6, +8 (DC 21)
                Grab, +2 (DC Spec 9)
                Mind Blade: Damage 6, +8 (DC 21)
                Telekinesis: Move Object 3, +2 (DC 18)
                Throw, +2 (DC 14)
                Unarmed, +2 (DC 14)

                Defense 14 pts
                Dodge 7
                Parry 7
                Fortitude 6
                Toughness 7
                Will 6

                Power Points
                Abilities 28 + Powers 47 + Advantages 9 + Skills 7 (14 ranks) + Defenses 14 = 105

                Minor Metamorphosis Power Library
                Badgers Burrow: Burrowing 5 (5 PP)
                Speed: 2 miles/hour, 30 feet/round (Free - Personal - Sustained)
                Cheetahs Stride: Speed 1 (1 PP)
                Speed: 4 miles/hour, 60 feet/round (Move - Personal - Sustained)
                Dragons Flight: Flight 2 (2 PP)
                Speed: 8 miles/hour, 120 feet/round; Wings (Free - Personal -Sustained)
                Elephants Strength: Enhanced Strength 5 (5 PP)
                +5 STR; Limited to Lifting (Free - Personal - Sustained)
                Monkeys Grip: Enhanced Trait 5 (5 PP)
                Advantages: Strong Grip 5 (Personal - Sustained)
                Natures Slam/Claw/Bite: Damage 5 (5 PP)
                DC 20 (Standard - Close - Instant)
                Spider Climb: Movement 2 (4 PP)
                Wall-crawling 2: full speed (Free - Personal - Sustained)

                New Feat:
                Strong Grip: (Essentially Enhanced STR, Limited to Not Damage and Not Lifting)
                Your grip is particularly strong granting a +1 bonus to Grab DC per rank (limited by PL). Your maximum bonus is still limited by power level, as usual.

                In addition you receive a +1 bonus to resist Disarm checks and Athletics checks to catch yourself if you suffer a failure while climbing.

                Complications
                Addiction: Curiosity is addicted to learning something new. Even simple, useless things like a new way to stitch cloth or the pros and cons of using yellow mold in making paint give her a mental thrill that she describes as "a total head rush"
                Coward: If she's attacked her first instinct is to run. If she's alone when attacked she'll keep running. If cornered or if she has backup to run to she'll turn on her attacker and fight. If she initiates the attack though she has no problems fighting.
                Motivation: Mental Greed: Curiosity does every thing for simple goal of amassing knowledge
                Obsession: Curiosity is obsessed with books, scrolls, maps, pretty much anything that's a form of recorded knowledge. She doesn't necessarily need to own the items, as long as she gets to look at them or hold them she'll be one happy little 'forged.
                Phobia: Immobilization. Curiosity is terrified of being stuck as a living, thinking mind in a body that cannot move or respond
                Prejudice: Curiosity is a Warforged and has to deal with the reputation of her race being taciturn and weird. It doesn't help that she's the latter of the two.
                Responsibility: To the Low Crew, especially Doran. They brought her back to life and helped her for the first few months of her current life.
                Secret: She doesn't remember her former life or how she ended up disassembled in burnt out ruins in the Mournland
                Temper: Anyone destroying knowledge (books, scrolls, etc.) in her sight will be visited very quickly by a 3 foot tall ball of pissed off Mithril, Crystal and Mind Blade.

                Languages
                Common

                Description
                Gender: Female
                Age: 6 months (??)
                Height: 2' 10"
                Weight: 40 lbs.
                Hair: Mithril Plating
                Eyes: Crystal

                Curiosity is a well worn Warforged. Her body plating has the wear and tear of an older Warforged but being a Psi-Forged, she should only be a year or so old. Her eyes are made of crystals and her limbs and torso have crystal accents that all change color depending on her currently manifested power. When she's not using her powers they appear black.

                Background
                Curiosity was found in the Mournland by a company of scavengers called that called themselves the Low Crew. They were all from races of shorter stature. The tallest of the bunch was a particularly short Dwarf that went by the name of Stilts.

                She was found, in pieces, in the remains of a burnt out building. There was nothing left in the ruins to indicate who she was or the purpose of the building. The leader of the group, a male Gnome called Doran, found her remains and collected her parts out of a desire to see how her body differed from the normal warforged.

                While trying to see how the crystals in her head fit together, Doran did something that brought Curiosity to awareness. Unfortunately for her all she had was awareness, she was unable to move or speak. Her only stimulation was from the mutters of Doran as he talked to himself while working on her and whatever she could see in her sight line when he moved her head. Mostly that was the inside of a trunk with the rest of her parts. She took her name from Dorans nickname her for. He referred to her as "his Curiosity".

                Over the course of several weeks Doran tinkered with the pieces of Curiosity. After much puzzling and tinkering he found the right combination of crystals and stones in her head to restore Curiosity to full control of her body, limited though it was at the time. Doran was immensely surprised when "his Curiosity" addressed him in a female voice and after confirming that she was indeed conscious and aware he worked tirelessly to restore her full body to her.

                Doran explained the circumstances of her recovery and the purpose of the Low Crew as knowledge seekers in the Mournland. She took to the job like a duck to water and joined the crew as soon as she was mobile. Eventually the Low Crew returned to Sharn to restock on supplies and drop off their finds with the home office. Curiosity parted ways with them in hopes of find someone to help her recover her history and maybe even her past memories.
                Last edited by Aerlock; 05-23-2014, 12:28 PM.
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                • #23
                  Hark 2.0 [3e]

                  This looks interesting. The basic concept of this guy is a former wizard that has become a living shadow.

                  Hark - PL 7
                  Image

                  Abilities 8 pts
                  Strength -2
                  Stamina 7
                  Agility 0
                  Dexterity -1
                  Fighting 0
                  Intellect 2
                  Awareness 0
                  Presence -2

                  Advantages 3 pts
                  Favored Environment: Dark/Shadow/Night
                  Luck 2

                  Skills 16 pts
                  Expertise: Magic 12 (+14)
                  Insight 10 (+10)
                  Perception 10 (+10)

                  Powers 57 pts
                  Shadow Form: Insubstantial 3 (Energy; Precise; Permanent) 16 pts
                  Shadow Powers (Array, 24 pts, 4 AEs) 28 pts
                  Blinding Shadows: Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Increased Range 2: perception, Indirect 4: any point, any direction; Quirk: Target needs to have a shadow)
                  Shadow Constructs: Create 7 (Volume: 125 cft., DC 17)
                  Shadow Tricks
                  Darkvision: Senses 2 (Darkvision)
                  Shadow Decoys: Concealment 4 (All Visual Senses; Limited: Creating Shadow Decoys only)
                  Shadow Swap: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Subtle: subtle; Custom: Only to Swap with a Decoy, Medium: Decoys)
                  Shadow Wings: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)
                  Shadows Fall: Environment 3 (Visibility (-5), Radius: 120 feet)
                  Shadows Fist: Move Object 7 (3 tons, DC 22; Damaging, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)
                  Summon Shadow: Summon 6 (Active, Mental Link)
                  Surrounding Shadows 13 pts
                  Shadow Crawl: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Permanent)
                  Shadow Fade: Concealment 4 (All Visual Senses; Blending, Limited: Darkness/Shadows, Permanent, Quirk: When not thinking about it his form shifts slightly as the shadows swirl around his body)
                  Shadow Servants: Feature 1 (as personnel feature of hq)
                  Shadows Grip: Move Object 2 (200 lbs., DC 17; Custom: Tether, Damaging, Increased Duration: continuous, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)

                  Offense
                  Initiative +0
                  Blinding Shadows: Affliction 7 (Dodge DC 17)
                  Grab +0 (DC Spec 8)
                  Shadows Fist: Move Object 7 (DC 22)
                  Shadows Grip: Move Object 2 (DC 17)
                  Throw -1 (DC 13)
                  Unarmed +0 (DC 13)

                  Complications
                  Fame: He had a reputation as a middling powerful mage before the darkness twisted his form and took away his magic.
                  Obsession: Hark has lost his ability to cast his regular spells. He has a new selection of abilities that he has not yet fully grasped. He desperately wants to regain his magical abilities.
                  Obsession: He desperately wants to regain his normal form.
                  Phobia: Hark believes he is not fully in control of the shadows that surround and power him. He is afraid that some day he will discover the shadows no longer respond to his control.
                  Power Loss: In areas of very bright light/sunlight, such that there are no more shadows, Hark loses all but his Shadow Form power and that becomes Concentration duration. He both craves and fears these situations as it is the closest he comes to being in his old form but it leaves him powerless.
                  Prejudice: His body has been twisted by the darkness that has come over the land.

                  Languages
                  Common

                  Defense 21 pts
                  Dodge 7
                  Parry 7
                  Fortitude 7
                  Toughness 7
                  Will 7

                  Power Points
                  Abilities 8 + Powers 57 + Advantages 3 + Skills 16 (32 ranks) + Defenses 21 =
                  Last edited by Aerlock; 05-09-2014, 02:28 PM.
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                  • #24
                    Psycho-Protector [3e]

                    This was an unfinished build for a WW2 era game.

                    Marion "Psycho-Protector" Brody - PL 9

                    Abilities 16 pts
                    Strength -1
                    Stamina 0
                    Agility -2
                    Dexterity 2
                    Fighting -1
                    Intellect 7
                    Awareness 3
                    Presence 0

                    Advantages 15 pts
                    Beginner's Luck
                    Eidetic Memory
                    Equipment 1
                    Fascinate (Expertise)
                    Languages 4
                    Luck 4
                    Speed of Thought
                    Trance
                    Well-informed

                    Skills 19 pts
                    Expertise: Geography 3 (+10)
                    Expertise: History 4 (+11)
                    Expertise: Mentalism/Psychic phenomena 2 (+9)
                    Expertise: Military Vehicles 2 (+9)
                    Insight 10 (+13)
                    Investigation 3 (+10)
                    Perception 7 (+10)
                    Ranged Combat: Shotgun 2 (+4)
                    Technology 2 (+9)
                    Treatment 3 (+10)

                    Powers 63 pts
                    Mental Powers (Dynamic Array, 27 pts, 4 Alternates) 36 pts
                    Pain: Damage 9 ([0 active, 0/27 PP, 3/r], DC 24; Alternate Resistance: Will, Increased Range 2: perception; Limited: Completely negated by Cover/Concealment)
                    Psychokinesis: Move Object 9 ([0 active, 0/27 PP, 2/r], 12 tons; Increased Range: perception; Limited: Completely negated by Cover/Concealment)
                    Psychokinetic Flight: Burst Area Flight 5 ([0 active, 0/27 PP, 4/r], Speed: 60 miles/hour, 900 feet/round; Burst Area: 30 feet radius sphere, Selective)
                    Sleep: Cumulative Affliction 9 ([0 active, 0/27 PP, 3/r], 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception; Limited: Completely negated by Cover/Concealment)
                    Telepathy: Cumulative Mind Reading 9 ([0 active, 0/27 PP, 3/r], DC 19; Cumulative, Sensory Link; Limited: Completely negated by Cover/Concealment)
                    Psychometabolic Boost: Regeneration 2 (Every 5 rounds; Persistent; Source: Trance) 2 pts
                    Telekinetic Field 22 pts
                    Telekinetic Deflection: Enhanced Trait 10 (Traits: Dodge +5 (+7), Parry +5 (+7); Permanent) 10 pts
                    Telekinetic Force Field: Force Field 10 (+10 Toughness) 10 pts
                    Telekinetic Grip: Extra Limbs 2 (2 extra limbs, Projection; Quirk: No Improved Grab) 3 pts
                    Telekinetic Sight: Senses 2 (Extended: Touch 1: x10, Ranged: Touch; Sustained) 2 pts

                    Equipment 5 ep
                    Binoculars
                    Camo Clothing
                    Flashlight
                    Leather Jacket

                    Offense
                    Initiative +7
                    Grab, -1 (DC Spec 9)
                    Knife, -1 (DC 15)
                    Pain: Damage 9 (DC Will 24)
                    Psychokinesis: Move Object 9 (DC 19)
                    Shotgun, +4 (DC 20 )
                    Sleep: Cumulative Affliction 9 (DC Will 19)
                    Telepathy: Cumulative Mind Reading 9 (DC Will 19)
                    Throw, +2 (DC 14)
                    Unarmed, -1 (DC 14)

                    Languages
                    Arabic
                    English
                    German
                    Greek
                    Hebrew
                    Japanese
                    Latin
                    Russian
                    Turkish

                    Defense 22 pts
                    Dodge 7
                    Parry 7
                    Fortitude 9
                    Toughness 10
                    Will 9

                    Power Points
                    Abilities 16 + Powers 63 + Advantages 15 + Skills 19 (38 ranks) + Defenses 22 = 135

                    Complications
                    Coward: Marion is a coward. If attacked he will flee, especially in Close Combat. He has no problem initiating combat if he thinks he's in the advantage or unobserved. Despite his cowardice, he still attempts to do what is right and protect others.
                    Honor: Marion attempts to live up to the romanticized version of the knights code. Protect innocents, be courteous and chivalrous, etc.
                    Motivation: Patriotism: He's out to defend his country, and the world, from the Nazis.
                    Temper: Disrespect or abuse of history or historical artifacts, especially by the "good guys", send him into a rage. He's liable to start putting the offenders to sleep, or causing them great pain depending on their level of offense and if they are a "good guy" or a "bad guy".
                    Temper: Marion is NOT a girls name.

                    Background
                    History/Classics professor at FCU.
                    As his powers developed so did his sense of honor and needing to protect others.
                    Initial forays into heroism/vigilantism were limited to the college campuses of Freedom City.
                    He's the stereotypical bumbling professor.
                    Think Marcus Brody (hence the name) crossed with Daniel Jackson (movie version)
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                    • #25
                      Splash [3e]

                      I've been feeling the itch to get back to playing again and this game popped up just as I go looking for a game. This is my first pass and I will be going back over it to add point costs, clean up the formatting and tweaking the background.

                      I do have a question: What is your expected posting frequency? As I haven't been a regular PbP player in a while I am unsure what my posting frequency will actually be. I think I can do once a day easily but it may be once every other day.

                      - Aerlock

                      Splash


                      Splash - PL 7

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

                      Advantages
                      Benefit, Ambidexterity
                      Favored Environment: Water
                      Improved Grab
                      Improved Hold
                      Instant Up
                      Prone Fighting
                      Strong Grip 2

                      Skills
                      Perception 8 (+8)

                      Powers
                      One with the Water
                      . . Enhanced Athletics: Enhanced Trait 8 (Traits: Athletics +16 (+16); Limited: Swimming)
                      . . Immortality: Immortality 2 (Return after 1 week; Limited: Must be immersed in Water)
                      Squirt Gun: Feature 1 (Ian is able to create water from thin air but only in a thin stream as if from a squirt gun.)
                      Water Body (Activation: Standard Action)
                      . . Enhanced Ability: Enhanced Strength 2 (+2 STR; Affects Corporeal 2; Limited to Grabs)
                      . . Enhanced Advantages: Enhanced Trait 6 (Advantages: Favored Environment: Water, Improved Hold, Instant Up, Prone Fighting, Strong Grip 2)
                      . . Enhanced Trait: Enhanced Trait 11 (Traits: Close Combat +4 (+6), Dodge +3 (+6), Parry +3 (+6), Fortitude +3 (+6))
                      . . Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab; Limited: Grabs Only)
                      . . Flowing Movement: Movement 5 (Environmental Adaptation: Underwater, Safe Fall, Slithering, Water Walking 2)
                      . . Immunity: Immunity 7 (Critical Hits, Disease, Environmental Condition: Cold, Starvation & Thirst, Suffocation (All))
                      . . Insubstantial: Insubstantial 2 (Gaseous; Precise)
                      . . Protection: Protection 3 (+3 Toughness)
                      . . Regeneration: Regeneration 2 (Every 5 rounds; Source: Water)
                      . . Riptide
                      . . . . Damage: Damage 7 (Linked; DC 22; Grab-based, Unreliable (roll))
                      . . . . Suffocation: Suffocation 7 (Linked; DC 17; Grab-based, Reduced Range: close, Unreliable (roll))
                      . . Senses: Senses 2 (Radius (Type): Visual)
                      . . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

                      Offense
                      Initiative +0
                      Damage: Damage 7, +2 (DC 22)
                      Grab, +6 (DC Spec 16)
                      Suffocation: Suffocation 7, +2 (DC Fort 17)
                      Throw, +4 (DC 15)
                      Unarmed, +2 (DC 15)

                      Complications
                      Identity: Ian is “in the closet” about his abilities.
                      Phobia: Ian is absolutely terrified of the water thanks to the happenings around his mutant breakout.
                      Pollution: Getting a large amount of matter (dirt, debris, etc.) mixed up in his water form makes him sick, almost as if he were poisoned until he is able to remove it all. FYI Carbon filters feel like a full body massage all at once to Ian in water form, even if they leave a funny taste in his mouth once he changes back.
                      Prejudice: Mutant
                      Relationship: Family knows what he is and stand by him.
                      Parents: Arthur and Karen Both support him in his decision to start hero-ing. They are still concerned parents and call him at least once a day, not always the most opportune times for a young man or a young hero.
                      2 Sisters: Rory (Older) and Amelia (Younger) Both of them tease him mercilessly, but lovingly, and a bit jealously, about his powers calling him Splash Gordon.
                      Untrained: At any time the GM can say his powers go haywire and do not perform as intended.
                      Weakness: Cold/Ice attacks act as Slow/Snare attacks on him in addition to the normal effect.

                      Languages
                      English

                      Defense (Alt Form/Normal)
                      Dodge 6/3
                      Parry 6/3
                      Fortitude 6/3
                      Toughness 6/3
                      Will 6

                      Power Points
                      Abilities 18 + Powers 72 + Advantages 1 + Skills 4 (8 ranks) + Defenses 10 = 105

                      BACKGROUND:
                      Ian Pond
                      Age - 19
                      Height - 6’ 5”
                      Weight - 195 lbs
                      Hair - Bald (Dirty Blond)
                      Eyes - Green
                      Skin - Tan

                      HISTORY:
                      He has a slightly disproportionate frame with long arms, long torso, large hands and shorter legs. His joints are also extra flexible, almost to the point of double-jointed-ness in every joint. This combination would be a great boon to his swimming, were he able to nerve himself up and get into the water. It does occasionally lead to teasing when it becomes apparent. Ian tries very hard to not let others see this by keeping his arms bent and his hands in the pockets of his hoodie or his jeans.

                      Ian’s powers revealed themselves at the age of 16. He was on a hike in the mountains with his family. While crossing a river gorge near a waterfall, the rope bridge he was on was extra slick and he lost his grip and fell off the bridge. On the way down he hit his head on the cliff and was knocked out. Were it not for his powers developing he would have been dead twice over from the head wound and drowning. As it was he only died once from the head wound. His powers transformed him into living water, prevented him from drowning and saved his life. Unfortunately for his family when he transformed, his watery form blended with the river water and disappeared. All his family and the park rangers found of him were his clothes and backpack.

                      A week after Ian disappeared, just as everyone was starting to settle into the fact that they might never see Ian again, he came to in a pool formed in the curve of the river. Not realizing how much time had passed and panicking at being under water and thinking he was unable to breathe, he swam as hard as he could for the surface and the edge of the river. He shot out of the water so fast he didn’t even touch the edge on the way up and landed with a splash on the bank. Still not understanding what had happened and disoriented because of his 360 vision he got up and tried to find his way back to a trail. Due to the disorientation of his new vision, it took him a couple minutes before he realized he wasn't in his normal body. The shock of being an animate mass of water caused him to pass out. He woke up to voices calling his name and found himself in his human body again.

                      A couple of months later, after he and his family got over the shock of his changes and were adjusting to his new found ability to change form, they found the prejudice that their neighbors exhibited towards mutants was too great and they had to move to a city that was more accepting. He is glad his folks moved to a big city but he wishes San Francisco was further from the ocean.

                      Over the next few years he has secretly practiced with his powers while keeping as normal an outward appearance as possible. He has found a fear of the water that exceeded anything that he thought possible before. Just he thought of getting in a swimming pool makes him break out in a cold sweat, he can barely tolerate the thought of a tub full of water.

                      He has taken a year off from pursuing college and is currently trying to decide if he wants to stay “in the closet” about his powers or to try and capitalize on his abilities somehow. The largely anti-mutant sentiment has him leaning towards the “in the closet” argument but he is tired of hiding who he really is and going public is very tempting.

                      Despite that inner conflict he still sees himself as a "good guy" and in his relatively young life he's seen that "good guy" mutants are the heroes and the "bad guy" mutants are the villains, no matter what might be all over the news.

                      Power explanations:
                      I'm adding this section because when I tried to use a version of this character before I had some questions around why I chose certain powers or how I expected certain powers to work.

                      Riptide
                      The attack I have pictured is pretty much my guy grabbing an opponent and engulfing them in his body, suffocating them and damaging them as high pressure water swirls in and out of their ears, sinuses, throat, etc. Basically think what would happen if you shoved a pressure washer up your nose and in your ears and down your throat all at the same time.

                      Insubstantial
                      The Water Powers Profile has Insubstantial 2 as the Rank in its write up of Water Form and I had no other way that was easy to model to get the Immunity to Physical Damage that comes along with Insubstantial 2 which I pictured this guy having. Bullets, clubs, punches should go through this guy like trying to hit a puddle, but area effects like bombs going off or direct energy attacks like fire/ice blasts will still hurt.

                      Flowing Movement
                      Safe Fall goes along with the Immunity to Physical Damage from Insubstantial 2. If he's not hurt by getting hit directly by a car, why would falling onto a car from height do him any damage?
                      The Water Walking gives him the ability to walk on the water at his increased land speed.
                      The Slithering in combination with the Visual Radius Senses is just to denote that he doesn't really have an up/down/front/back/left/right and it doesn't matter if he's knocked over or not, he can still do everything normally while prone that he would upright.

                      Instant Up & Prone Fighting
                      Goes along with the Slithering and the Visual Radius Senses to further emphasize the fact that he has no up/down/front/back/left/right

                      New Feat
                      Strong Grip: (Essentially Enhanced STR, Limited to Not Damage and Not Lifting or Elongation Limited to Grabs)
                      Your grip is particularly strong granting a +2 bonus to Grab DC per rank (limited by PL). Your maximum bonus is still limited by power level, as usual. In addition you receive a +1 bonus to resist Disarm checks and Athletics checks to catch yourself if you suffer a failure while climbing.
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                      • #26
                        Gregor Roussimoff - [3e]

                        Originally posted by Aerlock View Post
                        I am interested as well. I have in mind a duo/trio of mecha/AI that combine to form a more powerful combatant. Dunno if I'd be able to manage it at PL6 but I'll certainly give it a try if this moves forward.

                        - Aerlock
                        So my Dual AI character just wasn't coming together for me. Instead I went back to the drawing board and came up with a Pet Master.

                        - Aerlock

                        Gregor Roussimoff

                        PL 6

                        Abilities
                        Strength 6
                        Stamina 6
                        Agility 0
                        Dexterity 0
                        Fighting 6
                        Intellect 0
                        Awareness 0
                        Presence 0

                        Advantages
                        All-out Attack
                        Animal Empathy
                        Chokehold
                        Daze (Intimidation)
                        Fast Grab
                        Favored Environment: Cold
                        Favored Environment: Flying/Mounted
                        Fearless
                        Improved Grab
                        Improved Hold
                        Instant Up
                        Languages 1
                        Luck
                        Power Attack
                        Prone Fighting
                        Set-up
                        Sidekick 18
                        Startle

                        Skills
                        Athletics 10 (+16)
                        Expertise: Animals 9 (+9)
                        Intimidation 15 (+16)
                        Persuasion 10 (+10)
                        Treatment 10 (+10)

                        Powers
                        Beastmaster: Comprehend 2 (Animals - Speak To, Animals - Understand)
                        Gigantism: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
                        Immunity: Immunity 11 (Common Descriptor: Cold, Environmental Condition: Cold; Limited - Half Effect [10 ranks only])
                        Feast of the Victorious: Regeneration 2 (Recover 1 every 5 rounds; Source: Food)

                        Offense
                        Initiative +0
                        Grab, +6 (DC Spec 16)
                        Throw, +0 (DC 21)
                        Unarmed, +6 (DC 21)

                        Languages
                        English, Russian

                        Defense
                        Dodge 6
                        Parry 6
                        Fortitude 6
                        Toughness 6
                        Will 6

                        Power Points
                        Abilities 28 + Powers 16 + Advantages 35 + Skills 27 (54 ranks) + Defenses 14 = 120

                        Complications
                        Accent: While he can speak English, it is far from fluent due to a very thick accent that he has, so far, been unable to get rid of.
                        Hunger: Gregor is constantly hungry and always has "snacks" on him. His massive frame needs an excess of food and drink and his daily food requirements are at least double that of a normal man.
                        Motivation: Patriotism: Gregor is a proud son of Mother Russia.
                        Relationship: One of five siblings, Gregor left his family's small farm at age fourteen. He left to seek his fortunes and relieve his family of the burden of feeding his massive, and growing, body. He still keeps in touch with all of his family and delights in any new letter or call from them.
                        Secret: All the failed experiments over the years may not have been complete failures and he likely has some surprises lurking in his DNA thanks to the "failures".
                        Size: Gregor suffers from acromegaly, or "giantism," a endocrynological disorder that causes the body to secrete excessive amounts of growth hormones and produces continual growth, especially in the head, hands, and feet. This causes him problems in everyday life as nothing is made to fit someone of his size.

                        Description
                        Gender: Male
                        Age: 25
                        Height: 7' 2"
                        Weight: 425 lbs.
                        Hair: Black
                        Eyes: Dark Brown

                        Gregor is a massive fighter, weighing over 400 lbs and standing over 7 feet tall. Gregor has been a beard and a short mohawk. His massive frame is almost entirely covered in scars from bouts with wrestling brown bears in circuses before the Russian project found him and later wrestling with his Wyvern and the other DNA enhanced animals at the project.

                        Background
                        Using data stolen from the other countries (mainly Japan) investigating the aliens, Russia started its own program to develop Super Powered Beings. Focusing mainly on DNA manipulation there were two branches of the project, one to enhance an existing human and another to develop new or enhanced animals.

                        Gregor was an early find for the project and one of their most successful. He was 16 and already nearly 6 feet tall and hugely muscled when they found him during a recruitment drive. Over the next 8 years he was subjected to many treatments and experiments. Some were successful and some were not. Luckily for him all the failures seem to fail safely and he suffered no negative side effects. The bigest benefit that Gregor gained from the experimentation was the link to one of the enhanced and DNA spliced animals that the scientists were calling a Wyvern.

                        Gregor is the poster child of the Russian program and has applied to the Sakura academy to prove that Russia can stand tall with the Japanese program.

                        Wyvern

                        PL 6

                        Abilities
                        Strength 5
                        Stamina 6
                        Agility 0
                        Dexterity 0
                        Fighting 6
                        Intellect -2
                        Awareness 1
                        Presence -1

                        Advantages
                        All-out Attack
                        Fast Grab
                        Fearless
                        Improved Critical 4: Bite: Strength-based Damage 1
                        Improved Grab

                        Interpose

                        Skills
                        Intimidation 2 (+5)
                        Perception 8 (+9)

                        Powers
                        Bite: Strength-based Damage 1 (DC 21, Advantages: Improved Critical 4)
                        Claws: Strength-based Damage 1 (DC 21, Advantages: Fast Grab, Improved Grab; Split: 2 targets)
                        Communication: Mental Communication 2 (Rapid; Limited: Only with Beastmasters)
                        Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
                        Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee; Innate; Permanent)
                        Protection: Protection 1 (+1 Toughness; Impervious [6 extra ranks])
                        Senses: Senses 2 (Tracking: Smell 2: full speed)
                        Terrifying Roar: Cumulative Perception Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Cumulative)

                        Offense
                        Initiative +0
                        Bite: Strength-based Damage 1, +6 (DC 21)
                        Claws: Strength-based Damage 1, +6 (DC 21)
                        Grab, +6 (DC Spec 15)
                        Terrifying Roar: Cumulative Perception Area Affliction 6 (DC Will 16)
                        Throw, +0 (DC 20)
                        Unarmed, +6 (DC 20)

                        Languages
                        Wyvern

                        Defense
                        Dodge 5
                        Parry 5
                        Fortitude 6
                        Toughness 7
                        Will 6

                        Power Points
                        Abilities -2 + Powers 67 + Advantages 3 + Skills 5 (10 ranks) + Defenses 17 = 90

                        Complications
                        Disability: No hands or arms.
                        Hunger: The Wyvern will eat anything, at any time, all the time.
                        Monstrous: Its a giant lizard with wings and teeth that are the size of steak knives.
                        Wild Animal: It may be smart but its still an animal and is prone to acting out.
                        Last edited by Aerlock; 05-26-2016, 08:03 AM.
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                        • #27
                          Gregor - [2e]

                          I'll throw this guy in the applications bucket, it'll give me another chance to come up with a background for him. Here's what I have right now, its kinda disjointed and I hope to get that cleaned up a bit once I get his background written. The Wyvern acts as his mount and tag-team combat buddy. For a background, which I'm still working on, I have him as a semi-famous adventurer, known for tackling (most times literally) any wild creature or rampaging monster and gaining great rewards and treasure by doing so. Personality wise picture Hagrid crossed with Zangief crossed with Fezzig from the Princess Bride. He's big and boisterous and almost always happy. No matter how dangerous or threatening a monster is, he just thinks it needs a hug. Sometimes he's right and he can work out a compromise with said monster/animal. Other times he needs to hug them in the face with his fists. Combat wise I tried to make him a beast of a grappler (I'd like some pointers there, if anyone has any) with some team-up options with his wyvern. The Healing only works when he stops fighting and just flat out eats. He's got to really chow down too, not just munching on a handful of rations. The distracting is there to not so much because the Healing takes his attention away from things but more like if he focuses on anything but eating for the full round, his Healing doesn't work. The cloaks immunity to starvation isn't meant to bypass the need for food on his regeneration, its to have a plausible, magical source of said food. The Axe is a magic weapon that flies true to his target (accurate), hits hard (Improved Crit) and magically appears back in hand the next time he's ready to throw/use it (ranged Damage instead of Thrown). This is a conversion from a 3e character so please give it a look and tell me where I left things out and/or screwed up my 2e thinking with thoughts of 3e.

                          - Aerlock

                          UPDATE: I have a background for him now! Couldn't make the second little story come together, but I got a traditional background and one little story out of my head and onto "paper".

                          Gregor Rubeus, The Beastmaster


                          Gregor was raised in the far north. His tribe had close dealings with, and often intermarried with, a tribe of Ice Giants. Both his parents were half giants. He was born and grew quickly, having far more giant blood in him than either of his parents. He grew almost as fast and as tall as a full blooded giant. His giant grandparents were very proud and worked out an apprenticeship with the giant tribes shaman for Gregor. He was an able, but distracted student. He much preferred the wrestling and other warriors games so was frequently in trouble with his mentor. Upon reaching adulthood Gregor went out to seek his fortune. Despite disappointment that he wasn't going to stay and continue his shaman training, his family was supportive and provided him a red travelling cloak and sturdy axe as well as other travelling supplies.
                          He found his training as a shaman was more useful than he thought. He managed to work a little magic to greatly reduce the effects of the cold as well as talk to animals. His frequent interactions (read wrestling matches) with the beasts he met along the road led him to understand the importance of the healing lessons the shaman tried to teach him. Unfortunately he hadn't paid close enough attention to those lessons and couldn't ever get the healing spells to work properly no matter how many different ways and times he tried. Or at least thats what he thought. One evening after a particularly close battle against a rampaging troll. He sat down, still covered in the trolls blood, and attempted to heal himself again. Again he thought he failed. He had more success than he thought, but didn't discover this until he ate his dinner that evening. As he ate he started to feel his wounds healing. Even the tip of his finger that the troll had bitten off started to grow back!
                          Some months after meeting the wyvern, his "beast friend" as he calls him with a chuckle every time he says it, they battled a troupe of ogres that were terrorizing a village and interfering with the local mage. After defeating the ogres, Gregor was more upset that the ogres had torn up the cloak his parents had given him than being forced to use his axe on them. And he hated having to use his axe, it meant that his opponents had taken to cheating at wrestling. Seeing how much Gregor was upset that his cloak had been torn up and as a reward, the mage added some enchantments to the tattered old cloak and the sturdy axe of Gregors. Now no matter how much damage the cloak or axe took, they would not be destroyed. Seeing Gregor in action, both during and after the battle, the mage also made sure the cloak would also protect Gregor from choking and ever going hungry. Any time he reached into a pocket of the cloak it would be full of something tasty and filling. He added a few enchantments to axe to always be at hand whenever Gregor needed it, fly true to its target and always be sharp.

                          Mans beast friend
                          "Look at you! Lost and alone out here, it's no wonder you're grumpy and don't want the locals near you. C'mere and lemme give you a hug you great big beastie!" The wyvern, young enough that his scales were still smooth, cocked its head in confusion. Usually the humans ran from it and let it eat their beasts when it let out a roar. Usually they weren't talking to him in a way he could understand either. Then again with the wyvern already over 6ft long from nose to haunches, usually the humans were smaller than it too. The one looking down at him currently was neither running in terror nor smaller than him. Scenting the air for signs of others around and finding none, this smooth scaled young wyvern gave another roar and charged the man in front of him.
                          It's good for the wyvern that Gregor is so fond of beasts of all kinds. Dodging the wyverns bite, he grabs the wyverns neck with one hand and wraps the opposite arm around the wings. Holding the wyvern tightly and using his grip to twist the wyvern so that its claws cannot get purchase, Gregor begins talking to it and calming it down. After many attempts by the wyvern to break free, Gregors offers of friendship and companionship finally sink into the single-minded wyverns mind and it stops trying to eat Gregor. The offer of a fresh cow and steady supply of food after that didn't hurt either.

                          Power Level: 12; Power Points Spent: 240/240

                          Abilities
                          STR: +12 (34)
                          DEX: +0 (10)
                          CON: +12 (34)
                          INT: +0 (10)
                          WIS: +0 (10)
                          CHA: +0 (10)

                          Saves
                          Tough: +12
                          Fort: +12
                          Ref: +12
                          Will: +12

                          Skills
                          Climb 8 (+16)
                          Diplomacy 12 (+12)
                          Handle Animal 16 (+16)
                          Intimidate 16 (+18)
                          Medicine 12 (+12)
                          Navigate 16 (+16)
                          Notice 16 (+16)
                          Ride 16 (+16)
                          Swim 8 (+16)

                          Feats
                          All-Out Attack
                          Ambidexterity
                          Animal Empathy
                          Attack Focus (melee) 10
                          Attack Specialization (Grapple)
                          Attack Specialization (Unarmed Attack)
                          Chokehold
                          Crushing Pin
                          Distract (Intimidate)
                          Fascinate (Intimidate)
                          Fearless
                          Grappling Block
                          Hardy
                          Improved Critical 4 (Axe (Damage 2))
                          Improved Critical 4 (Thrown Axe (Damage 12))
                          Improved Grab
                          Improved Grapple
                          Improved Initiative
                          Improved Pin
                          Instant Up
                          Iron Stomach
                          Leadership
                          Luck 2
                          Move-by Action
                          Power Attack
                          Prone Fighting
                          Rallying Cry
                          Set-Up
                          Sidekick 35
                          Startle
                          Two-Handed Attack

                          Powers
                          Beastmaster (Comprehend 2) (animals - speak to, animals - understand)
                          Feast of the Victorious (Healing 10) (Total; Custom (Source: Food), Distracting, Personal; Regrowth)
                          Giant Blood (Growth 4) (+8 STR, +4 CON, +1 size category; Permanent; Innate)
                          Gregors Axe (Device 7) (Easy to lose, Only you can use; Arcane Signature; Indestructible)
                          . Thrown Axe (Damage 12) (DC 27, Feats: Improved Critical 4 (Thrown Axe (Damage 12)); Range (ranged); Accurate 6 (+12), Improved Range (300 ft. incr); Lethal, Power Loss (He has to be able to "Throw" the axe))
                          . . Axe (Damage 2) (Alternate; DC 29, Feats: Improved Critical 4 (Axe (Damage 2)); Penetrating [12 extra ranks]; Mighty (+12 to damage); Lethal)
                          Son of the Northland (Immunity 10) (common descriptor: Cold; Limited (Half Effect))
                          Travellers Cloak (Device 1) (Hard to lose; Arcane Signature; Indestructible)
                          . Immunity 3 (sleep, starvation & thirst, suffocation: Choking)

                          Attack Bonus: +0
                          Ranged: +0
                          Melee: +10
                          Grapple: +29

                          Attacks
                          Axe (Damage 2), +10 (DC 29)
                          Thrown Axe (Damage 12), +12 (DC 27)
                          Unarmed Attack, +12 (DC 27)

                          Defense: +12 (Flat-footed: +6)
                          Size: Large
                          Knockback: -10

                          Initiative: +4

                          Languages: Common

                          Totals: Abilities 36 + Skills 30 (120 ranks) + Feats 73 + Powers 49 + Combat 28 + Saves 24 + Drawbacks 0 = 240

                          Complications
                          Oh look, he knows his mummy!: Gregor is just as likely to try and adopt any of the monsters he comes across as he is to fight them. Since the result is usually the same for the people being troubled by said monsters they don't usually complain about his methods.
                          I just want you to feel you're doing well: Gregor will usually give his opponents the first strike in combat, even when thats not to his advantage.
                          You are the Brute Squad: Gregor is large and imposing even without trying to be. This will put some people off when he first meets them

                          Description
                          Gender: Male
                          Age: 30-ish (he hasn't always paid attention to the passing seasons so its a guess)
                          Height: 8' 10"
                          Weight: 740 lbs.
                          Hair: Dark Reddish Brown
                          Eyes: Dark Brown



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

                          Wyvern


                          Power Level: 12; Power Points Spent: 175/175

                          Abilities
                          STR: +12 (34)
                          DEX: +0 (10)
                          CON: +12 (34)
                          INT: -2 (6)
                          WIS: +0 (10)
                          CHA: -1 (8)

                          Saves
                          Tough: +14
                          Fort: +17
                          Ref: +16
                          Will: +16

                          Skills
                          Intimidate 4 (+9)
                          Notice 12 (+12)

                          Feats
                          All-Out Attack
                          Attack Focus (melee) 14
                          Fearless
                          Hardy
                          Improved Critical 4 (Bite (Damage 2))
                          Improved Grab
                          Improved Grapple
                          Improved Pin
                          Interpose
                          Iron Stomach
                          Light Sleeper
                          Move-by Action
                          Power Attack
                          Stunning Attack

                          Powers
                          Communication 4 (sense type: mental; Limited (Only with Beastmasters))
                          Flight 5 (Speed: 250 mph, 2500 ft./rnd; Custom (Winged))
                          Growth 12 (+24 STR, +12 CON, +3 size categories; Permanent; Innate)
                          Poison (Drain 9) (drains: single trait - constitution, DC 19; Full Power)
                          . Bite (Damage 2) (Alternate; DC 29, Feats: Improved Critical 4 (Bite (Damage 2)); Mighty (+12 to damage))
                          . Claws (Damage 2) (Alternate; DC 29, Feats: Improved Grab, Improved Grapple, Improved Pin; Mighty (+12 to damage), Split Attack (2 targets))
                          Scales (Protection 2) (+2 Toughness; Impervious [12 extra ranks]; Innate)
                          Super-Senses 2 (tracking: Smell 2 (normal speed))
                          Terrifying Roar (Emotion Control 12) (DC 22; Perception Area (General); Limited to Emotion (Fear), Range 2 (touch); Noticeable)

                          Attack Bonus: -4
                          Ranged: -4
                          Melee: +10
                          Grapple: +38

                          Attacks
                          Bite (Damage 2), +10 (DC 29)
                          Claws (Damage 2), +10 (DC 29)
                          Poison (Drain 9), +10 (DC Fort/Staged 19)
                          Terrifying Roar (Emotion Control 12) (DC Staged/Will 22)
                          Unarmed Attack, +10 (DC 27)

                          Defense: +10 (Flat-footed: +5)
                          Size: Gargantuan
                          Knockback: -26

                          Initiative: +0

                          Drawbacks
                          Disability, common, major, No Hands

                          Languages: Wyvern

                          Totals: Abilities 6 + Skills 4 (16 ranks) + Feats 23 + Powers 81 + Combat 28 + Saves 37 - Drawbacks 4 = 175

                          Complications
                          Disability: No hands or arms.
                          Hunger: The Wyvern will eat anything, at any time, all the time.
                          Monstrous: Its a giant lizard with wings and teeth that are the size of steak knives.
                          Wild Animal: It may be smart but its still an animal and is prone to acting out.
                          Last edited by Aerlock; 07-02-2016, 04:48 PM.
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                          • #28
                            Gordon [3e]

                            All right, Here's my second attempt at a character for this game. My first was a TK based character, then when I went to post him I saw Paulo's character and went back to the drawing board. I need to come up with a few better names for some of the powers but otherwise I think I'm ready for review. I've got kiddo bedtime to do right now so I'll try and get on after that to get a physical description, the individual power costs, and maybe a bit of personality posted. The Theme music I intend to have the song choice be an unconscious kind of thing. He's got a lot of music locked away inside his head, he just doesn't know it. The songs will start playing and he won't know what the song is or where he heard it. It'll start out quiet and he'll be able to turn it off or up if he wants, but he can't always make it start on command.

                            Gordon - PL 10


                            Abilities
                            Strength -1
                            Stamina 0
                            Agility 0
                            Dexterity 0
                            Fighting 0
                            Intellect 0
                            Awareness 0
                            Presence 0

                            Advantages
                            Assessment
                            Improved Initiative 2
                            Precise Attack (Ranged, Cover)

                            Skills
                            Insight 20 (+20)
                            Technology 10 (+10)
                            Treatment 10 (+10)

                            Powers
                            Enhanced Trait: Enhanced Trait 10 (Traits: Perception +20 (+20); Limited: Hearing only)
                            Immunity: Immunity 10 (Common Descriptor: Sonic)
                            Offense Array
                            . Damage: Damage 10 (DC 25; Accurate 5: +10, Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 8)
                            . Deflect: Deflect 10 (Redirection, Reflect; Limited: Physical Attacks Only)
                            . Vertigo: Progressive Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 22; Accurate 4: +8, Increased Range: ranged, Progressive; Sense-dependent: Hearing)
                            Protection: Protection 10 (+10 Toughness)
                            Senses: Senses 9 (Accurate (Type): Hearing, Analytical (Type): Hearing, Distance Sense, Extended: Hearing 1: x10, Ultra-hearing, Advantages: Precise Attack (Ranged, Cover))
                            Theme Music: Feature 1 (He has an ability to replay any song he's heard as his own "theme music" at will.)
                            Utility Array
                            . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Noticeable: Noisy)
                            . Silent Steps: Concealment 2 (All Aural Senses)
                            . White Noise: Environment 3 (affects hearing instead of vision
                            Visibility (-5)
                            Radius: 120 feet; Selective)

                            Offense
                            Initiative +8

                            Damage: Damage 10 +10 (DC 25)
                            Vertigo: Progressive Affliction 12 +8 (DC Will 22)
                            Grab +0 (DC Spec 9)
                            Throw +0 (DC 14)
                            Unarmed +0 (DC 14)

                            Defense
                            Dodge 10
                            Parry 10
                            Fortitude 10
                            Toughness 10
                            Will 10

                            Complications
                            Amnesia: 'Functional/Hollywood' amnesia - Gordon can't remember anything about himself, his past, etc, but he remembers how to speak, what specific objects are, how to use his powers, etc.. even a few pop culture references!
                            Blind(-ish): Gordon cannot see. He cannot tell colors or read written information. His powers allow him a bit of a workaround but that really just shows him where things are and what shape they are. To him a window is as opague as the wall it is set in.

                            Languages
                            English

                            Power Points
                            Abilities -2 + Powers 89 + Advantages 3 + Skills 20 (40 ranks) + Defenses 40 = 150
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                            • #29
                              Crowd [3e]

                              Jason "Crowd" Johnson - PL 8


                              Abilities
                              Strength 1
                              Stamina 4
                              Agility 2
                              Dexterity 0
                              Fighting 3
                              Intellect 2
                              Awareness 0
                              Presence 0

                              Advantages
                              Benefit, Ambidexterity
                              Equipment 3
                              Teamwork

                              Skills
                              Acrobatics 1 (+3)
                              Athletics 2 (+3)
                              Deception 3 (+3)
                              Expertise: ???? 3 (+5)
                              Insight 2 (+2)
                              Investigation 2 (+4)
                              Perception 4 (+4)
                              Persuasion 2 (+2)
                              Technology 3 (+5)
                              Treatment 1 (+3)
                              Vehicles 1 (+1)

                              Powers
                              Alt-itis: Morph 2 (+20 Deception checks to disguise; Narrow group; Increased Duration: continuous; Quirk: Original still exists)
                              Clone Combat
                              Everybody Block: Enhanced Parry 4 (Parry +4)
                              Missed Me: Enhanced Dodge 2 (Dodge +2)
                              Thats Not The Real Me: Protection 1
                              Duplication Effects
                              Duplicate Movement: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Subtle: subtle; Medium: Clones, Quirk: Must be able to physically traverse the intervening space)
                              Lost in the Crowd: Concealment 10 (All Senses; Limited: All Duplicates are visible)
                              Instant Mobs: Burst Area Move Object 4 (800 lbs., DC 19; Alternate Resistance (no cost): Parry, Burst Area: 30 feet radius sphere, DC 14, Damaging, Precise, Selective; Concentration, Feedback, Quirk 2: Needs physical access to area, Solid non-harmful objects only, Reduced Range: close)
                              Leather Jacket: Protection 1 (+1 Toughness)
                              Teamwork
                              Extra Perspectives: Senses 3 (Accurate: Hearing, Radius: Vision)
                              Group Analysis: Enhanced Intellect 2 (+2 INT)
                              Team Effort: Quickness 2 (Perform routine tasks in -2 time ranks; Quirk: Mostly parallel processing)
                              We Can Do It: Enhanced Will 4 (Will +4)

                              Equipment
                              Dirt Bike
                              First Aid kit 1
                              Flashlight
                              Leather Jacket [Leather Jacket: Protection 1, +1 Toughness]
                              Multi-tool
                              Pepper Spray
                              Toolkit (Basic)
                              Video Camera

                              Offense
                              Initiative +2
                              Grab, +3 (DC Spec 11)
                              Instant Mobs: Burst Area Move Object 4 (DC Dog 19)
                              Pepper Spray, +3 (DC Dog/Fort 14)
                              Throw, +0 (DC 16)
                              Unarmed, +3 (DC 16)

                              Complications
                              ADHD: Jason has a pretty severe form of ADHD. If he forgets his meds his attention span is about as long as a two year olds.
                              Motivation: Thrills: It feels good to use his power. REAL good. It's almost like getting high. To the point that he has a hard time not creating duplicates when he's not otherwise distracted.
                              Quirk: Entangled Feedback: Each instance of him is equally the "real him." So even though, in game terms, the mechanics of his powers would normally allow him to sit back and attack in relative safety, instantiating duplicates actually presents some risk. Whenever a duplicate is manifested, it can be targeted, and there's a chance any damage done will ripple through all of them, in a sense actually affecting the "real him". The chance is proportional to the number of instances active (to as low as a 1/20 chance.) For example, if he is using Decoys and is in melee combat with one opponent, and has 6 total instances active, then if the opponent targets one of them with a punch, there's a 1/6 chance that any damage done to the instance will actually be to the "real him".
                              Secret: Jason has super powers!
                              Unusual family structure: Yeah his parents are Polyamourous, get over it! He's gotten a lock flack and teasing about his odd parents over the years, but he doesn't have a problem with it and is likely to have a problem with someone that does.

                              Languages
                              English

                              Defense
                              Dodge 6, Parry 8, Fortitude 4, Toughness 6, Will 6

                              Power Points
                              Abilities 20 + Powers 48 + Advantages 5 + Skills 12 (24 ranks) + Defenses 5 = 90

                              Jason is a dilettante if you're being nice, a slacker if you're not. The longest he's ever stuck with anything is his dirt bike riding and he's only been doing that for less than a year. He did Karate for about 6 months, a summer theater program last summer, he's been in and out of various making/crafting groups, you name it and he's probably at least watched a ton of YouTube videos on it. Most of that is his basic personality, but a part of it is his ADHD. All that being said, once he sets a goal he works at it fairly diligently. When he got into dirt bikes, he decided he wanted an electric dirt bike. He went out and got himself a job mowing lawns and even sold some stuff on craigslist. Once his folks realized he was actually sticking at it they decided they'd match him dollar for dollar whatever he earned. Two and a half months later he'd saved up just over $2000 and with his parents matching funds he went and got his dream bike.
                              His family recently moved to Emerald City when his fathers both got offered positions in Emerald city at their respective jobs within the same month. He misses his mom, but she visits once a month and they Skype often. She's planning to move out to re-join them all around Christmas time, once she has her current project wrapped up. His family is concerned about his new powers and how they'll interact with his ADHD. They were also very concerned about how they were going to handle multiple hims, by the time he woke up in the hospital he'd filled half a ward by himself. Once all of him was awake and he discovered he could un-instantiate his dupes, they felt a lot better (they didn't suddenly have to house and feed a dozen teenage boys!).

                              POWER SPECIFICS

                              Jason can, effortlessly, at will and nearly instantly, create practically any number of new instances of himself (duplicates) within a short distance of his original self. Each instance of him, both duplicated and original, is an exact copy, and is equally the "real Jason", having the same clothes, items, memories and abilities, and can also do the same things, including create duplicates. With each being the real Jason, they behave pretty much 100% in accord, and to some degree can each sense the presence and state of the other instances. Any given instance can choose to uninstantiate at will (unconsciousness of an instance also causes it,) and all other instances immediately re-integrate that instance's memories as their own. However, there's also the (slight) risk of damage done to one rippling through all of the instances.

                              All of this all allows for interesting behaviors. Numerous duplicates can all be created within split-seconds of each other, to create a wave of bodies and, say, leave one instance at an elevated ledge, at which point the other instances can safely uninstantiate. A mob of instances can all mobilize to lift a heavy object, or gang up on a thug, or quickly disassemble a construct... or all three at once. And of course, scouring a room in search of a missing object is almost trivial.

                              Team Effort
                              This really only benefits him Alt-itison tasks that can be done as a group. It still takes him hours to read a book from cover to cover, but searching a room takes almost no time at all.

                              Alt-itis
                              He can customize his duplicates looks and keep the new look if he likes it. He mostly uses this to make himself look like video game and movie characters.
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                              • #30
                                Colossus [3e]

                                Colossus - PL 7


                                Abilities
                                Strength 9
                                Stamina 9
                                Agility 0
                                Dexterity 0
                                Fighting 5
                                Intellect 0
                                Awareness 5
                                Presence 0

                                Advantages
                                All-out Attack
                                Diehard
                                Fast Grab
                                Fearless
                                Improved Critical 2: Unarmed
                                Improved Grab
                                Improved Hold
                                Improvised Tools
                                Languages 1
                                Power Attack
                                Ranged Attack 5
                                Takedown

                                Skills
                                Expertise: Metalwork/BlackSmithing 10 (+10)
                                Technology 6 (+6)

                                Powers
                                Enhanced Ability: Enhanced Strength 2 (+2 STR; Limited to Lifting, Permanent)
                                Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
                                Immunity: Immunity 38 (Common Descriptor: Heat, Common Descriptor: Cold, Critical Hits, Disease, Environmental Conditions (All), Fatigue Effects, Poison, Sleep, Starvation & Thirst, Suffocation (All); Innate)
                                Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
                                Movement: Movement 1 (Safe Fall)

                                Offense
                                Initiative +0
                                Grab, +5 (DC Spec 19)
                                Throw, +5 (DC 24)
                                Unarmed, +5 (DC 24)

                                Defense
                                Dodge 5
                                Parry 5
                                Fortitude 9
                                Toughness 9
                                Will 5

                                Complications
                                Accident: Things aren't made to support his weight. Wooden structures also tend to act relatively flimsy when he's around.
                                Monstrous: He's a giant walking, talking man made of metal
                                Motivation: Acceptance: He wants people to not treat him any differently just becasue he's a giant walking, talking man made of metal
                                Pacifist: Does not like to fight. Will try to talk things out before fighting. Won't start a fight, but will fight to protect his friends.
                                Prejudice: Mutant
                                Relationship: Brother and sister back home
                                Weakness: Vibranium halves his toughness when hitting him
                                Weakness: While he's immune to temperature extremes, sudden large shifts in temperature will still hurt him.

                                Languages
                                English
                                Russian

                                Power Points
                                Abilities 48 + Powers 50 + Advantages 17 + Skills 8 (16 ranks) + Defenses 7 = 130

                                Description
                                Gender: Male
                                Age: 27
                                Height: 7' 10"
                                Weight: 500 lbs.
                                Hair: None
                                Eyes: Solid Black

                                Piotr Rasputin grew up on a farm with his mother, father, older brother and younger sister. He hit a growth spurt early and was apprenticed to the town blacksmith at the age of 10. Years later, around the time he was preparing to graduate from his apprenticeship to journeyman status, his brother and sister stopped by to speak with him while in town for supplies for their farm. Having received permission from his master to take a break, he brought his siblings into the smithy to talk and show off his work. While speaking with his siblings and showing off some of his completed work in the storage area, one of the shelves broke. Piotr threw himself between the falling metalwork and his brother and sister, pushing them to safety. Expecting to be crippled or worse from the falling metalwork, Piotr closed his eyes and threw a quick prayer to God thanking him for letting him save his siblings. As the noise and commotion died down and the metalwork all settled around him he opened his eyes amazed to be alive and unharmed. His brother and sister were both staring at him in shock. He had grown over 2 feet in height and turned to solid iron. His master came rushing over with a shout of "Begone Demon!" and tried to stab Piotr with the piece of iron he was currently working. Piotr grabbed the iron as it hit him and did nothing more than scortch the remains of his clothing. He felt the hot iron deform in his hand as he pushed the metal away. His master fell back with a screetch, letting go of the iron, and bolting out of the smithy shouting "HELP! Theres a Demon in my smithy!" Staring open mouthed at the retreating back of the man who had been almost like a second father to him for the last 6 years he turned back to his brother and sister. Both of them urged him to flee before the town mobbed him and killed him. Not yet realizing his level of imperviousness, he took their advice and their offered cloaks and supplies they had bought in town and fled out the door.
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